/* * light.java * This program demonstrates the use of the OpenGL lighting * model. A sphere is drawn using a grey material characteristic. * A single light source illuminates the object. */ import jgl.GL; import jgl.GLApplet; public class light extends GLApplet { /* * Initialize material property, light source, lighting model, * and depth buffer. */ private void myinit () { float mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float mat_shininess[] = { 50.0f }; float light_position[] = { 1.0f, 1.0f, 1.0f, 0.0f }; myGL.glClearColor (0.0f, 0.0f, 0.0f, 0.0f); myGL.glShadeModel (GL.GL_SMOOTH); myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SPECULAR, mat_specular); myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SHININESS, mat_shininess); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_POSITION, light_position); myGL.glEnable (GL.GL_LIGHTING); myGL.glEnable (GL.GL_LIGHT0); myGL.glEnable (GL.GL_DEPTH_TEST); } public void display () { myGL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); myUT.glutSolidSphere (1.0, 20, 16); myGL.glFlush (); } public void myReshape (int w, int h) { myGL.glViewport (0, 0, w, h); myGL.glMatrixMode (GL.GL_PROJECTION); myGL.glLoadIdentity (); if (w <= h) { myGL.glOrtho (-1.5f, 1.5f, -1.5f*(float)h/(float)w, 1.5f*(float)h/(float)w, -10.0f, 10.0f); } else { myGL.glOrtho ( -1.5f*(float)w/(float)h, 1.5f*(float)w/(float)h, -1.5f, 1.5f, -10.0f, 10.0f); } myGL.glMatrixMode (GL.GL_MODELVIEW); myGL.glLoadIdentity (); } public void init () { myUT.glutInitWindowSize (500, 500); myUT.glutInitWindowPosition (0, 0); myUT.glutCreateWindow (this); myinit (); myUT.glutDisplayFunc ("display"); myUT.glutReshapeFunc ("myReshape"); myUT.glutMainLoop (); } }