// VARIOS MUROS ILUMINADOS
#include <GL/glut.h>
#include <unistd.h>
GLfloat mat_color [] = {0.0,1.0,1.0,1.0}; // El color ambiental y difuso del material
GLfloat Luz_Dif_Espe [] = {1.0,1.0,1.0,1.0}; // El color difuso y especular de la luz
GLfloat Luz_Ambient [] = {0.0,0.0,0.0,1.0}; // El color ambiental de la luz (si algo estA fuera de la luz, no se ilumina)
//GLfloat
GLfloat normalPiso [] = {0.0, 0.0, 1.0};
GLfloat normalMuroIzq [] = {1.0, 0.0, 0.0};
GLfloat normalMuroFondo [] = {0.0, -1.0, 0.0};
GLfloat normalMuroDer [] = {-1.0, 0.0, 0.0};
GLfloat Luz0Pos [] = {0, 0, 10, 1}; // Posicion (x=0,y=0,z=0) Tipo(w=1) ... w=1(posicional) o 2(direccional)
GLfloat Luz0Dir[] = {0, 0, -1}; // DirecciOn (hacia donde apunta)
GLfloat Luz0Ang = 10; // Angulo de apertura de la luz en grados ( mitad )
GLfloat Luz0Aten = 0; // AtenuaciOn de la luz conforme se hacerca
GLfloat Luz0Brillo = 0.4; // Brillo del material
float Luz_Foco [] = {0.0,0.0,0.8,1.0}; // Luz mOvil
float PosX = -7.0; float PosY = -5; // Posicion del foco
float DIM = 10;
void PintaEjes()
{
glBegin(GL_LINES);
glColor3f(1,0,0); glVertex3f(-DIM, 0, 0); glVertex3f(DIM, 0, 0); // X
glColor3f(0,1,0); glVertex3f(0, -DIM, 0); glVertex3f(0, DIM, 0); // Y
glColor3f(0,0,1); glVertex3f(0, 0, -DIM); glVertex3f(0, 0, DIM); // Z
glEnd();
glPushMatrix();glColor3f(1,0,0); glTranslatef(DIM, 0.0f, 0.0f); glutWireSphere(0.20, 20, 20);glPopMatrix();
glPushMatrix();glColor3f(0,1,0); glTranslatef(0.0f, DIM, 0.0f); glutWireSphere(0.20, 20, 20);glPopMatrix();
glPushMatrix();glColor3f(0,0,1); glTranslatef(0.0f, 0.0f, DIM); glutWireSphere(0.20, 20, 20);glPopMatrix();
}
void Gradua ( )
{
int k=0, x1,y1,x2,y2;
glBegin(GL_LINES);
glColor3f(1,0,0); for(k=1; k<DIM*2; k++) { glVertex3f(-10+k, 0.2, 0); glVertex3f(-10+k, -0.2, 0); }
glColor3f(0,1,0); for(k=1; k<DIM*2; k++) { glVertex3f(0.2, -10+k, 0); glVertex3f(-0.2, -10+k, 0); }
glColor3f(0,1,0); for(k=1; k<DIM*2; k++) { glVertex3f(0.2, 0, -10+k); glVertex3f(-0.2, 0, -10+k); }
glEnd();
}
void Rejilla()
{
int k=0;
glColor3f(1,1,1); glLineWidth(5);
for(k=0; k<DIM*2+1; k++)
{
glBegin(GL_LINES);
glVertex3f(-DIM+k, -DIM, 0); glVertex3f(-DIM+k, DIM, 0);
glEnd();
}
for(k=0; k<DIM*2+1; k++)
{
glBegin(GL_LINES);
glVertex3f(-DIM, -DIM+k, 0); glVertex3f(DIM, -DIM+k, 0);
glEnd();
}
glLineWidth(1);
}
void Muros()
{
glBegin(GL_QUADS);
glColor3f(1, 1, 0.3); // piso
glNormal3fv(normalPiso); glVertex3f(-DIM, -DIM, 0);
glNormal3fv(normalPiso); glVertex3f(DIM, -DIM, 0);
glNormal3fv(normalPiso); glVertex3f(DIM, DIM, 0);
glNormal3fv(normalPiso); glVertex3f(-DIM, DIM, 0);
glColor3f(0, 0.3, 0); // muro verde -IZQUIERDO-
glNormal3fv(normalMuroIzq); glVertex3f(-DIM+1, -DIM+6, 0);
glNormal3fv(normalMuroIzq); glVertex3f(-DIM+1, -DIM+6, 4);
glNormal3fv(normalMuroIzq); glVertex3f(-DIM+1, DIM, 4);
glNormal3fv(normalMuroIzq); glVertex3f(-DIM+1, DIM, 0);
glColor3f(0.6, 0.3, 0); // muro cafE -FONDO-
glNormal3fv(normalMuroFondo); glVertex3f(-DIM+2, DIM-2, 0);
glNormal3fv(normalMuroFondo); glVertex3f(-DIM+2, DIM-2, 4);
glNormal3fv(normalMuroFondo); glVertex3f(DIM-2, DIM-2, 4);
glNormal3fv(normalMuroFondo); glVertex3f(DIM-2, DIM-2, 0);
glNormal3fv(normalMuroDer); glVertex3f(0, DIM-4, 0);
glNormal3fv(normalMuroDer); glVertex3f(0, DIM-4, 4);
glNormal3fv(normalMuroDer); glVertex3f(0, -DIM+4, 4);
glNormal3fv(normalMuroDer); glVertex3f(0, -DIM+4, 0);
glColor3f(0, 0.6, 1); // muro azul
glNormal3fv(normalMuroDer); glVertex3f(DIM-1, -DIM+1, 0);
glNormal3fv(normalMuroDer); glVertex3f(DIM-1, -DIM+1, 4);
glNormal3fv(normalMuroDer); glVertex3f(DIM-1, DIM-2, 4);
glNormal3fv(normalMuroDer); glVertex3f(DIM-1, DIM-2, 0);
glNormal3fv(normalMuroDer); glVertex3f(-DIM+4, DIM-4, 0);
glNormal3fv(normalMuroDer); glVertex3f(-DIM+4, DIM-4, 4);
glNormal3fv(normalMuroDer); glVertex3f(-DIM+4, -DIM+4, 4);
glNormal3fv(normalMuroDer); glVertex3f(-DIM+4, -DIM+4, 0);
glColor3f(1, 0.3, 0.3); // muro rojo
glNormal3fv(normalMuroDer); glVertex3f(5, DIM-4, 0);
glNormal3fv(normalMuroDer); glVertex3f(5, DIM-4, 4);
glNormal3fv(normalMuroDer); glVertex3f(5, -DIM+4, 4);
glNormal3fv(normalMuroDer); glVertex3f(5, -DIM+4, 0);
glEnd();
}
void Cubo()
{
glColor3f(1, 1, 1);
glutWireCube(0.5);
//glutWireCube(10);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
PintaEjes( ); Gradua( );
glPushMatrix();
//glRotatef(40, 1, 1, 0);
Rejilla();
Muros();
Cubo();
glPushMatrix();
glColorMaterial(GL_FRONT, GL_EMISSION);
glColor4fv(Luz_Foco); glTranslatef(PosX, PosY, 3); glutSolidCone(0.25, 1.0, 7,7);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
//glFlush();
//sleep(20);
}
void Inicio(void)
{
// propiedades
glLightfv(GL_LIGHT0, GL_AMBIENT, Luz_Ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Luz_Dif_Espe);
glLightfv(GL_LIGHT0, GL_SPECULAR, Luz_Dif_Espe);
glLightfv(GL_LIGHT0, GL_POSITION, Luz0Pos);
//glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, Luz0Dir);
glLightfv(GL_LIGHT0, GL_POSITION, Luz0Dir);
//glLightfv(GL_LIGHT0, GL_POSITION,light_dir);
glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, Luz0Ang);
glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, Luz0Aten);
//GL_FRONT_AND_BACK
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color); // Seleccionamos el color del material
glMaterialf (GL_FRONT, GL_SHININESS, Luz0Brillo);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE); // Sin luz las caras traseras (al inicio)
glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHT0); // activaciOn
glClearColor(0.0,0.0,0.0,0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-DIM-5, DIM+5, -DIM-5, DIM+5, -DIM-5, DIM+5);
glMatrixMode(GL_MODELVIEW);
gluLookAt(-1,-1,1, 2,2,-1, 0,0,1);
glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glClearDepth(1.0);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (800, 600);
glutInitWindowPosition (100, 100);
glutCreateWindow ("Control de las luces ... ");
Inicio();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}