Java 类org.lwjgl.util.glu.Disk 实例源码
项目:boltzmann-3d
文件:GLPanel.java
/** Initializes the canvas by setting the viewport, lighting, etc. */
public void init() {
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
sphere=new Sphere();
cylinder=new Cylinder();
disk=new Disk();
//GL_LIGHT0 is a very dim backlight; with it I can only see silhouetted spheres against oblique walls.
//GL_LIGHT0 is enabled only in 3D mode.
floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f});
floatBuffer.flip();
//glLight(GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, floatBuffer); // RGBA values
glLight(GL_LIGHT0, GL_AMBIENT, floatBuffer); // RGBA values
glLight(GL_LIGHT0, GL_DIFFUSE, floatBuffer); // RGBA values
floatBuffer = toBuffer(new float[] {0.6f, 0.6f, 0.6f, 0.3f});
floatBuffer.flip();
glLight(GL_LIGHT0, GL_SPECULAR, floatBuffer);
floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 0.0f});
floatBuffer.flip();
glLight(GL_LIGHT0, GL_POSITION, floatBuffer); // position (directional if last coord is 0)
//GL_LIGHT1 is enabled only in 3D mode, and its position is set elsewhere
floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT1, GL_AMBIENT, floatBuffer); // very dim gray walls; spheres invisible
floatBuffer = toBuffer(new float[] {0.8f, 0.8f, 0.8f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT1, GL_DIFFUSE, floatBuffer); // this is most of what we see
floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT1, GL_SPECULAR, floatBuffer); // no noticeable contribution - it looks black!
floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT1, GL_SPOT_DIRECTION, floatBuffer);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 180);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5E-5f);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 64);
//GL_LIGHT2 is only enabled in 1D and 2D modes.
floatBuffer = toBuffer(new float[] {0.1f, 0.1f, 0.1f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT2, GL_AMBIENT, floatBuffer);
floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT2, GL_DIFFUSE, floatBuffer);
floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 0.0f, 1.0f});
floatBuffer.flip();
glLight(GL_LIGHT2, GL_SPECULAR, floatBuffer);
floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 1.0f, 0.0f});
floatBuffer.flip();
glLight(GL_LIGHT2, GL_POSITION, floatBuffer);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_POLYGON_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_DITHER);
glPointSize(tracePointSize);
curPointSize=tracePointSize;
//Print valuable OpenGL driver info to the console for debugging.
System.out.println(glGetString(GL_VENDOR));
System.out.println(glGetString(GL_RENDERER));
System.out.println(glGetString(GL_VERSION));
makeCube();
}