public class LightHelper
extends java.lang.Object
| Constructor and Description |
|---|
LightHelper() |
| Modifier and Type | Method and Description |
|---|---|
static java.awt.Color[] |
applyAmbient(java.awt.Color ambient,
java.awt.Color[] output,
boolean additive)
Apply the given ambient color to the output.
|
static java.awt.Color[] |
applyAmbient(java.awt.Color ambient,
java.awt.Color[] input,
java.awt.Color[] output,
boolean additive)
Apply the given ambient color to the output.
|
static java.awt.Color[] |
applyDiffuse(Vector3f light,
boolean directional,
Vector3f[] vertices,
Vector3f[] normals,
java.awt.Color[] colors,
java.awt.Color diffuse,
java.awt.Color[] output,
boolean additive)
Apply diffuse light to the output colors
|
static java.awt.Color[] |
applyDiffuse(Vector3f light,
boolean directional,
Vector3f[] vertices,
Vector3f[] normals,
java.awt.Color color,
java.awt.Color[] output,
boolean additive)
Apply diffuse light to the output colors
|
static java.awt.Color[] |
applyLight(G2DLight light,
Material mat,
Vector3f camera,
Vector3f[] vertices,
Vector3f[] normals,
java.awt.Color[] colors,
java.awt.Color[] output,
float[] transf,
boolean additive)
Apply a per-vertex lighting to the given colors
|
static java.awt.Color[] |
applySpecular(Vector3f camera,
Vector3f light,
float shininess,
boolean directional,
Vector3f[] vertices,
Vector3f[] normals,
java.awt.Color specular,
java.awt.Color[] output,
boolean additive) |
static Vector3f[] |
getIndexedVector3f(java.nio.FloatBuffer buffer,
java.nio.IntBuffer index,
int stride,
float[] transf) |
static Vector3f[] |
getVector3f(java.nio.FloatBuffer buffer,
int stride) |
public static Vector3f[] getVector3f(java.nio.FloatBuffer buffer, int stride)
buffer - the float buffer.stride - the stride between elements.public static Vector3f[] getIndexedVector3f(java.nio.FloatBuffer buffer, java.nio.IntBuffer index, int stride, float[] transf)
buffer - the float buffer.index - the indices buffer.stride - the stride between elements.transf - matrix to transform the vector, if null no transformation is applied.public static java.awt.Color[] applyAmbient(java.awt.Color ambient,
java.awt.Color[] output,
boolean additive)
ambient - the ambient color.output - the color vector to apply the ambient color.additive - if true the ambient color is added to output.public static java.awt.Color[] applyAmbient(java.awt.Color ambient,
java.awt.Color[] input,
java.awt.Color[] output,
boolean additive)
ambient - the ambient color.input - the input color.output - the color vector to apply the ambient color.additive - if true the ambient color is added to output.public static java.awt.Color[] applyDiffuse(Vector3f light, boolean directional, Vector3f[] vertices, Vector3f[] normals, java.awt.Color[] colors, java.awt.Color diffuse, java.awt.Color[] output, boolean additive)
light - the light position or direction.directional - if true the vector light is considered a direction otherwise a position.vertices - the surface vertices.normals - the surface normals.colors - the surface per-vertex colors.dffuse - the light diffuse color.output - the output color vector.additive - if true the calculated diffuse color is added to the output.public static java.awt.Color[] applyDiffuse(Vector3f light, boolean directional, Vector3f[] vertices, Vector3f[] normals, java.awt.Color color, java.awt.Color[] output, boolean additive)
light - the light position or direction.directional - if true the vector light is considered a direction otherwise a position.vertices - the surface vertices.normals - the surface normals.color - the surface color.output - the output color vector.additive - if true the calculated diffuse color is added to the output.public static java.awt.Color[] applySpecular(Vector3f camera, Vector3f light, float shininess, boolean directional, Vector3f[] vertices, Vector3f[] normals, java.awt.Color specular, java.awt.Color[] output, boolean additive)
public static java.awt.Color[] applyLight(G2DLight light, Material mat, Vector3f camera, Vector3f[] vertices, Vector3f[] normals, java.awt.Color[] colors, java.awt.Color[] output, float[] transf, boolean additive)
light - the light.mat - the material properties.camera - the camera position.vertices - the surface vertices.normals - the surface normals.colors - the surface per-vertex colors.output - the output color vector.transf - the light transformation matrix. If null no transformation is applyed.additive - if true the calculated color is added to the output.