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Copy pathLight.java
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156 lines (130 loc) · 4.41 KB
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import gmaths.*;
import java.nio.*;
import com.jogamp.common.nio.*;
import com.jogamp.opengl.*;
public class Light {
private Material material;
private Vec3 position;
private Mat4 model;
private Shader shader;
private Camera camera;
public Light(GL3 gl) {
material = new Material();
material.setAmbient(0.5f, 0.5f, 0.5f);
material.setDiffuse(0.8f, 0.8f, 0.8f);
material.setSpecular(0.8f, 0.8f, 0.8f);
position = new Vec3(3f,2f,1f);
model = new Mat4(1);
shader = new Shader(gl, "vs_light_01.txt", "fs_light_01.txt");
fillBuffers(gl);
}
public void setPosition(Vec3 v) {
position.x = v.x;
position.y = v.y;
position.z = v.z;
}
public void setPosition(float x, float y, float z) {
position.x = x;
position.y = y;
position.z = z;
}
public Vec3 getPosition() {
return position;
}
public void setMaterial(Material m) {
material = m;
}
public Material getMaterial() {
return material;
}
public void setCamera(Camera camera) {
this.camera = camera;
}
private boolean lightStatus = true;
public void lightSwitch(){
if(lightStatus){
material = new Material();
material.setAmbient(0.5f, 0.5f, 0.5f);
material.setDiffuse(0.1f, 0.1f, 0.1f);
material.setSpecular(0.1f, 0.1f, 0.1f);
lightStatus = false;
}
else{
material = new Material();
material.setAmbient(0.5f, 0.5f, 0.5f);
material.setDiffuse(0.8f, 0.8f, 0.8f);
material.setSpecular(0.8f, 0.8f, 0.8f);
lightStatus = true;
}
}
public void render(GL3 gl) {
Mat4 model = new Mat4(1);
model = Mat4.multiply(Mat4Transform.scale(0.3f,0.3f,0.3f), model);
model = Mat4.multiply(Mat4Transform.translate(position), model);
Mat4 mvpMatrix = Mat4.multiply(camera.getPerspectiveMatrix(), Mat4.multiply(camera.getViewMatrix(), model));
shader.use(gl);
shader.setFloatArray(gl, "mvpMatrix", mvpMatrix.toFloatArrayForGLSL());
gl.glBindVertexArray(vertexArrayId[0]);
gl.glDrawElements(GL.GL_TRIANGLES, indices.length, GL.GL_UNSIGNED_INT, 0);
gl.glBindVertexArray(0);
}
public void dispose(GL3 gl) {
gl.glDeleteBuffers(1, vertexBufferId, 0);
gl.glDeleteVertexArrays(1, vertexArrayId, 0);
gl.glDeleteBuffers(1, elementBufferId, 0);
}
// ***************************************************
/* THE DATA
*/
// anticlockwise/counterclockwise ordering
private float[] vertices = new float[] { // x,y,z
-0.5f, -0.5f, -0.5f, // 0
-0.5f, -0.5f, 0.5f, // 1
-0.5f, 0.5f, -0.5f, // 2
-0.5f, 0.5f, 0.5f, // 3
0.5f, -0.5f, -0.5f, // 4
0.5f, -0.5f, 0.5f, // 5
0.5f, 0.5f, -0.5f, // 6
0.5f, 0.5f, 0.5f // 7
};
private int[] indices = new int[] {
0,1,3, // x -ve
3,2,0, // x -ve
4,6,7, // x +ve
7,5,4, // x +ve
1,5,7, // z +ve
7,3,1, // z +ve
6,4,0, // z -ve
0,2,6, // z -ve
0,4,5, // y -ve
5,1,0, // y -ve
2,3,7, // y +ve
7,6,2 // y +ve
};
private int vertexStride = 3;
private int vertexXYZFloats = 3;
// ***************************************************
/* THE LIGHT BUFFERS
*/
private int[] vertexBufferId = new int[1];
private int[] vertexArrayId = new int[1];
private int[] elementBufferId = new int[1];
private void fillBuffers(GL3 gl) {
gl.glGenVertexArrays(1, vertexArrayId, 0);
gl.glBindVertexArray(vertexArrayId[0]);
gl.glGenBuffers(1, vertexBufferId, 0);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferId[0]);
FloatBuffer fb = Buffers.newDirectFloatBuffer(vertices);
gl.glBufferData(GL.GL_ARRAY_BUFFER, Float.BYTES * vertices.length, fb, GL.GL_STATIC_DRAW);
int stride = vertexStride;
int numXYZFloats = vertexXYZFloats;
int offset = 0;
gl.glVertexAttribPointer(0, numXYZFloats, GL.GL_FLOAT, false, stride*Float.BYTES, offset);
gl.glEnableVertexAttribArray(0);
gl.glGenBuffers(1, elementBufferId, 0);
IntBuffer ib = Buffers.newDirectIntBuffer(indices);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, elementBufferId[0]);
gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, Integer.BYTES * indices.length, ib, GL.GL_STATIC_DRAW);
gl.glBindVertexArray(0);
}
}