/* LAMPARA MOVIL SOBRE UN PISO [1] */ // PRIMERA APROXIMACION #include <GL/glut.h> #include <unistd.h> // COLOR PARA EL M(aterial) L(uz) -- D(ifuso) E(specular) A(mbiental) GLfloat LD [] = {1.0, 1.0, 1.0, 1.0}, LE [] = {1.0, 1.0, 1.0, 1.0}, LA [] = {1.0, 1.0, 1.0, 1.0}; GLfloat MD [] = {1.0, 0.0, 0.0, 1.0}, ME [] = {0.0, 1.0, 0.0, 1.0}, MA [] = {0.0, 0.0, 1.0, 1.0}; //GLfloat MD [] = {0.7,0.7,0.7,1.0}, ME [] = {1.0,1.0,1.0,1.0}, MA [] = {0.0,0.0,0.0,1.0}; GLfloat CM [] = {1.0, 0.0, 0.0, 1.0}; GLfloat normalTodo [] = {0.0, 0.0, 1.0}; GLfloat normalMedio [] = {0.0, -1.0, -1.0}; GLfloat normalNada [] = {0.0, 0.0, 0.0}; GLfloat L0Pos [] = {0, 0, 5, 1}; // Posicion (x=0,y=0,z=0) Tipo(w=1) ... w=1(posicional) o 2(direccional) GLfloat L0Dir [] = {0, 0, 1}; // DirecciOn (hacia donde apunta) GLfloat L0Ang = 100; // Angulo de apertura de la luz en grados ( mitad ) GLfloat L0Aten = 0.3; // AtenuaciOn de la luz conforme se hacerca GLfloat MB [] = {50}; // Brillo del material (0% al 120%) float Luz_Foco [] = {0.0, 0.0, 0.0, 0.0}; // Luz mOvil float PosX = -10.0; float PosY = -5.0; float PosZ = 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 Piso() { glBegin(GL_QUADS); glColor3f(1, 1, 0.3); glNormal3fv(normalMedio); glVertex3f(-DIM, -DIM, 0); glNormal3fv(normalMedio); glVertex3f( DIM, -DIM, 0); glNormal3fv(normalMedio); glVertex3f( DIM, DIM, 0); glNormal3fv(normalMedio); glVertex3f(-DIM, DIM, 0); glEnd(); } void Cubo() { glColor3f(0.0, 0.0, 0.0); glutWireCube(0.5); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); PintaEjes( ); Gradua( ); glPushMatrix(); //glRotatef(40, 1, 1, 0); Rejilla(); Piso(); Cubo(); glPushMatrix(); glColorMaterial(GL_FRONT, GL_EMISSION); glColor4fv(Luz_Foco); glTranslatef(PosX, PosY, PosZ); glutSolidCone(0.25, 1.0, 7,7); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); //glFlush(); //sleep(20); } void Inicio(void) { // propiedades de la luz cero glLightfv(GL_LIGHT0, GL_AMBIENT, LA); glLightfv(GL_LIGHT0, GL_DIFFUSE, LD); glLightfv(GL_LIGHT0, GL_SPECULAR, LE); glLightfv(GL_LIGHT0, GL_POSITION, L0Pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, L0Dir); // Luz Posicional focal glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, L0Ang); // Angulo glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 80); // entre 0 y 120 glLightf (GL_LIGHT0, GL_SHININESS, 20); glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, L0Aten); glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.5f); glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.4f); // propiedades del material -GL_FRONT_AND_BACK- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, MA); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MD); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, ME); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, MB); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE); // Sin luz las caras traseras (al inicio) glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // activaciOn glEnable(GL_COLOR_MATERIAL); // Conservar el color de los poligonos glEnable(GL_SMOOTH); // Mostrar el degradado mas suave //glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); 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); } void mouse(int Boton, int Estado, int x, int y) { int Ang = 0.0; switch (Boton) { case GLUT_LEFT_BUTTON: if (Estado == GLUT_DOWN) { PosZ += 1; glutPostRedisplay(); } break; case GLUT_RIGHT_BUTTON: if (Estado == GLUT_DOWN) { PosZ -= 1; glutPostRedisplay(); } break; default: break; } } void Flechas(int Tecla, int x, int y) { switch (Tecla) { case GLUT_KEY_UP: { PosY += 1; break; } case GLUT_KEY_DOWN: { PosY -= 1; break; } case GLUT_KEY_RIGHT: { PosX += 1; break; } case GLUT_KEY_LEFT: { PosX -= 1; break; } } glutPostRedisplay(); } 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); glutMouseFunc(mouse); glutSpecialFunc(Flechas); glutMainLoop(); return 0; }