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December 16th, 2011, 05:45 AM
#1
shading lighting
Dear Friends
I have created surface using QUADS in opengl. Now I have shaded the object suing two lights, light0 and light1 with some values for -z and +z. I have also calculated the normals during the vertex calculation for QUAD points. So my shading is coming somewhat ok. But I want more brightness. How can I achieve more brightness. Please any help would be highly appreciated. Thanks Sujan
This is my shading algorithms
[code]
void CRevolutionProjView::OnViewShade()
{
// TODO: Add your command handler code here
CDC* pDC = GetDC();
wglMakeCurrent(pDC->m_hDC, m_hrc);
glMatrixMode(GL_MODELVIEW);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
GLfloat ambientLight0[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight0[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat specularLight0[] = { 0.0f, 0.0f, 1.0f, 1.0f };
GLfloat emissionLight0[] = {0.0f, 0.0f, 0.0f, 1.0f};
GLfloat position0[] = {0.0f,0.0f,-1000.0f,1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight0);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight0);
glLightfv(GL_LIGHT0, GL_EMISSION, emissionLight0);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
GLfloat ambientLight1[] = { 0.4f, 0.4f, 0.4f, 1.0f };
GLfloat diffuseLight1[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat specularLight1[] = { 0.0f, 0.0f, 1.0f, 1.0f };
GLfloat emissionLight1[] = {0.0f, 0.0f, 0.0f, 1.0f};
GLfloat position1[] = {0.0f,0.0f,1000.0f,1.0f};
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight1);
glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight1);
glLightfv(GL_LIGHT1, GL_EMISSION, emissionLight1);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
Invalidate();
wglMakeCurrent(NULL,NULL);
}
[\code]
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December 19th, 2011, 10:46 AM
#2
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