float[] no_mat = {0.0f, 0.0f, 0.0f, 1.0f};
float[] mat_ambient = {0.7f, 0.7f, 0.7f, 1.0f};
float[] mat_ambient_color = {0.8f, 0.8f, 0.2f, 1.0f};
float[] mat_diffuse = {0.1f, 0.5f, 0.8f, 1.0f};
float[] mat_specular = {1.0f, 1.0f, 1.0f, 1.0f};
float no_shininess = 0.0f;
float low_shininess = 5.0f;
float high_shininess = 100.0f;
float[] mat_emission = {0.3f, 0.2f, 0.2f, 0.0f};
gl.glPushMatrix();
gl.glTranslatef(-3.75f, 3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, no_mat);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-1.25f, 3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, no_mat);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, low_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(1.25f, 3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, no_mat);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, high_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(3.75f, 3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, no_mat);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, mat_emission);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-3.75f, 0.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-1.25f, 0.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, low_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(1.25f, 0.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, high_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(3.75f, 0.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, mat_emission);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-3.75f, -3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient_color);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-1.25f, -3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient_color);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, low_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(1.25f, -3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient_color);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, high_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, no_mat);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(3.75f, -3.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient_color);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, no_mat);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, no_shininess);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, mat_emission);
glu.gluSphere(quadric, 1.0f, 16, 16);
gl.glPopMatrix(); |