I need to easy change my polygon scale in OpenGL project, but for some reason, the light intensity is directly proportional to the size of the polygons.
I tried to move light direction to different places. Change light intensity and div normal vectors on scaler, but it doesn't help.
In my Code scaler
mean polygon compression => if scaler = 2
, poly
become 0.5 of size
Vertices coords:
verticesMatrix[i][k] = new Vector3f((float) (i - cellCount / 2) / scaler,
(float) 0, (float) (k - cellCount / 2) / scaler);
Calc normals:
public void calcNormal(Vector3f s1, Vector3f s2, Vector3f s3) {
Vector3f a = new Vector3f(s2.x - s1.x, s2.y - s1.y, s2.z - s1.z);
Vector3f b = new Vector3f(s3.x - s2.x, s3.y - s2.y, s3.z - s2.z);
Vector3f normal = new Vector3f(a.y * b.z - a.z * b.y, a.z * b.x - a.x
* b.z, a.x * b.y - a.y * b.x);
glNormal3f(normal.x, normal.y, normal.z);
}
Light setup:
private static float[] lightPosition = {-2.19f, 100.36f, 11.45f, 1f};
private static void setUpLighting() {
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightModel(GL_LIGHT_MODEL_AMBIENT,
BufferTools.asFlippedFloatBuffer(new float[]{0.0f, 0.0f, 0.0f, 1f}));
glLight(GL_LIGHT0, GL_POSITION,
BufferTools.asFlippedFloatBuffer(lightPosition));
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
}
I need to have same light using different scaler. I don't know how it can influence on light, because i checked all code, and i don't use scaler with light. Result image: https://yadi.sk/i/kxQLvRSTP7LYVA
I need to normolize normal like this:
public void calcNormal(Vector3f s1, Vector3f s2, Vector3f s3) {
Vector3f a = new Vector3f(s2.x - s1.x, s2.y - s1.y, s2.z - s1.z);
Vector3f b = new Vector3f(s3.x - s2.x, s3.y - s2.y, s3.z - s2.z);
Vector3f normal = new Vector3f(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
float length = (float)Math.pow(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z, 0.5f);
glNormal3f(normal.x / length, normal.y / length, normal.z / length);
}