/* * $RCSfile$ * * Copyright 1999-2008 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. * * $Revision$ * $Date$ * $State$ */ #include #include #include #include #include #include "gldefs.h" #ifdef DEBUG /* Uncomment the following for VERBOSE debug messages */ /* #define VERBOSE */ #endif /* DEBUG */ const float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; JNIEXPORT void JNICALL Java_javax_media_j3d_NativePipeline_updateDirectionalLight( JNIEnv *env, jobject obj, jlong ctxInfo, jint lightSlot, jfloat red, jfloat green, jfloat blue, jfloat dirx, jfloat diry, jfloat dirz) { int lightNum; float values[4]; GraphicsContextPropertiesInfo *ctxProperties = (GraphicsContextPropertiesInfo *)ctxInfo; jlong ctx = ctxProperties->context; #ifdef VERBOSE fprintf(stderr, "Directional Light %d: %f %f %f direction, %f %f %f color\n", lightSlot, dirx, diry, dirz, red, green, blue); #endif lightNum = GL_LIGHT0 + lightSlot; values[0] = red; values[1] = green; values[2] = blue; values[3] = 1.0f; glLightfv(lightNum, GL_DIFFUSE, values); glLightfv(lightNum, GL_SPECULAR, values); values[0] = -dirx; values[1] = -diry; values[2] = -dirz; values[3] = 0.0f; glLightfv(lightNum, GL_POSITION, values); glLightfv(lightNum, GL_AMBIENT, black); glLightf(lightNum, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(lightNum, GL_LINEAR_ATTENUATION, 0.0f); glLightf(lightNum, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf(lightNum, GL_SPOT_EXPONENT, 0.0f); glLightf(lightNum, GL_SPOT_CUTOFF, 180.0f); } JNIEXPORT void JNICALL Java_javax_media_j3d_NativePipeline_updatePointLight( JNIEnv *env, jobject obj, jlong ctxInfo, jint lightSlot, jfloat red, jfloat green, jfloat blue, jfloat attenx, jfloat atteny, jfloat attenz, jfloat posx, jfloat posy, jfloat posz) { int lightNum; float values[4]; #ifdef VERBOSE fprintf(stderr, "Positional Light %d: %f %f %f position, %f %f %f color\n\t %f %f %f attenuation\n", lightSlot, posx, posy, posz, red, green, blue, attenx, atteny, attenz); #endif lightNum = GL_LIGHT0 + lightSlot; values[0] = red; values[1] = green; values[2] = blue; values[3] = 1.0f; glLightfv(lightNum, GL_DIFFUSE, values); glLightfv(lightNum, GL_SPECULAR, values); glLightfv(lightNum, GL_AMBIENT, black); values[0] = posx; values[1] = posy; values[2] = posz; glLightfv(lightNum, GL_POSITION, values); glLightf(lightNum, GL_CONSTANT_ATTENUATION, attenx); glLightf(lightNum, GL_LINEAR_ATTENUATION, atteny); glLightf(lightNum, GL_QUADRATIC_ATTENUATION, attenz); glLightf(lightNum, GL_SPOT_EXPONENT, 0.0f); glLightf(lightNum, GL_SPOT_CUTOFF, 180.0f); } JNIEXPORT void JNICALL Java_javax_media_j3d_NativePipeline_updateSpotLight( JNIEnv *env, jobject obj, jlong ctxInfo, jint lightSlot, jfloat red, jfloat green, jfloat blue, jfloat attenx, jfloat atteny, jfloat attenz, jfloat posx, jfloat posy, jfloat posz, jfloat spreadAngle, jfloat concentration, jfloat dirx, jfloat diry, jfloat dirz) { int lightNum; float values[4]; #ifdef VERBOSE fprintf(stderr, "Spot Light %d: %f %f %f position, %f %f %f color\n\t %f %f %f attenuation\n\t %f %f %f direction, %f spreadAngle, %f concentration\n", lightSlot, posx, posy, posz, red, green, blue, attenx, atteny, attenz, dirx, diry, dirz, spreadAngle*180.0 / M_PI, concentration); #endif lightNum = GL_LIGHT0 + lightSlot; values[0] = red; values[1] = green; values[2] = blue; values[3] = 1.0f; glLightfv(lightNum, GL_DIFFUSE, values); glLightfv(lightNum, GL_SPECULAR, values); glLightfv(lightNum, GL_AMBIENT, black); values[0] = posx; values[1] = posy; values[2] = posz; glLightfv(lightNum, GL_POSITION, values); glLightf(lightNum, GL_CONSTANT_ATTENUATION, attenx); glLightf(lightNum, GL_LINEAR_ATTENUATION, atteny); glLightf(lightNum, GL_QUADRATIC_ATTENUATION, attenz); values[0] = dirx; values[1] = diry; values[2] = dirz; glLightfv(lightNum, GL_SPOT_DIRECTION, values); glLightf(lightNum, GL_SPOT_EXPONENT, concentration); glLightf(lightNum, GL_SPOT_CUTOFF, (float) (spreadAngle * 180.0f / M_PI)); }