I've got an OpenGL program running, and it displays geometry, but it's all "flat," one gray tone, with no diffuse shading or specular reflection:
Pictured are three tori, each made of quad strips. We should see shading, but we don't. What am I doing wrong?
Here is the code where I set the vertices and normals (draw_torus()
is called to build a display list):
/* WrapTorus, adapted from
http://www.math.ucsd.edu/~sbuss/MathCG/OpenGLsoft/WrapTorus/WrapTorus.html
by Sam Buss */
/*
* Issue vertex command for segment number j of wrap number i.
* Normal added by Lars Huttar.
* slices1 = numWraps; slices2 = numPerWrap.
*/
void putVert(float i, float j, float slices1, float slices2, float majR, float minR) {
float wrapFrac = j / slices2;
/* phi is rotation about the circle of revolution */
float phi = PI2 * wrapFrac;
/* theta is rotation about the origin, in the xz plane. */
float theta = PI2 * (i + wrapFrac) / slices1;
float y = minR * (float)sin(phi);
float r = majR + minR * (float)cos(phi);
float x = (float)sin(theta) * r;
float z = (float)cos(theta) * r;
/* normal vector points to (x,y,z) from: */
float xb = (float)sin(theta) * majR;
float zb = (float)cos(theta) * majR;
glNormal3f(x - xb, y, z - zb);
glVertex3f(x, y, z);
}
static void draw_torus(int numPerWrap, int numWraps, float majR, float minR) {
int i, j;
glBegin( GL_QUAD_STRIP );
for (i=0; i < numWraps; i++ ) {
for (j=0; j < numPerWrap; j++) {
putVert((float)i, (float)j, (float)numWraps, (float)numPerWrap, majR, minR);
putVert((float)(i + 1), (float)j, (float)numWraps, (float)numPerWrap, majR, minR);
}
}
putVert(0.0, 0.0, (float)numWraps, (float)numPerWrap, majR, minR);
putVert(1.0, 0.0, (float)numWraps, (float)numPerWrap, majR, minR);
glEnd();
}
Is there something wrong with the order of vertices?
Here is the part of the init function where the display list is built:
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat color[4] = { 0.5, 0.6, 0.7, 1.0 };
...
glShadeModel(GL_SMOOTH);
torusDL = glGenLists (1);
glNewList(torusDL, GL_COMPILE);
setMaterial(color, white, 100);
draw_torus(8, 45, 1.0, 0.05);
glEndList();
where setMaterial() just does:
static void setMaterial(const GLfloat color[3], const GLfloat hlite[3], int shininess) {
glColor3fv(color);
glMaterialfv(GL_FRONT, GL_SPECULAR, hlite);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glMateriali(GL_FRONT, GL_SHININESS, shininess); /* [0,128] */
}
Here is lighting that's also done during initialization:
GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat color[4] = {0.20, 0.20, 0.20, 1.00};
GLfloat spec[4] = {0.30, 0.30, 0.30, 1.00};
GLfloat shiny = 8.0;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
Here is where the display list gets called, in the draw function:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glLoadIdentity();
glScalef(3.5, 3.5, 3.5);
for (i = 0; i < ac->nrings; i++) {
glScalef(0.8, 0.8, 0.8);
glRotatef(...);
glCallList(torusDL);
}
glFlush();
glPopMatrix();
glXSwapBuffers(dpy, window);
The full .c source file for this "glx hack" is here. In case it makes a difference, this code is in the context of xscreensaver.
GL_CW
orGL_CCW
withglFrontFace(mode)
? Also, are the normals unit length?glEnable(GL_NORMALIZE)
or DIY inputVert
. – Brett HaleglEnable(GL_NORMALIZE)
and now I get shading! Thank you! Put that in an answer so I can accept it! Also, I'm curious why that made the difference. According to opengl.org/sdk/docs/man/xhtml/glNormal.xml, "Normals specified with glNormal need not have unit length." – LarsH