Hello,
I am new to OpenGL ES and are developing in Objective-C for iPhone.
What I am trying to understand is how light is positioned in my frustum. This is how I do it:
I create a square and put it as "floor" in my frustum. I am putting the light, right above, in the middle of the floor and point the direction of the light right down. Now, I expect the light circle on the floor to be in the middle. But it's not, it'r more to the back (futher away). How come?
near = 8.0
far = 28
light position = {0.0, 0.0, -10.0}
light direction = {0.0, -1.0, 0.0}
Floor coordinates = {-0.3153, -0.473, -20.0},
{-0.3153, -0.473, 0.0},
{0.3153, -0.473, -20.0},
{0.3153, -0.473, 0.0},
Shouldn't this together make the circle of light to be in the middle of the floor and not positioned a bit backwards?
Here's my significant code:
Setting up the view:
-(void)setupView:(TDRoomView*)view
{
const GLfloat zNear = 8, zFar = 28, fieldOfView = 5;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
NSLog(@"tanf(DEGREES_TO_RADIANS(fieldOfView)/2.0); %f ", tanf(DEGREES_TO_RADIANS(fieldOfView)/2.0));
CGRect rect = view.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size /
(rect.size.width / rect.size.height), zNear, zFar);
glViewport(-size, size, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glShadeModel(GL_SMOOTH);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
static const Color3D light0Ambient[] = {{1.0, 1.0, 1.0, 1.0}};
glLightfv(GL_LIGHT0, GL_AMBIENT, (const GLfloat *)light0Ambient);
static const Color3D light0Diffuse[] = {{0.5, 0.5, 0.5, 1.0}};
glLightfv(GL_LIGHT0, GL_DIFFUSE, (const GLfloat *)light0Diffuse);
static const Color3D light0Specular[] = {{0.5, 0.5, 0.5, 1.0}};
glLightfv(GL_LIGHT0, GL_SPECULAR, (const GLfloat *)light0Specular);
static const Vertex3D light0Position[] = {{0.0, 0.473, -10.0}};
glLightfv(GL_LIGHT0, GL_POSITION, (const GLfloat *)light0Position);
static const Vertex3D lightVector= {0.0, -1.0, 0.0};
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, (GLfloat *)&lightVector);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 85);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
}
And drawing:
-(void)drawView:(TDRoomView*)view
{
static const Vertex3D vertices[]= {
{-0.3153, -0.473, -20.0},
{-0.3153, -0.473, 0.0},
{0.3153, -0.473, -20.0},
{0.3153, -0.473, 0.0},
{-0.1, -0.25, -3.0},
{0.0, 0.0, -10.0},
{0.1, -0.25, -3.0}
};
static const Color3D colors[] = {
{0.7, 0.7, 0.7, 1.0},
{0.7, 0.7, 0.7, 1.0},
{0.7, 0.7, 0.7, 1.0},
{0.7, 0.7, 0.7, 1.0},
{1.0, 0.0, 0.0, 1.0},
{0.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 1.0, 1.0}
};
static const GLubyte roomFaces[] = {
0, 1, 2,
1, 2, 3};
static const Vector3D normals[] = {
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 0.000000}
};
glLoadIdentity();
glClearColor(0.7, 0.7, 0.7, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_FLOAT, 0, colors);
glNormalPointer(GL_FLOAT, 0, normals);
glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_BYTE, roomFaces);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY); }
Also, I recon changing the
static const Vertex3D light0Position[] = {{0.0, 0.473, -10.0}};
to
static const Vertex3D light0Position[] = {{0.0, 0.473, -8.0}};
the bord turns dark, no light shines on it. Why, I only moved the light two steps closer...? The same things happen if I move it two steps further away like this:
static const Vertex3D light0Position[] = {{0.0, 0.473, -12.0}};
Any help in order to "shed som light" on my problem is greatly appreciated! (Couldn't help it... ;) )
Thanks in advance!