public static void setupLighting() { FloatBuffer lightPosition = BufferUtils.createFloatBuffer(4); lightPosition.put(0.0f).put(0.0f).put(0.0f).put(0.0f).flip(); FloatBuffer whiteLight = BufferUtils.createFloatBuffer(4); whiteLight.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip(); FloatBuffer lModelAmbient = BufferUtils.createFloatBuffer(4); lModelAmbient.put(0.4f).put(0.4f).put(0.4f).put(1.0f).flip(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, whiteLight); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); glLight(GL_LIGHT0, GL_POSITION, lightPosition); glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); }
private void initMaterial() { int face = conv(mScene.getColorMaterialFace()); GL11.glEnable(GL11.GL_COLOR_MATERIAL); if (mScene.getColorMaterialFace() != JGLColorMaterialFace.UNSET) { GL11.glColorMaterial(face, conv(mScene.getColorMaterialMode())); } if (mScene.getMaterialAmbient() != null) { GL11.glMaterial( face, GL11.GL_AMBIENT, Color4fLogic.toFloatBuffer(mScene.getMaterialAmbient())); } if (mScene.getMaterialDiffuse() != null) { GL11.glMaterial( face, GL11.GL_DIFFUSE, Color4fLogic.toFloatBuffer(mScene.getMaterialDiffuse())); } if (mScene.getMaterialSpecular() != null) { GL11.glMaterial( face, GL11.GL_SPECULAR, Color4fLogic.toFloatBuffer(mScene.getMaterialSpecular())); } if (mScene.getMaterialEmission() != null) { GL11.glMaterial( face, GL11.GL_EMISSION, Color4fLogic.toFloatBuffer(mScene.getMaterialEmission())); } if (mScene.getMaterialShininess() >= 0) { GL11.glMaterialf(face, GL11.GL_SHININESS, mScene.getMaterialShininess()); } }
public void initialize() { if (GLContext.getCapabilities().OpenGL12) { gl12 = true; } // Default values for certain GL state. glShadeModel(GL_SMOOTH); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Enable rescaling/normaling of normal vectors. // Fixes lighting issues with scaled models. if (gl12) { glEnable(GL12.GL_RESCALE_NORMAL); } else { glEnable(GL_NORMALIZE); } if (GLContext.getCapabilities().GL_ARB_texture_non_power_of_two) { caps.add(Caps.NonPowerOfTwoTextures); } else { logger.log( Level.WARNING, "Your graphics card does not " + "support non-power-of-2 textures. " + "Some features might not work."); } maxLights = glGetInteger(GL_MAX_LIGHTS); maxTexSize = glGetInteger(GL_MAX_TEXTURE_SIZE); }
public static void func_74519_b() { GL11.glEnable(2896); GL11.glEnable(16384); GL11.glEnable(16385); GL11.glEnable(2903); GL11.glColorMaterial(1032, 5634); float var0 = 0.4F; float var1 = 0.6F; float var2 = 0.0F; GL11.glLight( 16384, 4611, func_74517_a( field_82884_b.field_72450_a, field_82884_b.field_72448_b, field_82884_b.field_72449_c, 0.0D)); GL11.glLight(16384, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16384, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16384, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glLight( 16385, 4611, func_74517_a( field_82885_c.field_72450_a, field_82885_c.field_72448_b, field_82885_c.field_72449_c, 0.0D)); GL11.glLight(16385, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16385, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16385, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glShadeModel(7424); GL11.glLightModel(2899, func_74521_a(var0, var0, var0, 1.0F)); }
private void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sets background to grey glClearDepth(1.0f); // clear depth buffer glEnable(GL_DEPTH_TEST); // Enables depth testing glDepthFunc(GL_LEQUAL); // sets the type of test to use for depth testing glMatrixMode(GL_PROJECTION); // sets the matrix mode to project // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + // COORD_HEIGHT / 2); float fovy = 90.0f; float aspect = DISPLAY_MODE.getWidth() / (float) DISPLAY_MODE.getHeight(); float zNear = 0.1f; float zFar = 20000.0f; GLU.gluPerspective(fovy, aspect, zNear, zFar); glViewport(0, 0, DISPLAY_MODE.getWidth(), DISPLAY_MODE.getHeight()); // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(-1, 1, -1, 1); glOrtho( 0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + COORD_HEIGHT / 2, zNear, zFar); System.out.println(COORD_WIDTH + ", " + COORD_HEIGHT); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // ----------- Variables & method calls added for Lighting Test -----------// initLightArrays(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, matSpecular); // sets specular material color glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); // sets shininess glLight(GL_LIGHT0, GL_POSITION, lightPosition); // sets light position glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); // sets specular light to white glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); // sets diffuse light to white glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); // global ambient light glEnable(GL_LIGHTING); // enables lighting glEnable(GL_LIGHT0); // enables light0 glEnable(GL_COLOR_MATERIAL); // enables opengl to use glColor3f to define material color glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // tell opengl glColor3f effects the ambient and diffuse properties // of material // ----------- END: Variables & method calls added for Lighting Test -----------// }
public void setUpLighting() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel(GL_LIGHT_MODEL_AMBIENT, asFloatBuffer(new float[] {1.00f, 1.00f, 1.00f, 1f})); glLight(GL_LIGHT0, GL_POSITION, asFloatBuffer(new float[] {10000, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); }
public void render() { if (((ViewerContainer3D) v.getContainer()).getPbuffer() != currentPbuffer) { for (int i = 0; i < vbo.length; i++) { vbo[i] = -1; selectedVbo[i] = -1; } currentPbuffer = ((ViewerContainer3D) v.getContainer()).getPbuffer(); } for (int i = 0; i < tubes.length; i++) { if (hidden[i]) continue; int vbo; if (!selected[i]) { if (this.vbo[i] == -1) { Color c = colors[i]; GL15.glDeleteBuffers(this.vbo[i]); this.vbo[i] = createTubeVbo(i, colors[i]); } vbo = this.vbo[i]; } else { if (this.selectedVbo[i] == -1) { Color c = selectedColors[i]; GL15.glDeleteBuffers(this.selectedVbo[i]); this.selectedVbo[i] = createTubeVbo(i, selectedColors[i]); } vbo = this.selectedVbo[i]; } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorPointer(3, GL11.GL_FLOAT, vertexStride, colorPointer); GL11.glVertexPointer(3, GL11.GL_FLOAT, vertexStride, vertexPointer); GL11.glNormalPointer(GL11.GL_FLOAT, vertexStride, normalPointer); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, totalNumVerts[i]); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); GL11.glDisable(GL11.GL_COLOR_MATERIAL); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
private static void setUpLighting() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel( GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[] {0.05f, 0.05f, 0.05f, 1f})); glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[] {0, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); }
public void renderBackground(float paramRed, float paramGreen, float paramBlue) { glPushMatrix(); glDisable(GL_BLEND); glBegin(GL_QUADS); glColor3f(paramRed, paramGreen, paramBlue); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glNormal3f(0f, 0f, 1.0f); glVertex2f(0, 0); glVertex2f(Display.getWidth(), 0); glVertex2f(Display.getWidth(), Display.getHeight()); glVertex2f(0, Display.getHeight()); glEnd(); glPopMatrix(); }
private static void setUpStates() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel( GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[] {0.05f, 0.05f, 0.05f, 1f})); glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[] {0, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); glColor3f(0.4f, 0.27f, 0.17f); glMaterialf(GL_FRONT, GL_SHININESS, 10f); if (GLContext.getCapabilities().GL_ARB_depth_clamp) { glEnable(ARBDepthClamp.GL_DEPTH_CLAMP); } }