/* 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;
}