import java.awt.event.*; import javax.swing.*; import javax.media.opengl.*; import javax.media.opengl.glu.*; import com.sun.opengl.util.*; public class light// extends glskeleton// implements GLEventListener// , KeyListener// { private GLUT glut; // /** * This program demonstrates the use of the OpenGL lighting model. A sphere * is drawn using a grey material characteristic. A single light source * illuminates the object. * * @author Kiet Le (Java conversion) */ public light() { } public static void main(String[] args) { GLCapabilities caps = new GLCapabilities(); GLJPanel canvas = new GLJPanel(caps); light demo = new light(); demo.setCanvas(canvas); canvas.addGLEventListener(demo); demo.setDefaultListeners(demo); // JFrame.setDefaultLookAndFeelDecorated(true); JFrame frame = new JFrame("light"); frame.setSize(500, 500); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().add(canvas); frame.setVisible(true); canvas.requestFocusInWindow(); } /* * Initialize material property, light source, lighting model, and depth * buffer. */ public void init(GLAutoDrawable drawable) { GL gl = drawable.getGL(); glut = new GLUT(); // float mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float mat_shininess[] = { 50.0f }; float light_position[] = { 1.0f, 1.0f, 1.0f, 0.0f }; // gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glShadeModel(GL.GL_SMOOTH); // gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0); gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position, 0); // gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glEnable(GL.GL_LIGHT0); // light 1 float light1_ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float light1_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float light1_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float light1_position[] = { -1.0f, 1.0f, 1.0f, 1.0f }; float spot_direction[] = { 1.0f, -1.0f, 0.0f }; gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, light1_ambient, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, light1_diffuse, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, light1_specular, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light1_position, 0); gl.glLightf(GL.GL_LIGHT1, GL.GL_CONSTANT_ATTENUATION, 0.5f); gl.glLightf(GL.GL_LIGHT1, GL.GL_LINEAR_ATTENUATION, 0.3f); gl.glLightf(GL.GL_LIGHT1, GL.GL_QUADRATIC_ATTENUATION, 0.1f); gl.glLightf(GL.GL_LIGHT1, GL.GL_SPOT_CUTOFF, 45.0f); gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPOT_DIRECTION, spot_direction, 0); // gl.glEnable(GL.GL_LIGHT1); } public void display(GLAutoDrawable drawable) { GL gl = drawable.getGL(); // gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glColor4d(1, 0, 0, 0); glut.glutSolidSphere(1.0, 20, 20); 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) // gl.glOrtho(-1.5, 1.5,// -1.5 * (float) h / (float) w,// 1.5 * (float) h / (float) w,// -10.0, 10.0); else gl.glOrtho(-1.5 * (float) w / (float) h, // 1.5 * (float) w / (float) h, // -1.5, 1.5, -10.0, 10.0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); } public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } public void keyTyped(KeyEvent key) { } public void keyPressed(KeyEvent key) { switch (key.getKeyCode()) { case KeyEvent.VK_ESCAPE: super.runExit(); break; default: break; } } public void keyReleased(KeyEvent key) { } }