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+package glredbook10;
+
+import com.sun.opengl.util.gl2.GLUT;
+import java.awt.event.*;
+import javax.swing.*;
+import javax.media.opengl.*;
+import javax.media.opengl.awt.GLJPanel;
+
+/**
+ * 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.
+ *
+ * @author Kiet Le (Java port) Ported to JOGL 2.x by Claudio Eduardo Goes
+ */
+public class material//
+ extends GLSkeleton<GLJPanel>
+ implements GLEventListener, KeyListener {
+
+ @Override
+ protected GLJPanel createDrawable() {
+ GLCapabilities caps = new GLCapabilities(null);
+ //
+ GLJPanel panel = new GLJPanel(caps);
+ panel.addGLEventListener(this);
+ panel.addKeyListener(this);
+ return panel;
+ }
+
+ public static void main(String[] args) {
+ material demo = new material();
+ //
+ JFrame.setDefaultLookAndFeelDecorated(true);
+ JFrame frame = new JFrame("material");
+ frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
+ frame.setSize(512, 512);
+ frame.setLocationRelativeTo(null);
+
+ frame.getContentPane().add(demo.drawable);
+ frame.setVisible(true);
+ demo.drawable.requestFocusInWindow();
+ }
+
+ /*
+ * Initialize z-buffer, projection matrix, light source, and lighting model.
+ * Do not specify a material property here.
+ */
+ public void init(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+ //
+ 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.glEnable(GL.GL_DEPTH_TEST);
+ gl.glDepthFunc(GL.GL_LESS);
+
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, ambient, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, position, 0);
+ gl.glLightModelfv(GL2.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient, 0);
+ gl.glLightModelfv(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, local_view, 0);
+
+ gl.glEnable(GL2.GL_LIGHTING);
+ gl.glEnable(GL2.GL_LIGHT0);
+
+ gl.glClearColor(0.0f, 0.1f, 0.1f, 0.0f);
+ }
+
+ /*
+ * Draw twelve spheres in 3 rows with 4 columns. The spheres in the first
+ * row have materials with no ambient reflection. The second row has
+ * materials with significant ambient reflection. The third row has
+ * materials with colored ambient reflection. The first column has materials
+ * with blue, diffuse reflection only. The second column has blue diffuse
+ * reflection, as well as specular reflection with a low shininess exponent.
+ * The third column has blue diffuse reflection, as well as specular
+ * reflection with a high shininess exponent (a more concentrated
+ * highlight). The fourth column has materials which also include an
+ * emissive component. glTranslatef() is used to move spheres to their
+ * appropriate locations.
+ */
+ public void display(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+ GLUT glut = new GLUT();
+ //
+ 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 };
+
+ gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.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.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, low_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, high_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, mat_emission, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, low_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, high_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, mat_emission, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient_color, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient_color, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, low_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient_color, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, high_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, no_mat, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ 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.GL_FRONT, GL2.GL_SPECULAR, mat_ambient_color, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat_diffuse, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, no_mat, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SHININESS, no_shininess, 0);
+ gl.glMaterialfv(GL.GL_FRONT, GL2.GL_EMISSION, mat_emission, 0);
+ glut.glutSolidSphere(1.0f, 20, 20);
+ gl.glPopMatrix();
+ gl.glFlush();
+ }
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
+ GL2 gl = drawable.getGL().getGL2();
+ gl.glViewport(0, 0, w, h);
+ gl.glMatrixMode(GL2.GL_PROJECTION);
+ gl.glLoadIdentity();
+ if (w <= (h * 2)) //
+ gl.glOrtho(-6.0, 6.0, -3.0 * ((float) h * 2) / (float) w, //
+ 3.0 * ((float) h * 2) / (float) w, -10.0, 10.0);
+ else
+ gl.glOrtho(-6.0 * (float) w / ((float) h * 2), //
+ 6.0 * (float) w / ((float) h * 2), -3.0, 3.0, -10.0, 10.0);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ }
+
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
+ boolean deviceChanged) {
+ }
+
+ public void keyTyped(KeyEvent arg0) {
+ }
+
+ public void keyPressed(KeyEvent key) {
+ switch (key.getKeyCode()) {
+ case KeyEvent.VK_ESCAPE:
+ System.exit(0);
+ break;
+ default:
+ break;
+ }
+ }
+
+ public void keyReleased(KeyEvent arg0) {
+ }
+
+ public void dispose(GLAutoDrawable arg0) {
+
+ }
+}