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/**
* @(#) 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* Unpublished-- rights reserved under the copyright laws of the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();
}
}
}
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