Game Development Reference
In-Depth Information
Figure 11-6. Our first lit scene
As with all of our examples, we create a class called LightTest , which extends GLGame as usual.
It returns a new LightScreen instance from its getStartScreen() method. The LightScreen class
extends GLScreen , and this is shown in Listing 11-7.
Listing 11-7. Excerpt from LightTest.java; Lighting with OpenGL ES
class LightScreen extends GLScreen {
float angle;
Vertices3 cube;
Texture texture;
AmbientLight ambientLight;
PointLight pointLight;
DirectionalLight directionalLight;
Material material;
We start off with a couple of members. The angle member stores the current rotation of the cube
around the y axis. The Vertices3 member stores the vertices of the cube model, which we are
going to define in a bit. In addition, we store AmbientLight , PointLight , DirectionalLight , and
Material instances.
public LightScreen(Game game) {
super (game);
cube = createCube();
texture = new Texture(glGame, "crate.png");
ambientLight = new AmbientLight();
ambientLight.setColor(0, 0.2f, 0, 1);
pointLight = new PointLight();
pointLight.setDiffuse(1, 0, 0, 1);
pointLight.setPosition(3, 3, 0);
directionalLight = new DirectionalLight();
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