List of usage examples for org.lwjgl.opengl GL11 glColorMaterial
public static native void glColorMaterial(@NativeType("GLenum") int face, @NativeType("GLenum") int mode);
From source file:com.ardor3d.scene.state.lwjgl.LwjglMaterialStateUtil.java
License:Open Source License
private static void applyColorMaterial(final ColorMaterial colorMaterial, final MaterialFace face, final MaterialStateRecord record) { if (!record.isValid() || face != record.colorMaterialFace || colorMaterial != record.colorMaterial) { if (colorMaterial == ColorMaterial.None) { GL11.glDisable(GL11.GL_COLOR_MATERIAL); } else {//from w w w . j a v a 2s. c o m final int glMat = getGLColorMaterial(colorMaterial); final int glFace = getGLMaterialFace(face); GL11.glColorMaterial(glFace, glMat); GL11.glEnable(GL11.GL_COLOR_MATERIAL); record.resetColorsForCM(face, colorMaterial); } record.colorMaterial = colorMaterial; record.colorMaterialFace = face; } }
From source file:com.runescape.client.revised.editor.modelviewer.Main.java
License:Open Source License
public static void initialize(final Canvas modelCanvas) { try {/*from ww w . j av a 2 s . c o m*/ Display.setParent(modelCanvas); Display.create(new PixelFormat(8, 24, 8, 8)); Display.makeCurrent(); } catch (final LWJGLException lwjgle) { try { Display.create(new PixelFormat(8, 24, 8, 0)); } catch (final LWJGLException e) { e.printStackTrace(); } } Display.setVSyncEnabled(false); Display.setSwapInterval(0); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearDepth(1.0F); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_POINT_SMOOTH); GL11.glEnable(GL11.GL_POLYGON_SMOOTH); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE); GL11.glCullFace(GL11.GL_BACK); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setColorMaterial(boolean ambient, boolean diffuse, boolean specular) { int index = (ambient ? 1 : 0) | (diffuse ? 2 : 0) | (specular ? 4 : 0); GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, colorMaterialToGL[index]); }
From source file:lwjglapp.Lights.java
private void initGL() { GL11.glShadeModel(GL11.GL_SMOOTH);/*from ww w . ja va 2 s. c om*/ 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:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 colorMaterial(int face, int material) { GL11.glColorMaterial(face, material); return this; }
From source file:src.graphics.common.Rendering.java
License:Open Source License
/** A generalised interface for stuff that wants to be rendered- *//* www .j a v a 2s.c om*/ void initSettings() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glEnable(GL11.GL_NORMALIZE); // IF MISSING, COLOURS ARE TOO BRIGHT. GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glColorMaterial(int a, int b) { GL11.glColorMaterial(a, b); }