Lighting in Java

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Table 20-19 Variable
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azimuth elevation
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Variables of the DistantLight Class Type
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Number Number
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45 45
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Description
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The azimuth of the light source, in degrees The elevation of the light source, in degrees
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The elevation gives the angle of the light source above or below the plane of the sceneWhen the elevation is 0 or 180, the light source is on the plane of the scene, when it is 90, it is overhead the scene and shining directly down on it, and when it is 270 (or -90), it is directly below the scene The following code, which you will find in the file javafxeffects/DistantLight1fx, allows you to move a DistantLight source around a large yellow circle to see the effect that is created:
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Circle { centerX: 200 centerY: 180 radius: 150 fill: ColorYELLOW effect: Lighting { light: DistantLight { azimuth: bind azimuthSlidervalue elevation: bind elevationSlidervalue } surfaceScale: 5 } }
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Figure 20-34 shows two different configurations of the DistantLight source On the left of the figure, the azimuth and elevation variables both have the value 45, which places the light source at approximately the 430 position and elevated 45 degrees above its surfaceYou can see that this is the case because the lower-right edge of the circle is much brighter than the rest of it On the right, the light source has been moved to the 9 o clock position by setting the azimuth variable to 180 and moved very close to the plane of the scene as a result of the elevation, which is very nearly 0 degrees Because of the low elevation, most of the circle is quite dark, with the exception of the edge at around the 9 o clock position, which is closest to the light source It is worth examining here the effect of the diffuseConstant of the Lighting class This constant acts as a multiplier to the RGB values of all the pixels on the lit surface Therefore, you can use this variable to make the surface lighter or darkerThe example in
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Figure 20-34
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Using a DistantLight source
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the file javafxeffects/DistantLight2fx illustrates this by setting the diffuseConstant value of the Lighting effect to 15, which has the result of making the circle brighter, as you can see by comparing the result shown in Figure 20-35 with Figure 20-34, where this variable had the value 1
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Figure 20-35 The effect of the diffuseConstant on a lit surface
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PointLight
represents a single point of light that is positioned somewhere relative to the surface to be litThe variables of the PointLight class, as shown in Table 20-20, allow you to specify exactly where the light source should be placed
PointLight
Table 20-20 Variable
x y z
Variables of the PointLight Class Type
Number Number Number
Access
RW RW RW
Default
0 0 0
Description
The x coordinate of the light source The y coordinate of the light source The z coordinate of the light source
In the following code, a PointLight source whose position is bound to the values of three sliders is created and applied to a large yellow circle If you run this example, which can be found in the file javafxeffects/PointLight1fx, you can experiment with the effect of changing the location of the light source:
Circle { centerX: 200 centerY: 180 radius: 150 fill: ColorYELLOW effect: Lighting { light: PointLight { x: bind xSlidervalue y: bind ySlidervalue z: bind zSlidervalue } surfaceScale: 5 specularConstant: bind (specCSlidervalue as Number) / 10 specularExponent: bind specESlidervalue } }
You can see two different PointLight configurations in Figure 20-36 On the left, the light is at (x = 45, y = 45, z = 45), which is to the top left of the circle itselfYou can see that a PointLight source results in a more concentrated area of illumination than a DistantLight On the right of the figure, the light source has been moved so that its reflection has moved more toward the center of the circle
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Figure 20-36
Using a PointLight source
The size and intensity of the reflection depends on values of the specularConstant and specularExponent variables of the PointLight class Like diffuseConstant, specularConstant is a multiplier that is applied to the RGB values of the lit source, so values greater than 1 make the reflection bright, while values less than 1 make it dimmer The specularExponent controls the spread of the light and therefore the radius of the reflected area Increasing values of specularExponent reduce this radius and therefore make the reflection brighterYou can see examples that use different settings for these variables in Figure 20-37