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Diffstat (limited to 'src/javax/media/j3d/Material.java')
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diff --git a/src/javax/media/j3d/Material.java b/src/javax/media/j3d/Material.java new file mode 100644 index 0000000..528aa0e --- /dev/null +++ b/src/javax/media/j3d/Material.java @@ -0,0 +1,717 @@ +/* + * Copyright 1996-2008 Sun Microsystems, Inc. All Rights Reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, + * CA 95054 USA or visit www.sun.com if you need additional information or + * have any questions. + * + */ + +package javax.media.j3d; + +import javax.vecmath.Color3f; + +/** + * The Material object defines the appearance of an object under + * illumination. + * If the Material object in an Appearance object is <code>null</code>, + * lighting is disabled for all nodes that use that Appearance object. + * <P> + * The properties that can be set for a Material object are: + * <P><UL> + * <LI>Ambient color - the ambient RGB color reflected off the surface + * of the material. The range of values is 0.0 to 1.0. The default ambient + * color is (0.2, 0.2, 0.2).<p></LI> + * <LI>Diffuse color - the RGB color of the material when illuminated. + * The range of values is 0.0 to 1.0. The default diffuse color is + * (1.0, 1.0, 1.0).<p></LI> + * <LI>Specular color - the RGB specular color of the material (highlights). + * The range of values is 0.0 to 1.0. The default specular color + * is (1.0, 1.0, 1.0).<p></LI> + * <LI>Emissive color - the RGB color of the light the material emits, if + * any. The range of values is 0.0 to 1.0. The default emissive + * color is (0.0, 0.0, 0.0).<p></LI> + * <LI>Shininess - the material's shininess, in the range [1.0, 128.0] + * with 1.0 being not shiny and 128.0 being very shiny. Values outside + * this range are clamped. The default value for the material's + * shininess is 64.<p></LI> + * <LI>Color target - the material color target for per-vertex colors, + * one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE. + * The default target is DIFFUSE.<p></LI> + * </UL> + * + * The Material object also enables or disables lighting. + */ +public class Material extends NodeComponent { + + /** + * For material object, specifies that Material allows reading + * individual component field information. + */ + public static final int + ALLOW_COMPONENT_READ = CapabilityBits.MATERIAL_ALLOW_COMPONENT_READ; + + /** + * For material object, specifies that Material allows reading + * individual component field information. + */ + public static final int + ALLOW_COMPONENT_WRITE = CapabilityBits.MATERIAL_ALLOW_COMPONENT_WRITE; + + /** + * Specifies that per-vertex colors replace the ambient material color. + * @see #setColorTarget + * + * @since Java 3D 1.3 + */ + public static final int AMBIENT = 0; + + /** + * Specifies that per-vertex colors replace the emissive material color. + * @see #setColorTarget + * + * @since Java 3D 1.3 + */ + public static final int EMISSIVE = 1; + + /** + * Specifies that per-vertex colors replace the diffuse material color. + * This is the default target. + * @see #setColorTarget + * + * @since Java 3D 1.3 + */ + public static final int DIFFUSE = 2; + + /** + * Specifies that per-vertex colors replace the specular material color. + * @see #setColorTarget + * + * @since Java 3D 1.3 + */ + public static final int SPECULAR = 3; + + /** + * Specifies that per-vertex colors replace both the ambient and the + * diffuse material color. + * @see #setColorTarget + * + * @since Java 3D 1.3 + */ + public static final int AMBIENT_AND_DIFFUSE = 4; + + // Array for setting default read capabilities + private static final int[] readCapabilities = { + ALLOW_COMPONENT_READ + }; + + /** + * Constructs and initializes a Material object using default parameters. + * The default values are as follows: + * <ul> + * lighting enable : true<br> + * ambient color : (0.2, 0.2, 0.2)<br> + * emmisive color : (0.0, 0.0, 0.0)<br> + * diffuse color : (1.0, 1.0, 1.0)<br> + * specular color : (1.0, 1.0, 1.0)<br> + * shininess : 64<br> + * color target : DIFFUSE + * </ul> + */ + public Material() { + // Just use the defaults + // set default read capabilities + setDefaultReadCapabilities(readCapabilities); + } + + /** + * Constructs and initializes a new material object using the specified + * parameters. Lighting is enabled by default. + * @param ambientColor the material's ambient color + * @param emissiveColor the material's emissive color + * @param diffuseColor the material's diffuse color when illuminated by a + * light + * @param specularColor the material's specular color when illuminated + * to generate a highlight + * @param shininess the material's shininess in the + * range [1.0, 128.0] with 1.0 being not shiny and 128.0 being very shiny. + * Values outside this range are clamped. + */ + public Material(Color3f ambientColor, + Color3f emissiveColor, + Color3f diffuseColor, + Color3f specularColor, + float shininess) { + // set default read capabilities + setDefaultReadCapabilities(readCapabilities); + + ((MaterialRetained)this.retained).createMaterial(ambientColor, + emissiveColor, diffuseColor, specularColor, + shininess); + } + + /** + * Creates a retained mode MaterialRetained object that this + * Material component object will point to. + */ + @Override + void createRetained() { + this.retained = new MaterialRetained(); + this.retained.setSource(this); + } + + /** + * Sets this material's ambient color. + * This specifies how much ambient light is reflected by + * the surface. + * The ambient color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's ambient color in the lighting equation. + * + * @param color the material's ambient color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setAmbientColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + if (isLive()) { + ((MaterialRetained)this.retained).setAmbientColor(color); + } + else { + ((MaterialRetained)this.retained).initAmbientColor(color); + } + } + + /** + * Sets this material's ambient color. + * This specifies how much ambient light is reflected by + * the surface. + * The ambient color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's ambient color in the lighting equation. + * + * @param r the new ambient color's red component + * @param g the new ambient color's green component + * @param b the new ambient color's blue component + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setAmbientColor(float r, float g, float b) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + if (isLive()) { + ((MaterialRetained)this.retained).setAmbientColor(r,g,b); + } + else { + ((MaterialRetained)this.retained).initAmbientColor(r,g,b); + } + } + + /** + * Retrieves this material's ambient color. + * @param color that will contain the material's ambient color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void getAmbientColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material2")); + + ((MaterialRetained)this.retained).getAmbientColor(color); + } + + /** + * Sets this material's emissive color. + * This is the color of light, if any, that the material emits. + * The emissive color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is EMISSIVE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's emissive color in the lighting equation. + * + * @param color the new emissive color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setEmissiveColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + if (isLive()) + ((MaterialRetained)this.retained).setEmissiveColor(color); + else + ((MaterialRetained)this.retained).initEmissiveColor(color); + + + + + } + + /** + * Sets this material's emissive color. + * This is the color of light, if any, that the material emits. + * The emissive color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is EMISSIVE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's emissive color in the lighting equation. + * + * @param r the new emissive color's red component + * @param g the new emissive color's green component + * @param b the new emissive color's blue component + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setEmissiveColor(float r, float g, float b) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setEmissiveColor(r,g,b); + else + ((MaterialRetained)this.retained).initEmissiveColor(r,g,b); + } + + /** + * Retrieves this material's emissive color and stores it in the + * argument provided. + * @param color the vector that will receive this material's emissive color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void getEmissiveColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material2")); + + ((MaterialRetained)this.retained).getEmissiveColor(color); + } + + /** + * Sets this material's diffuse color. + * This is the color of the material when illuminated by a light source. + * The diffuse color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's diffuse color in the lighting equation. + * + * @param color the new diffuse color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setDiffuseColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setDiffuseColor(color); + else + ((MaterialRetained)this.retained).initDiffuseColor(color); + } + + /** + * Sets this material's diffuse color. + * This is the color of the material when illuminated by a light source. + * The diffuse color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's diffuse color in the lighting equation. + * + * @param r the new diffuse color's red component + * @param g the new diffuse color's green component + * @param b the new diffuse color's blue component + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setDiffuseColor(float r, float g, float b) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setDiffuseColor(r,g,b); + else + ((MaterialRetained)this.retained).initDiffuseColor(r,g,b); + } + + /** + * Sets this material's diffuse color plus alpha. + * This is the color of the material when illuminated by a light source. + * The diffuse color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's diffuse color in the lighting equation. + * + * @param r the new diffuse color's red component + * @param g the new diffuse color's green component + * @param b the new diffuse color's blue component + * @param a the alpha component used to set transparency + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setDiffuseColor(float r, float g, float b, float a) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setDiffuseColor(r,g,b,a); + else + ((MaterialRetained)this.retained).initDiffuseColor(r,g,b,a); + } + + /** + * Retrieves this material's diffuse color. + * @param color the vector that will receive this material's diffuse color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void getDiffuseColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material2")); + + ((MaterialRetained)this.retained).getDiffuseColor(color); + } + + /** + * Sets this material's specular color. + * This is the specular highlight color of the material. + * The specular color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is SPECULAR, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's specular color in the lighting equation. + * + * @param color the new specular color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setSpecularColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setSpecularColor(color); + else + ((MaterialRetained)this.retained).initSpecularColor(color); + } + + /** + * Sets this material's specular color. + * This is the specular highlight color of the material. + * The specular color in this Material object may be overridden by + * per-vertex colors in some cases. If vertex colors are present + * in the geometry, and lighting is enabled, and the colorTarget + * is SPECULAR, and vertex colors are + * not being ignored, then the vertex colors are used in place of + * this Material's specular color in the lighting equation. + * + * @param r the new specular color's red component + * @param g the new specular color's green component + * @param b the new specular color's blue component + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see #setColorTarget + */ + public void setSpecularColor(float r, float g, float b) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setSpecularColor(r,g,b); + else + ((MaterialRetained)this.retained).initSpecularColor(r,g,b); + } + + /** + * Retrieves this material's specular color. + * @param color the vector that will receive this material's specular color + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void getSpecularColor(Color3f color) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material2")); + + ((MaterialRetained)this.retained).getSpecularColor(color); + } + + /** + * Sets this material's shininess. + * This specifies a material specular scattering exponent, or + * shininess. It takes a floating point number in the range [1.0, 128.0] + * with 1.0 being not shiny and 128.0 being very shiny. + * Values outside this range are clamped. + * @param shininess the material's shininess + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void setShininess(float shininess) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material0")); + + if (isLive()) + ((MaterialRetained)this.retained).setShininess(shininess); + else + ((MaterialRetained)this.retained).initShininess(shininess); + } + + /** + * Retrieves this material's shininess. + * @return the material's shininess + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public float getShininess() { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material2")); + + return ((MaterialRetained)this.retained).getShininess(); + } + + /** + * Enables or disables lighting for this appearance component object. + * @param state true or false to enable or disable lighting + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public void setLightingEnable(boolean state) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material15")); + if (isLive()) + ((MaterialRetained)this.retained).setLightingEnable(state); + else + ((MaterialRetained)this.retained).initLightingEnable(state); + } + + /** + * Retrieves the state of the lighting enable flag. + * @return true if lighting is enabled, false if lighting is disabled + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + */ + public boolean getLightingEnable() { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material16")); + return ((MaterialRetained)this.retained).getLightingEnable(); + } + + /** + * Sets the color target for per-vertex colors. When lighting is + * enabled and per-vertex colors are present (and not ignored) in + * the geometry for a given Shape3D node, those per-vertex colors + * are used in place of the specified material color(s) for this + * Material object. The color target is ignored when lighting is + * disabled or when per-vertex colors are not used. + * The ColorInterpolator behavior also uses the color target to + * determine which color in the associated Material is modified. + * The default target is DIFFUSE. + * + * @param colorTarget one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or + * AMBIENT_AND_DIFFUSE. + * + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @see RenderingAttributes#setIgnoreVertexColors + * @see ColorInterpolator + * + * @since Java 3D 1.3 + */ + public void setColorTarget(int colorTarget) { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_WRITE)) + throw new CapabilityNotSetException(J3dI18N.getString("Material3")); + + if (isLive()) + ((MaterialRetained)this.retained).setColorTarget(colorTarget); + else + ((MaterialRetained)this.retained).initColorTarget(colorTarget); + } + + /** + * Retrieves the current color target for this material. + * + * @return one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or + * AMBIENT_AND_DIFFUSE. + * + * @exception CapabilityNotSetException if appropriate capability is + * not set and this object is part of live or compiled scene graph + * + * @since Java 3D 1.3 + */ + public int getColorTarget() { + if (isLiveOrCompiled()) + if (!this.getCapability(ALLOW_COMPONENT_READ)) + throw new CapabilityNotSetException(J3dI18N.getString("Material4")); + + return ((MaterialRetained)this.retained).getColorTarget(); + } + + /** + * Returns a String representation of this Materials values. + * If the scene graph is live only those values with their + * Capability read bit set will be displayed. + */ + @Override + public String toString() { + StringBuffer str = new StringBuffer(getNamePrefix()); + str.append("javax.media.j3d.Material: "); + Color3f color=new Color3f(); + try { + getAmbientColor(color); + str.append("AmbientColor="+color); + } catch (CapabilityNotSetException e) {str.append("AmbientColor=N/A");} + try { + getEmissiveColor(color); + str.append(" EmissiveColor="+color); + } catch (CapabilityNotSetException ex) {str.append(" EmissiveColor=N/A");} + try { + getDiffuseColor(color); + str.append(" DiffuseColor="+color); + } catch (CapabilityNotSetException exc) {str.append(" DiffuseColor=N/A");} + try { + getSpecularColor(color); + str.append(" SpecularColor="+color); + } catch (CapabilityNotSetException exce) {str.append(" SpecularColor=N/A");} + try { + float f=getShininess(); + str.append(" Shininess="+f); + } catch (CapabilityNotSetException excep) {str.append(" Shininess=N/A");} + try { + boolean b=getLightingEnable(); + str.append(" LightingEnable="+b); + } catch (CapabilityNotSetException except) {str.append(" LightingEnable=N/A");} + try { + int i=getColorTarget(); + str.append(" ColorTarget="+i); + } catch (CapabilityNotSetException except) {str.append(" ColorTarget=N/A");} + return new String(str); + } + + /** + * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate) + */ + @Override + public NodeComponent cloneNodeComponent() { + Material m = new Material(); + m.duplicateNodeComponent(this); + return m; + } + + + /** + * Copies all node information from <code>originalNodeComponent</code> into + * the current node. This method is called from the + * <code>duplicateNode</code> method. This routine does + * the actual duplication of all "local data" (any data defined in + * this object). + * + * @param originalNodeComponent the original node to duplicate. + * @param forceDuplicate when set to <code>true</code>, causes the + * <code>duplicateOnCloneTree</code> flag to be ignored. When + * <code>false</code>, the value of each node's + * <code>duplicateOnCloneTree</code> variable determines whether + * NodeComponent data is duplicated or copied. + * + * @see Node#cloneTree + * @see NodeComponent#setDuplicateOnCloneTree + */ + @Override + void duplicateAttributes(NodeComponent originalNodeComponent, + boolean forceDuplicate) { + super.duplicateAttributes(originalNodeComponent, + forceDuplicate); + + MaterialRetained mat = (MaterialRetained) + originalNodeComponent.retained; + MaterialRetained rt = (MaterialRetained) retained; + + Color3f c = new Color3f(); + mat.getAmbientColor(c); + + rt.initAmbientColor(c); + mat.getEmissiveColor(c); + rt.initEmissiveColor(c); + mat.getDiffuseColor(c); + rt.initDiffuseColor(c); + mat.getSpecularColor(c); + rt.initSpecularColor(c); + rt.initShininess(mat.getShininess()); + rt.initLightingEnable(mat.getLightingEnable()); + rt.initColorTarget(mat.getColorTarget()); + } + +} |