Example usage for org.lwjgl.opengl GL11 glMaterialf

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

Introduction

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

Prototype

public static native void glMaterialf(@NativeType("GLenum") int face, @NativeType("GLenum") int pname,
        @NativeType("GLfloat") float param);

Source Link

Document

Float version of #glMateriali Materiali .

Usage

From source file:com.ardor3d.scene.state.lwjgl.LwjglMaterialStateUtil.java

License:Open Source License

private static void applyShininess(final float frontShininess, final float backShininess,
        final MaterialStateRecord record) {
    if (frontShininess == backShininess) {
        // consolidate to one call
        if (!record.isValid() || frontShininess != record.frontShininess
                || record.backShininess != backShininess) {
            GL11.glMaterialf(getGLMaterialFace(MaterialFace.FrontAndBack), GL11.GL_SHININESS, frontShininess);
            record.backShininess = record.frontShininess = frontShininess;
        }/*w  w  w  .j av  a2 s .c  o m*/
    } else {
        if (!record.isValid() || frontShininess != record.frontShininess) {
            GL11.glMaterialf(getGLMaterialFace(MaterialFace.Front), GL11.GL_SHININESS, frontShininess);
            record.frontShininess = frontShininess;
        }

        if (!record.isValid() || backShininess != record.backShininess) {
            GL11.glMaterialf(getGLMaterialFace(MaterialFace.Back), GL11.GL_SHININESS, backShininess);
            record.backShininess = backShininess;
        }
    }
}

From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java

License:Apache License

public final void glMaterialf(int face, int pname, float param) {
    GL11.glMaterialf(face, pname, param);
}

From source file:com.runescape.client.revised.editor.modelviewer.Viewport.java

License:Open Source License

public void render() {
    final Dimension size = this.canvas.getSize();
    if ((size.width > 0) && (size.height > 0)) {
        if ((this.width != size.width) || (this.height != size.height)) {
            this.width = size.width;
            this.height = size.height;
            GL11.glViewport(0, 0, this.width, this.height);
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();/*from w  w w. j a  va 2s  .co  m*/
            final float c = (float) Math
                    .sqrt((double) (this.width * this.width) + (double) (this.height * this.height));
            GL11.glOrtho(0.0F, this.width, 0.0F, this.height, -c, c);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            final boolean useShader = this.initShader();
            if (ModelConstants.ENABLE_VERTEX_SHADER && useShader) {
                ARBShaderObjects.glUseProgramObjectARB(this.program);
            }
            if (ModelConstants.ENABLE_LIGHTING) {
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glEnable(GL11.GL_LIGHT0);
                final FloatBuffer diffuse = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 1F, 1F, 1F, 1F });
                final FloatBuffer position = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 3F, 0F, 1F, 0F });
                final FloatBuffer ambient = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { .1F, .1F, .2F, .3F });
                final FloatBuffer specular = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 1F, 1F, 1F, 1F });
                GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, (FloatBuffer) specular.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, (FloatBuffer) ambient.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, (FloatBuffer) diffuse.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer) position.flip());
                GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 50.0f);
            }
        }
        if (Mouse.isButtonDown(0) && !Mouse.isButtonDown(1)) {
            this.yaw -= Mouse.getDX();
            this.pitch -= Mouse.getDY();
        }
        if (Mouse.isButtonDown(0) && Mouse.isButtonDown(1)) {
            this.offset_z += Mouse.getDY();
        }
        float wheel = Mouse.getDWheel() / 960.0F;
        if (wheel > 1.0F) {
            wheel = 1.0F;
        } else if (wheel < -1.0F) {
            wheel = -1.0F;
        }
        this.scale -= this.scale * wheel;
        if (this.scale < 0.01F) {
            this.scale = 0.01F;
        }
        for (final Model3D dragonModel : this.getDragonList()) {
            final float x = this.width / 1.2F;
            final float y = (-((100.0F * (this.scale))) + (this.offset_z + 0.1F))
                    + ((this.height - dragonModel.height()) / 2.0F);
            final float z = 0.0F;
            dragonModel.calcDimms(false);
            dragonModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D torvaModel : this.getTorvaList()) {
            final float x = this.width / 1.7F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - torvaModel.height()) / 2.0F);
            final float z = 0.0F;
            torvaModel.calcDimms(false);
            torvaModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D jadModel : this.getJadList()) {
            final float x = this.width / 3.2F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - jadModel.height()) / 2.0F);
            final float z = 0.0F;
            jadModel.calcDimms(false);
            jadModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D trollModel : this.getTrollList()) {
            final float x = this.width / 3.8F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - trollModel.height()) / 2.0F);
            final float z = 0.0F;
            trollModel.calcDimms(false);
            trollModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        if (ModelConstants.ENABLE_VERTEX_SHADER && this.initShader()) {
            ARBShaderObjects.glUseProgramObjectARB(0);
        }
        Display.update();
    }
}

From source file:engine.obj.OBJLoader.java

License:Open Source License

/**
 * Renders a given <code>Obj</code> file.
 *
 * @param model the <code>Obj</code> file to be rendered
 *//*w  w  w.  j av a2s  . c  om*/
public void render(Obj model) {
    GL11.glMaterialf(GL_FRONT, GL_SHININESS, 120);
    GL11.glBegin(GL_TRIANGLES);
    {
        for (Obj.Face face : model.getFaces()) {
            Vector3f[] normals = { model.getNormals().get(face.getNormals()[0] - 1),
                    model.getNormals().get(face.getNormals()[1] - 1),
                    model.getNormals().get(face.getNormals()[2] - 1) };
            Vector2f[] texCoords = { model.getTextureCoordinates().get(face.getTextureCoords()[0] - 1),
                    model.getTextureCoordinates().get(face.getTextureCoords()[1] - 1),
                    model.getTextureCoordinates().get(face.getTextureCoords()[2] - 1) };
            Vector3f[] vertices = { model.getVertices().get(face.getVertices()[0] - 1),
                    model.getVertices().get(face.getVertices()[1] - 1),
                    model.getVertices().get(face.getVertices()[2] - 1) };
            {
                GL11.glNormal3f(normals[0].getX(), normals[0].getY(), normals[0].getZ());
                GL11.glTexCoord2f(texCoords[0].getX(), texCoords[0].getY());
                GL11.glVertex3f(vertices[0].getX(), vertices[0].getY(), vertices[0].getZ());
                GL11.glNormal3f(normals[1].getX(), normals[1].getY(), normals[1].getZ());
                GL11.glTexCoord2f(texCoords[1].getX(), texCoords[1].getY());
                GL11.glVertex3f(vertices[1].getX(), vertices[1].getY(), vertices[1].getZ());
                GL11.glNormal3f(normals[2].getX(), normals[2].getY(), normals[2].getZ());
                GL11.glTexCoord2f(texCoords[2].getX(), texCoords[2].getY());
                GL11.glVertex3f(vertices[2].getX(), vertices[2].getY(), vertices[2].getZ());
            }
        }
    }
    GL11.glEnd();
}

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

License:Open Source License

@Override
public void setMaterialShininess(float shininess) {
    GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, shininess);
}

From source file:lwjglapp.Lights.java

private void initGL() {
    GL11.glShadeModel(GL11.GL_SMOOTH);/*from w  w  w .j a v  a  2s  .  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 material(int face, int material, float value) {
    GL11.glMaterialf(face, material, value);
    return this;
}

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

License:Open Source License

private void setColor(float r, float g, float b, float alpha) {
    //GLfloat light_ambient[4],light_diffuse[4],light_specular[4];
    light_ambient2.put(new float[] { r * 0.3f, g * 0.3f, b * 0.3f, alpha }).flip();
    light_diffuse2.put(new float[] { r * 0.7f, g * 0.7f, b * 0.7f, alpha }).flip();
    light_specular2.put(new float[] { r * 0.2f, g * 0.2f, b * 0.2f, alpha }).flip();
    GL11.glMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT, light_ambient2);
    GL11.glMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_DIFFUSE, light_diffuse2);
    GL11.glMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_SPECULAR, light_specular2);
    GL11.glMaterialf(GL11.GL_FRONT_AND_BACK, GL11.GL_SHININESS, 5.0f);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glMaterialf(int a, int b, float c) {
    GL11.glMaterialf(a, b, c);
}