/** * @(#) material.java * @(#) author: Silicon Graphics (converted to Java by Ron Cemer) */ /* * Copyright (c) 1993-1997, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. */ /* * This program demonstrates the use of the GL lighting model. * Several objects are drawn using different material characteristics. * A single light source illuminates the objects. */ import java.applet.*; import java.awt.*; import java.awt.event.*; import java.lang.*; import java.util.*; import java.io.*; import java.util.*; import gl4java.GLContext; import gl4java.awt.GLCanvas; public class material extends Applet { materialCanvas canvas = null; /* Initialize the applet */ public void init() { Dimension d = getSize(); setLayout(new BorderLayout()); canvas = new materialCanvas(d.width, d.height); add("Center", canvas); } /* Start the applet */ public void start() { } /* Stop the applet */ public void stop() { } /* Destroy the applet */ public void destroy() { canvas.cvsDispose(); } /* Local GLCanvas extension class */ private class materialCanvas extends GLCanvas { public materialCanvas(int w, int h) { super(w, h); GLContext.gljNativeDebug = false; GLContext.gljClassDebug = false; } public void preInit() { doubleBuffer = true; stereoView = false; } public void init() { System.out.println("init(): " + this); reshape(getSize().width, getSize().height); float ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float position[] = { 0.0f, 3.0f, 2.0f, 0.0f }; float lmodel_ambient[] = { 0.4f, 0.4f, 0.4f, 1.0f }; float local_view[] = { 0.0f }; gl.glClearColor(0.0f, 0.1f, 0.1f, 0.0f); gl.glEnable(GL_DEPTH_TEST); gl.glShadeModel(GL_SMOOTH); gl.glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); gl.glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); gl.glLightfv(GL_LIGHT0, GL_POSITION, position); gl.glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); gl.glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); gl.glEnable(GL_LIGHTING); gl.glEnable(GL_LIGHT0); glj.gljCheckGL(); } public void cvsDispose() { System.out.println("destroy(): " + this); super.cvsDispose(); } public void reshape(int width, int height) { gl.glViewport(0,0,width,height); gl.glMatrixMode(GL_PROJECTION); gl.glLoadIdentity(); if (width <= (height * 2)) gl.glOrtho (-6.0f, 6.0f, -3.0f*((float)(height*2))/(float)width, 3.0f*((float)(height*2))/(float)width, -10.0f, 10.0f); else gl.glOrtho (-6.0f*(float)width/((float)(height*2)), 6.0f*(float)width/((float)(height*2)), -3.0f, 3.0f, -10.0f, 10.0f); gl.glMatrixMode(GL_MODELVIEW); gl.glLoadIdentity(); } public void display() { if (glj.gljMakeCurrent() == false) return; float no_mat[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; float mat_ambient_color[] = { 0.8f, 0.8f, 0.2f, 1.0f }; float mat_diffuse[] = { 0.1f, 0.5f, 0.8f, 1.0f }; float mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float no_shininess[] = { 0.0f }; float low_shininess[] = { 5.0f }; float high_shininess[] = { 100.0f }; float mat_emission[] = {0.3f, 0.2f, 0.2f, 0.0f}; long qobj; gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* draw sphere in first row, first column * diffuse reflection only; no ambient or specular */ gl.glPushMatrix(); gl.glTranslatef (-3.75f, 3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in first row, second column * diffuse and specular reflection; low shininess; no ambient */ gl.glPushMatrix(); gl.glTranslatef(-1.25f, 3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in first row, third column * diffuse and specular reflection; high shininess; no ambient */ gl.glPushMatrix(); gl.glTranslatef(1.25f, 3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in first row, fourth column * diffuse reflection; emission; no ambient or specular reflection */ gl.glPushMatrix(); gl.glTranslatef(3.75f, 3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in second row, first column * ambient and diffuse reflection; no specular */ gl.glPushMatrix(); gl.glTranslatef(-3.75f, 0.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in second row, second column * ambient, diffuse and specular reflection; low shininess */ gl.glPushMatrix(); gl.glTranslatef(-1.25f, 0.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in second row, third column * ambient, diffuse and specular reflection; high shininess */ gl.glPushMatrix(); gl.glTranslatef(1.25f, 0.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in second row, fourth column * ambient and diffuse reflection; emission; no specular */ gl.glPushMatrix(); gl.glTranslatef(3.75f, 0.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in third row, first column * colored ambient and diffuse reflection; no specular */ gl.glPushMatrix(); gl.glTranslatef(-3.75f, -3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in third row, second column * colored ambient, diffuse and specular reflection; low shininess */ gl.glPushMatrix(); gl.glTranslatef(-1.25f, -3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in third row, third column * colored ambient, diffuse and specular reflection; high shininess */ gl.glPushMatrix(); gl.glTranslatef(1.25f, -3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); /* draw sphere in third row, fourth column * colored ambient and diffuse reflection; emission; no specular */ gl.glPushMatrix(); gl.glTranslatef(3.75f, -3.0f, 0.0f); gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); qobj = glu.gluNewQuadric(); glu.gluQuadricOrientation(qobj,GLU_OUTSIDE); glu.gluQuadricNormals(qobj,GLU_SMOOTH); glu.gluQuadricTexture(qobj,false); glu.gluSphere(qobj,1.0f,16,16); glu.gluDeleteQuadric(qobj); gl.glPopMatrix(); glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); } } }