Changes between Version 43 and Version 44 of tutorial


Ignore:
Timestamp:
Jul 1, 2013, 11:37:06 AM (11 years ago)
Author:
leon
Comment:

Calculate normals

Legend:

Unmodified
Added
Removed
Modified
  • tutorial

    v43 v44  
    677677  }}}
    678678  Result is silhouette as we did't provided vertex normals.
     679 5. Calculate vertex normals by averaging nearby faces normals that are calculated with
     680  [http://www.opengl.org/wiki/Calculating_a_Surface_Normal cross product]. We need to add normal array
     681  as a global variable
     682  {{{
     683  #!c
     684  float       normal[MaxVertices*3];
     685  }}}
     686 and add [http://www.opengl.org/sdk/docs/man2/xhtml/glNormalPointer.xml glNormalPointer] with  [http://www.opengl.org/sdk/docs/man2/xhtml/glEnableClientState.xml glEnableClientState(GL_NORMAL_ARRAY)] to the last part of `display()` that now reads:
     687  {{{
     688  #!c
     689  //glutSolidTeapot(0.6);
     690  glNormalPointer(GL_FLOAT, 0, normal);
     691  glVertexPointer(3, GL_FLOAT, 0, vertex);
     692  glEnableClientState(GL_VERTEX_ARRAY);
     693  glEnableClientState(GL_NORMAL_ARRAY);
     694  glDrawElements(GL_TRIANGLES, faces*3, GL_UNSIGNED_INT, face);
     695  glDisableClientState(GL_VERTEX_ARRAY);
     696  glDisableClientState(GL_NORMAL_ARRAY);
     697  }}}
     698 For calculation of normals we quickly invent the following subroutine:
     699 [[Image(motorbike-shadow.png,right)]]
     700  {{{
     701#!c
     702void calculate_normals()
     703{
     704  int i;
     705  for(i = 0; i < vertices*3; ++i)
     706    normal[i] = 0.0;
     707  for(i = 0; i < faces; ++i)
     708    {
     709      int p1 = face[i*3]*3;
     710      int p2 = face[i*3+1]*3;
     711      int p3 = face[i*3+2]*3;
     712      float ux = vertex[p3]-vertex[p1];
     713      float uy = vertex[p3+1]-vertex[p1+1];
     714      float uz = vertex[p3+2]-vertex[p1+2];
     715      float vx = vertex[p2]-vertex[p1];
     716      float vy = vertex[p2+1]-vertex[p1+1];
     717      float vz = vertex[p2+2]-vertex[p1+2];
     718      float nx = uy*vz - uz*vy;
     719      float ny = uz*vx - ux*vz;
     720      float nz = ux*vy - uy*vx;
     721      float length = sqrt(nx*nx+ny*ny+nz*nz);
     722      normal[p1] += nx/length;
     723      normal[p1+1] += ny/length;
     724      normal[p1+2] += nz/length;
     725      normal[p2] += nx/length;
     726      normal[p2+1] += ny/length;
     727      normal[p2+2] += nz/length;
     728      normal[p3] += nx/length;
     729      normal[p3+1] += ny/length;
     730      normal[p3+2] += nz/length;
     731    }
     732}
     733}}}
     734  called in `main()` right after `read_wavefront("motorBike.obj");`. Now mistery occurs with garbled part of motorbike. Where the problem is? Possible suggestions: pointer problems, normal calculation,  OpenGL bug, shader, data, ... Hint: Observe number of triangles versus number of vertices.