I used opengl to show the .obj 3D model. I found the model's color is wrong. Like this: From 3D Model Viewer software
From my program This is my code:
void ObjLoader::renderObj()
{
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_NORMAL_ARRAY );
for(int i=0; i<m_mtls.size();i++)
{
if(m_mtls[i]->hasTexture)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_mtls[i]->texture);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//glColor3f(1.0f,1.0f,1.0f);
}
else
{
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//glColor3fv(m_mtls[i]->Kd);
}
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_mtls[i]->Ka);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_mtls[i]->Kd);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_mtls[i]->Ks);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_mtls[i]->Ns);
glColor3fv(m_mtls[i]->Kd);
glVertexPointer(3,GL_DOUBLE,0,m_mtls[i]->triVertexs);
glNormalPointer(GL_DOUBLE,0,m_mtls[i]->triNormals);
glTexCoordPointer(3,GL_DOUBLE,0,m_mtls[i]->triTextures);
glDrawArrays(GL_TRIANGLES,0,m_mtls[i]->triNum*3);
glVertexPointer(3,GL_DOUBLE,0,m_mtls[i]->quadVertexs);
glNormalPointer(GL_DOUBLE,0,m_mtls[i]->quadNormals);
glTexCoordPointer(3,GL_DOUBLE,0,m_mtls[i]->quadTextures);
glDrawArrays(GL_QUADS,0,m_mtls[i]->quadNum*4);
}
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
I already analyse the mtl file. And you can see some face have the color. What is the problem? Do I need change the Light?
This is my Light code:
//set lights
GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};
GLfloat mat_shiniess[] = {100.0};
GLfloat light_ambient [4] = {1.0,1.0,1.0,1.0};
GLfloat light_diffuse [4] = {1.0,1.0,1.0,1.0};
GLfloat light_specular[4] = {1.0,1.0,1.0,1.0};
GLfloat light_position[4] = {1500.0,1500.0,1500.0,0.0};
GLfloat lmodel_ambient [] = {1.0,1.0,1.0,1.0};
//create light
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shiniess);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0, GL_POSITION,light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModeli( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
The values for the light are to high. Note in the standard light model the ambient, diffuse and specular part of the light are summed.
The standard OpenGL Blinn-Phong light model is calcualted like this:
Ka ... ambient material
Kd ... difusse material
Ks ... specular material
La ... ambient light
Ld ... diffuse light
Ls ... specular light
sh ... shininess
N ... norlmal vector
L ... light vector (from the vertex postion to the light)
V ... view vector (from the vertex psotion to the eye)
Id = max(dot(N, L), 0.0);
H = normalize(V + L);
NdotH = max(dot(N, H), 0.0);
Is = (sh + 2.0) * pow(NdotH, sh) / (2.0 * 3.14159265);
fs = Ka*La + Id*Kd*Ld + Is*Ks*Ls;
Since all your light values are initialized by {1.0,1.0,1.0,1.0}
, this gives a sum which is greater than 1.0 in most cases and the rendered objects is almost white.
I recommend to use a small ambient light part, because it is added to the entire object independent of the incident light.
GLfloat light_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
Use a strong lambertian diffuse light component, which reflects the direction of the light well. See How does this faking the light work on aerotwist?
GLfloat light_diffuse[] = {0.8f, 0.8f, 0.8f, 1.0f};
With the specular light component you have to experiment. Its effect depends strongly on the shininess parameter.
GLfloat mat_shiniess[] = {20.0f};
GLfloat light_specular[] = {0.5f, 0.5f, 0.5f, 1.0f};