import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseWheelEvent;
import java.awt.event.MouseWheelListener;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLJPanel;
import javax.media.opengl.glu.GLU;
import javax.swing.JFrame;
import com.sun.opengl.util.FPSAnimator;
import com.sun.opengl.util.GLUT;
/**
* This program demonstrates when to issue lighting and transformation commands
* to render a model with a light which is moved by a modeling transformation
* (rotate or translate). The light position is reset after the modeling
* transformation is called. The eye position does not change.
*
* A sphere is drawn using a grey material characteristic. A single light source
* illuminates the object.
*
* Interaction: pressing the left or middle mouse button alters the modeling
* transformation (x rotation) by 30 degrees. The scene is then redrawn with the
* light in a new position.
*
* @author Kiet Le (Java port)
*/
public class movelight//
extends glskeleton//
implements GLEventListener//
, KeyListener//
, MouseListener//
// , MouseMotionListener//
// , MouseWheelListener//
{
private GLU glu;
private GLUT glut;
private static int spin = 0;
//
public movelight() {
}
public static void main(String[] args) {
GLCapabilities caps = new GLCapabilities();
GLJPanel canvas = new GLJPanel(caps);
movelight demo = new movelight();
demo.setCanvas(canvas);
canvas.addGLEventListener(demo);
canvas.addKeyListener(demo);
canvas.addMouseListener(demo);
//
// JFrame.setDefaultLookAndFeelDecorated(true);
JFrame frame = new JFrame("movelight");
frame.setSize(500, 500);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(canvas);
frame.setVisible(true);
canvas.requestFocusInWindow();
}
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
glu = new GLU();
glut = new GLUT();
//
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
gl.glDepthFunc(GL.GL_LESS);
gl.glEnable(GL.GL_DEPTH_TEST);
}
/*
* Here is where the light position is reset after the modeling
* transformation (glRotated) is called. This places the light at a new
* position in world coordinates. The cube represents the position of the
* light.
*/
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
//
float position[] = { 0.0f, 0.0f, 1.5f, 1.0f };
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, -5.0f);
gl.glPushMatrix();
gl.glRotated((double) spin, 1.0, 0.0, 0.0);
gl.glRotated(0.0, 1.0, 0.0, 0.0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, position, 0);
gl.glTranslated(0.0, 0.0, 1.5);
gl.glDisable(GL.GL_LIGHTING);
gl.glColor3f(0.0f, 1.0f, 1.0f);
glut.glutWireCube(0.1f);
gl.glEnable(GL.GL_LIGHTING);
gl.glPopMatrix();
glut.glutSolidTorus(0.275f, 0.85f, 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();
glu.gluPerspective(40.0, (float) w / (float) h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
boolean deviceChanged) {
}
private void move_light() {
spin = (spin + 30) % 360;
}
public void keyTyped(KeyEvent key) {
}
public void keyPressed(KeyEvent key) {
char ch = key.getKeyChar();
switch (ch) {
case KeyEvent.VK_ESCAPE:
super.runExit();
break;
default:
break;
}
}
public void keyReleased(KeyEvent key) {
}
public void mouseClicked(MouseEvent mouse) {
}
public void mousePressed(MouseEvent mouse) {
if (mouse.getButton() == MouseEvent.BUTTON1) //
move_light();
super.refresh();
}
public void mouseReleased(MouseEvent mouse) {
}
public void mouseEntered(MouseEvent mouse) {
}
public void mouseExited(MouseEvent mouse) {
}
}