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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LightName

Usage

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

License:Open Source License

@Override
public void setLightSpotExponent(int light, float exponent) {
    GL11.glLightf(GL11.GL_LIGHT0 + light, GL11.GL_SPOT_EXPONENT, exponent);
}

From source file:lwjglapp.Lights.java

private void initGL() {
    GL11.glShadeModel(GL11.GL_SMOOTH);//  w w w .j  ava 2s  .  c o m
    GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, matSpecular); // sets specular material color
    GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 50.0f); // sets shininess

    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition); // sets light position
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, whiteLight); // sets specular light to white
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, whiteLight); // sets diffuse light to white
    GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, lModelAmbient); // global ambient light 

    GL11.glEnable(GL11.GL_LIGHTING); // enables lighting
    GL11.glEnable(GL11.GL_LIGHT0); // enables light0

    GL11.glEnable(GL11.GL_COLOR_MATERIAL); // enables opengl to use glColor3f to define material color
    GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE); // tell opengl glColor3f effects the ambient and diffuse properties of material
}

From source file:modeledit.ModelView3D.java

License:Open Source License

private void glInit() {
    try {/*from ww w  . j a va  2 s .co m*/
        this.makeCurrent();
    } catch (Exception e) {
        return;
        //           e.printStackTrace();
    }
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GLU.gluPerspective(40, ((float) this.getWidth()) / ((float) this.getHeight()), 1, 100);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glShadeModel(GL11.GL_SMOOTH);
    //      GL11.glPolygonMode(GL11.GL_FRONT,GL11.GL_LINE); 
    //      GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping

    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, get(whiteLight));
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, get(whiteLight));

    GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, get(ambientLight));

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);

    GLUtils.glLightPos(1.0f, 1.0f, 1.0f);

    //       GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    //       GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 disableLight0() {
    GL11.glDisable(GL11.GL_LIGHT0);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 enableLight0() {
    GL11.glEnable(GL11.GL_LIGHT0);
    return this;
}

From source file:org.jtrfp.mtmx.tools.internal.ModelViewerConfiguration.java

License:Open Source License

@Override
public void initLight() {
    GL11.glEnable(GL11.GL_LIGHTING);/*from www .  j a v  a  2  s  . c o  m*/

    float[] vec = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
    // XXX: FloatBuffer must have 4 additional floats free
    FloatBuffer diffBuffer = BufferUtils.createFloatBuffer(vec.length + 4);
    diffBuffer.put(vec);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT_AND_DIFFUSE, diffBuffer);
    GL11.glEnable(GL11.GL_LIGHT0);
}

From source file:org.jtrfp.mtmx.tools.internal.TruckViewerConfiguration.java

License:Open Source License

@Override
public void initLight() {
    GL11.glEnable(GL11.GL_LIGHTING);/* w  w  w.ja  v a2 s  . co  m*/

    float[] vec = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
    // XXX: FloatBuffer must have 4 additional floats free
    FloatBuffer diffBuffer = BufferUtils.createFloatBuffer(vec.length + 4);
    diffBuffer.put(vec);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT_AND_DIFFUSE, diffBuffer);
    GL11.glEnable(GL11.GL_LIGHT0);

    GL11.glShadeModel(GL11.GL_FLAT);
}

From source file:org.jtrfp.mtmx.tools.internal.WorldViewerConfiguration.java

License:Open Source License

@Override
public void initLight() {
    GL11.glEnable(GL11.GL_LIGHTING);//from www . j ava  2  s  .c o m

    // XXX: FloatBuffer must have 4 additional floats free
    float[] amb = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f };
    FloatBuffer ambientBuffer = EngineUtil.createFloatBuffer(amb);
    GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, ambientBuffer);

    // XXX: FloatBuffer must have 4 additional floats free
    float[] vec = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f };
    FloatBuffer diffBuffer = EngineUtil.createFloatBuffer(vec);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, diffBuffer);
    GL11.glEnable(GL11.GL_LIGHT0);

    GL11.glShadeModel(GL11.GL_FLAT);
}

From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java

License:Open Source License

@Override
//   void dsDrawFrame (int width, int height, dsFunctions *fn, int pause)
void dsDrawFrame(int width, int height, dsFunctions fn, boolean pause) {
    if (current_state < 1)
        dsDebug("internal error");
    current_state = 2;/*  ww  w.j a  v  a  2s . com*/

    // setup stuff
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CCW);

    // setup viewport
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    final float vnear = 0.1f;
    final float vfar = 100.0f;
    final float k = 0.8f; // view scale, 1 = +/- 45 degrees
    if (width >= height) {
        float k2 = (float) height / (float) width;
        GL11.glFrustum(-vnear * k, vnear * k, -vnear * k * k2, vnear * k * k2, vnear, vfar);
    } else {
        float k2 = (float) width / (float) height;
        GL11.glFrustum(-vnear * k * k2, vnear * k * k2, -vnear * k, vnear * k, vnear, vfar);
    }

    // setup lights. it makes a difference whether this is done in the
    // GL_PROJECTION matrix mode (lights are scene relative) or the
    // GL_MODELVIEW matrix mode (lights are camera relative, bad!).
    //      static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
    //      static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    //      static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light_ambient);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light_diffuse);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, light_specular);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // clear the window
    GL11.glClearColor(0.5f, 0.5f, 0.5f, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // snapshot camera position (in MS Windows it is changed by the GUI thread)
    float[] view2_xyz = view_xyz.clone();
    float[] view2_rxyz = view_rxyz.clone();
    //      memcpy (view2_xyz,view_xyz);//,sizeof(float)*3);
    //      memcpy (view2_hpr,view_hpr);//,sizeof(float)*3);

    // go to GL_MODELVIEW matrix mode and set the camera
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    setCamera(view2_xyz[0], view2_xyz[1], view2_xyz[2], view2_rxyz[0], view2_rxyz[1], view2_rxyz[2]);

    // set the light position (for some reason we have to do this in model view.
    //      static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, light_position);

    // draw the background (ground, sky etc)
    drawSky(view2_xyz);
    drawGround();

    // draw the little markers on the ground
    drawPyramidGrid();

    // leave openGL in a known state - flat shaded white, no textures
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glColor3f(1, 1, 1);
    setColor(1, 1, 1, 1);

    // draw the rest of the objects. set drawing state first.
    color[0] = 1;
    color[1] = 1;
    color[2] = 1;
    color[3] = 1;
    tnum = DS_TEXTURE_NUMBER.DS_NONE;
    //if (fn.step) 
    fn.step(pause);
}

From source file:src.graphics.common.Lighting.java

License:Open Source License

/**  Binds this light to the GL11 light register specified (between 0 to 8).
  *///from   w  ww  . j a  v a  2s .  c om
public void bindLight(int lI) {
    lI += GL11.GL_LIGHT0;
    GL11.glEnable(lI);
    ambBuffer.clear();
    ambBuffer.put(ambience).flip();
    difBuffer.clear();
    difBuffer.put(diffused).flip();
    posBuffer.clear();
    posBuffer.put(position).flip();
    GL11.glLight(lI, GL11.GL_AMBIENT, ambBuffer);
    GL11.glLight(lI, GL11.GL_DIFFUSE, difBuffer);
    GL11.glLight(lI, GL11.GL_POSITION, posBuffer);
    DARK.clear();
    DARK.put(new float[4]).flip();
    GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, DARK);
}