Luz_Lampara_1.c



/*   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;
}