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Lighting.java
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package jToolkit4FixedPipeline.lighting;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.util.glu.Sphere;
import static org.lwjgl.opengl.GL11.*;
/**
* Class presets lighting. You can configurate light and put on the scene some numbers of
* spotlights and set their position and orientation.
* @author Astemir Yeleev
*/
public class Lighting {
private float spotExp;
/**
* Think about ingration this addition functionality into this code
* There are 3 different types of attenuation of light
* @param numOfLightSource
*/
public void setAttenuation (final int numOfLightSource) {
// glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 3.0f);
// glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, .01f);
// glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.00005f);
}
/**
* initialization method for lighting
* @param ambient - component of ambient light
* @param diffuse - component of diffuse light
* @param specular - component of specular light
*/
public void initializeLighting (int numOflightPoint, SHADE_MODEL model, float[] ambient, float[] diffuse, float[] specular, float spotCutOff, int spotExponent) {
if (numOflightPoint < 0 || numOflightPoint > 7) {
throw new IllegalArgumentException("Incorrect argument. You should set number between 0 and 7");
}
spotExp = spotExponent;
glPushMatrix();
glEnable(GL_LIGHTING); // enabling or disabling lighting
glShadeModel(model.getShadeModel()); // choose shading model (FLAT, SMOOTH)
FloatBuffer fbAmb = BufferUtils.createFloatBuffer(ambient.length);
fbAmb.put(ambient);
fbAmb.position(0);
FloatBuffer fbDiff = BufferUtils.createFloatBuffer(diffuse.length);
fbDiff.put(diffuse);
fbDiff.position(0);
FloatBuffer fbSpecular = BufferUtils.createFloatBuffer(specular.length);
fbSpecular.put(specular);
fbSpecular.position(0);
switch (numOflightPoint) {
case 0:
glLight(GL_LIGHT0, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT0, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT0, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT0);
break;
case 1:
glLight(GL_LIGHT1, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT1, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT1, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT1, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT1);
break;
case 2:
glLight(GL_LIGHT2, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT2, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT2, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT2, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT2);
break;
case 3:
glLight(GL_LIGHT3, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT3, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT3, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT3, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT3, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT3);
break;
case 4:
glLight(GL_LIGHT4, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT4, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT4, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT4, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT4, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT4);
break;
case 5:
glLight(GL_LIGHT5, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT5, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT5, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT5, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT5, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT5);
break;
case 6:
glLight(GL_LIGHT6, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT6, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT6, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT6, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT6, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT6);
break;
case 7:
glLight(GL_LIGHT7, GL_AMBIENT, fbAmb);
glLight(GL_LIGHT7, GL_DIFFUSE, fbDiff);
glLight(GL_LIGHT7, GL_SPECULAR, fbSpecular);
glLightf(GL_LIGHT7, GL_SPOT_CUTOFF, spotCutOff);
glLighti(GL_LIGHT7, GL_SPOT_EXPONENT, spotExponent);
glEnable(GL_LIGHT7);
break;
}
glPopMatrix();
}
/**
* Spotlight which can be translate, rotate to any coordinates
* @param angleOfRotation - x, y, z coordinates of rotation
* @param position - x, y, z, w coordinates of position of light point
* @param direction - x, y, z coordinates of points light direction
* @param hidespotLight - activate or deactivate rendering of graphics model for point of light
*/
public void drawSpoltight (int numOflightPoint, float[] angleOfRotation, float[] position, float[] direction, boolean hidespotLight) {
if (numOflightPoint < 0 || numOflightPoint > 7) {
throw new IllegalArgumentException("Incorrect argument. You should set number between 0 and 7");
}
float j = 0.0f;
float[] lightPosition = {0.0f, 0.0f, 0.0f, 1.0f};
glPushMatrix();
glTranslatef(position[0], position[1], position[2]);
glPushMatrix();
glRotatef(angleOfRotation[0], 1.0f, 0.0f, 0.0f);
glRotatef(angleOfRotation[1], 0.0f, 1.0f, 0.0f);
glRotatef(angleOfRotation[2], 0.0f, 0.0f, 1.0f);
FloatBuffer fbDirection = BufferUtils.createFloatBuffer(direction.length);
fbDirection.put(direction);
fbDirection.position(0);
FloatBuffer fbPosition = BufferUtils.createFloatBuffer(lightPosition.length);
fbPosition.put(lightPosition);
fbPosition.position(0);
switch (numOflightPoint) {
case 0:
glLight(GL_LIGHT0, GL_POSITION, fbPosition);
glLight(GL_LIGHT0, GL_SPOT_DIRECTION, fbDirection);
break;
case 1:
glLight(GL_LIGHT1, GL_POSITION, fbPosition);
glLight(GL_LIGHT1, GL_SPOT_DIRECTION, fbDirection);
break;
case 2:
glLight(GL_LIGHT2, GL_POSITION, fbPosition);
glLight(GL_LIGHT2, GL_SPOT_DIRECTION, fbDirection);
break;
case 3:
glLight(GL_LIGHT3, GL_POSITION, fbPosition);
glLight(GL_LIGHT3, GL_SPOT_DIRECTION, fbDirection);
break;
case 4:
glLight(GL_LIGHT4, GL_POSITION, fbPosition);
glLight(GL_LIGHT4, GL_SPOT_DIRECTION, fbDirection);
break;
case 5:
glLight(GL_LIGHT5, GL_POSITION, fbPosition);
glLight(GL_LIGHT5, GL_SPOT_DIRECTION, fbDirection);
break;
case 6:
glLight(GL_LIGHT6, GL_POSITION, fbPosition);
glLight(GL_LIGHT6, GL_SPOT_DIRECTION, fbDirection);
break;
case 7:
glLight(GL_LIGHT7, GL_POSITION, fbPosition);
glLight(GL_LIGHT7, GL_SPOT_DIRECTION, fbDirection);
break;
}
glTranslatef(0.0f, 0.0f, 0.0f);
if (!hidespotLight) {
glPushAttrib(GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINES);
for (float i = 0.0f; i < (2.2f * Math.PI); i += Math.PI / 4) {
j = i;
j += (float) (Math.PI / 4);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f((float)Math.sin(i) / (spotExp / 100.0f * 2.0f), (float)Math.cos(i) / (spotExp / 100.0f * 2.0f), 10.0f);
glVertex3f((float)Math.sin(i) / (spotExp / 100.0f * 2.0f), (float)Math.cos(i) / (spotExp / 100.0f * 2.0f), 10.0f);
glVertex3f((float)Math.sin(j) / (spotExp / 100.0f * 2.0f), (float)Math.cos(j) / (spotExp / 100.0f * 2.0f), 10.0f);
}
glEnd();
new Sphere().draw(2.0f, 10, 10);
glPopAttrib();
}
glPopMatrix();
glPopMatrix();
}
/**
* Set material configuration.
* This method works a little bit slower than the same method which is overloaded,
* but in this method you can set many different configuration values
* @param ambient
* @param diffuse
* @param specular
* @param shininees
*/
public void initializeMatetial (float[] ambient, float[] diffuse, float[] specular, float[] emission, int shininees) {
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
FloatBuffer fbAmb = BufferUtils.createFloatBuffer(ambient.length);
fbAmb.put(ambient);
fbAmb.position(0);
FloatBuffer fbDiff = BufferUtils.createFloatBuffer(diffuse.length);
fbDiff.put(diffuse);
fbDiff.position(0);
FloatBuffer fbSpecular = BufferUtils.createFloatBuffer(specular.length);
fbSpecular.put(specular);
fbSpecular.position(0);
FloatBuffer fbEmission = BufferUtils.createFloatBuffer(emission.length);
fbEmission.put(emission);
fbEmission.position(0);
glMaterial(GL_FRONT, GL_AMBIENT, fbAmb);
glMaterial(GL_FRONT, GL_DIFFUSE, fbDiff);
glMaterial(GL_FRONT, GL_SPECULAR, fbSpecular);
glMaterial(GL_FRONT, GL_EMISSION, fbEmission);
glMateriali(GL_FRONT, GL_SHININESS, shininees);
}
}