package glredbook10;
import java.awt.event.*;
import javax.swing.*;
import com.sun.opengl.util.*;
import javax.media.opengl.*;
/**
* 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
*/
public class material
extends JFrame
implements GLEventListener, KeyListener
{
private GLCanvas canvas;
private GLCapabilities caps;
public material()
{
super("material");
//
caps = new GLCapabilities();
canvas = new GLCanvas(caps);
canvas.addGLEventListener(this);
canvas.addKeyListener(this);
//
getContentPane().add(canvas);
}
public void run()
{
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(512, 512);
setLocationRelativeTo(null);
setVisible(true);
canvas.requestFocusInWindow();
}
public static void main(String[] args)
{
new material().run();
}
/*
* Initialize z-buffer, projection matrix, light source, and lighting model.
* Do not specify a material property here.
*/
public void init(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
//
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(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, position, 0);
gl.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient, 0);
gl.glLightModelfv(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, local_view, 0);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.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)
{
GL gl = drawable.getGL();
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, GL.GL_AMBIENT, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, low_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, high_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, low_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, high_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient_color, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient_color, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, low_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient_color, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, high_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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, GL.GL_AMBIENT, mat_ambient_color, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, no_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.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)
{
GL gl = drawable.getGL();
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL.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(GL.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)
{
}
}
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