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package glredbook10;
import java.awt.event.*;
import javax.swing.*;
import javax.media.opengl.*;
import javax.media.opengl.awt.GLJPanel;
/**
* This program demonstrates the use of local versus infinite lighting on a flat
* plane.
*
* @author Kiet Le (Java port) Ported to JOGL 2.x by Claudio Eduardo Goes
*/
public class plane//
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) {
plane demo = new plane();
//
JFrame.setDefaultLookAndFeelDecorated(true);
JFrame frame = new JFrame("plane");
frame.setSize(500, 200);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(demo.drawable);
frame.setVisible(true);
demo.drawable.requestFocusInWindow();
}
/*
* Initialize material property, light source, and lighting model.
*/
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
//
float mat_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
/* mat_specular and mat_shininess are NOT default values */
float mat_diffuse[] = { 0.4f, 0.4f, 0.4f, 1.0f };
float mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float mat_shininess[] = { 15.0f };
float light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float lmodel_ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
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, mat_shininess, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_ambient, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, light_diffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_specular, 0);
gl.glLightModelfv(GL2.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient, 0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glDepthFunc(GL.GL_LESS);
gl.glEnable(GL.GL_DEPTH_TEST);
}
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
//
float infinite_light[] = { 1.0f, 1.0f, 1.0f, 0.0f };
float local_light[] = { 1.0f, 1.0f, 1.0f, 1.0f };
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
gl.glTranslatef(-1.5f, 0.0f, 0.0f);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, infinite_light, 0);
drawPlane(gl);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(1.5f, 0.0f, 0.0f);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, local_light, 0);
drawPlane(gl);
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)
gl.glOrtho(-1.5, 1.5, -1.5 * (double) h / (double) w, 1.5
* (double) h / (double) w, -10.0, 10.0);
else
gl.glOrtho(-1.5 * (double) w / (double) h, //
1.5 * (double) w / (double) h, -1.5, 1.5, -10.0, 10.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
boolean deviceChanged) {
}
private void drawPlane(GL2 gl) {
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f(0.0f, -1.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(-1.0f, 0.0f, 0.0f);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(0.0f, -1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 0.0f);
gl.glVertex3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, 0.0f);
gl.glVertex3f(-1.0f, 0.0f, 0.0f);
gl.glEnd();
}
public void keyTyped(KeyEvent key) {
}
public void keyPressed(KeyEvent key) {
switch (key.getKeyChar()) {
case KeyEvent.VK_ESCAPE:
System.exit(0);
break;
default:
break;
}
}
public void keyReleased(KeyEvent key) {
}
public void dispose(GLAutoDrawable arg0) {
}
}
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