HOWTO: How to Set the Current Normal Vector in an OpenGL ApplicationID: Q131130
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In a Microsoft Win32 OpenGL application, it is common practice to construct objects with the glBegin function followed by several calls to glVertex. For example, to create a flat polygon in three-dimensional space, you could write this code:
glBegin(GL_POLYGON);
glVertex3f(.....);
glVertex3f(.....);
glVertex3f(.....);
. . .
. . .
glEnd();
Now, if you want to implement a light source or multiple light sources in
your OpenGL application, it is important that you include a call to the
glNormal function between the calls to glBegin and glEnd so that the normal vector can be used by OpenGL when calculating the color to use when filling the polygon.
Using cross product math on two vectors of a polygon, you can obtain a vector that is perpendicular to the polygon. Two sides of a polygon describe two vectors in the plane of the polygon. With those two vectors, you can calculate a vector that is perpendicular to the polygon. The length of the normal vector calculated will not be unit length, and the normal vector needs to be unit length. Therefore, you need to call glEnable(GL_NORMALIZE) when you initialize your OpenGL application, so that normal vectors specified with glNormal are scaled to unit length after transformation.
//*******************************************************************
// Function: CalculateVectorNormal
//
// Purpose: Given three points of a 3D plane, this function calculates
// the normal vector of that plane.
//
// Parameters:
// fVert1[] == array for 1st point (3 elements are x, y, and z).
// fVert2[] == array for 2nd point (3 elements are x, y, and z).
// fVert3[] == array for 3rd point (3 elements are x, y, and z).
//
// Returns:
// fNormalX == X vector for the normal vector
// fNormalY == Y vector for the normal vector
// fNormalZ == Z vector for the normal vector
//
// Comments:
//
// History: Date Author Reason
// 3/22/95 GGB Created
//**********************************************************************
GLvoid CalculateVectorNormal(GLfloat fVert1[], GLfloat fVert2[],
GLfloat fVert3[], GLfloat *fNormalX,
GLfloat *fNormalY, GLfloat *fNormalZ)
{
GLfloat Qx, Qy, Qz, Px, Py, Pz;
Qx = fVert2[0]-fVert1[0];
Qy = fVert2[1]-fVert1[1];
Qz = fVert2[2]-fVert1[2];
Px = fVert3[0]-fVert1[0];
Py = fVert3[1]-fVert1[1];
Pz = fVert3[2]-fVert1[2];
*fNormalX = Py*Qz - Pz*Qy;
*fNormalY = Pz*Qx - Px*Qz;
*fNormalZ = Px*Qy - Py*Qx;
}
glBegin(GL_POLYGON);
glVertex3fv(fVert1);
glVertex3fv(fVert2);
glVertex3fv(fVert3);
glVertex3fv(fVert4);
// Calculate the vector normal coming out of the 3D polygon.
CalculateVectorNormal(fVert1, fVert2, fVert3, &fNormalX,
&fNormalY, &fNormalZ);
// Set the normal vector for the polygon
glNormal3f(fNormalX, fNormalY, fNormalZ);
glEnd();
Additional query words: graphics light
Keywords : kbNTOS400 kbSDKWin32 kbWinOS98
Version : winnt:4.0
Platform : winnt
Issue type : kbhowto
Last Reviewed: June 15, 1999