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Diffstat (limited to 'demos/RonsDemos/material.java')
-rw-r--r-- | demos/RonsDemos/material.java | 416 |
1 files changed, 416 insertions, 0 deletions
diff --git a/demos/RonsDemos/material.java b/demos/RonsDemos/material.java new file mode 100644 index 0000000..2558c84 --- /dev/null +++ b/demos/RonsDemos/material.java @@ -0,0 +1,416 @@ +/**
+ * @(#) material.java
+ * @(#) author: Silicon Graphics (converted to Java by Ron Cemer)
+ */
+
+/*
+ * Copyright (c) 1993-1997, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED
+ * Permission to use, copy, modify, and distribute this software for
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States. Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
+ */
+
+/*
+ * 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.
+ */
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.*;
+import java.util.*;
+import java.io.*;
+import java.util.*;
+import gl4java.GLContext;
+import gl4java.awt.GLCanvas;
+
+public class material extends Applet
+{
+ materialCanvas canvas = null;
+
+
+ /* Initialize the applet */
+
+
+ public void init()
+ {
+ Dimension d = getSize();
+ setLayout(new BorderLayout());
+ canvas = new materialCanvas(d.width, d.height);
+ add("Center", canvas);
+ }
+
+
+ /* Start the applet */
+
+
+ public void start()
+ {
+ }
+
+
+ /* Stop the applet */
+
+
+ public void stop()
+ {
+ }
+
+
+ /* Destroy the applet */
+
+
+ public void destroy()
+ {
+ canvas.cvsDispose();
+ }
+
+
+ /* Local GLCanvas extension class */
+
+
+ private class materialCanvas extends GLCanvas
+ {
+ public materialCanvas(int w, int h)
+ {
+ super(w, h);
+ GLContext.gljNativeDebug = false;
+ GLContext.gljClassDebug = false;
+ }
+
+ public void preInit()
+ {
+ doubleBuffer = true;
+ stereoView = false;
+ }
+
+ public void init()
+ {
+ System.out.println("init(): " + this);
+ reshape(getSize().width, getSize().height);
+
+ 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.glClearColor(0.0f, 0.1f, 0.1f, 0.0f);
+ gl.glEnable(GL_DEPTH_TEST);
+ gl.glShadeModel(GL_SMOOTH);
+
+ gl.glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ gl.glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ gl.glLightfv(GL_LIGHT0, GL_POSITION, position);
+ gl.glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ gl.glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
+
+ gl.glEnable(GL_LIGHTING);
+ gl.glEnable(GL_LIGHT0);
+
+ glj.gljCheckGL();
+ }
+
+ public void cvsDispose()
+ {
+ System.out.println("destroy(): " + this);
+ super.cvsDispose();
+ }
+
+ public void reshape(int width, int height)
+ {
+ gl.glViewport(0,0,width,height);
+ gl.glMatrixMode(GL_PROJECTION);
+ gl.glLoadIdentity();
+ if (width <= (height * 2))
+ gl.glOrtho
+ (-6.0f,
+ 6.0f,
+ -3.0f*((float)(height*2))/(float)width,
+ 3.0f*((float)(height*2))/(float)width,
+ -10.0f,
+ 10.0f);
+ else
+ gl.glOrtho
+ (-6.0f*(float)width/((float)(height*2)),
+ 6.0f*(float)width/((float)(height*2)),
+ -3.0f,
+ 3.0f,
+ -10.0f,
+ 10.0f);
+ gl.glMatrixMode(GL_MODELVIEW);
+ gl.glLoadIdentity();
+ }
+
+ public void display()
+ {
+ if (glj.gljMakeCurrent() == false) return;
+
+ 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};
+ int qobj;
+
+ gl.glClear(GL_COLOR_BUFFER_BIT | 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_FRONT, GL_AMBIENT, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient_color);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient_color);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient_color);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ 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_FRONT, GL_AMBIENT, mat_ambient_color);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
+ gl.glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
+ gl.glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
+ qobj = glu.gluNewQuadric();
+ glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluQuadricTexture(qobj,false);
+ glu.gluSphere(qobj,1.0f,16,16);
+ glu.gluDeleteQuadric(qobj);
+ gl.glPopMatrix();
+
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+ }
+ }
+}
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