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package glredbook10;

import java.awt.event.*;
import javax.swing.*;

import com.jogamp.opengl.*;
import com.jogamp.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) {
         
    }
}