Example usage for org.lwjgl.opengl GL11 GL_LIGHT0

List of usage examples for org.lwjgl.opengl GL11 GL_LIGHT0

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_LIGHT0.

Prototype

int GL_LIGHT0

To view the source code for org.lwjgl.opengl GL11 GL_LIGHT0.

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Document

LightName

Usage

From source file:game.states.State_SINGLEPLAYER.java

License:Open Source License

@Override
protected void Init() {
    if (CreateNewGame) {
        CurrentSave = new GameSave();
        Worlds = new TileMap[] { new TileMap(), new TileMap(), new TileMap(), new TileMap(), new TileMap(),
                new TileMap(), new TileMap(), new TileMap(), new TileMap() };
        t = Worlds[0];//from www .  j  a v  a  2 s. com
        CreateGUI();
        System.out.println("Loading worlds");
        for (int i = 0; i < Worlds.length; i++) {
            Worlds[i].Load(i == Worlds.length - 1, i == 0, i);
            CurrentSave.setIntMapData(TileMapGenerator.Map, i);
        }
    }
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.1f, 600.0f);
    GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    if (CreateNewGame) {
        player = t.SpawnPlayer();
        PlayerGridX = player.getX();
        PlayerGridY = player.getY();
        PlayerY = 52 - CameraDisplacement * (PlayerGridY - 1);
        PlayerX = -6 + CameraDisplacement * (PlayerGridX - 1);
        PlayerZ = 0;
        SetGUI();
    }
    CreateNewGame = true;

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightAmbientColor(int light, float[] color) {
    GL11.glLight(GL11.GL_LIGHT0 + light, GL11.GL_AMBIENT, getDirectBuffer(color));
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightDiffuseColor(int light, float[] color) {
    GL11.glLight(GL11.GL_LIGHT0 + light, GL11.GL_DIFFUSE, getDirectBuffer(color));
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightSpecularColor(int light, float[] color) {
    GL11.glLight(GL11.GL_LIGHT0 + light, GL11.GL_SPECULAR, getDirectBuffer(color));
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightConstantAttenuation(int light, float constant) {
    GL11.glLightf(GL11.GL_LIGHT0 + light, GL11.GL_CONSTANT_ATTENUATION, constant);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightLinearAttenuation(int light, float linear) {
    GL11.glLightf(GL11.GL_LIGHT0 + light, GL11.GL_LINEAR_ATTENUATION, linear);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightQuadraticAttenuation(int light, float quadratic) {
    GL11.glLightf(GL11.GL_LIGHT0 + light, GL11.GL_QUADRATIC_ATTENUATION, quadratic);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightDirection(int light, float[] direction) {
    GL11.glLight(GL11.GL_LIGHT0 + light, GL11.GL_SPOT_DIRECTION, getDirectBuffer(direction));
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightPosition(int light, float[] position) {
    GL11.glLight(GL11.GL_LIGHT0 + light, GL11.GL_POSITION, getDirectBuffer(position));
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setLightSpotCutoff(int light, float cutoff) {
    GL11.glLightf(GL11.GL_LIGHT0 + light, GL11.GL_SPOT_CUTOFF, cutoff);
}