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openglglut

How to make OpenGl Light Directional?


I wrote this code to make a red light in the y-direction. I want it to look like a spotlight. It is red but it lights everywhere, not just the y-direction. Any idea what to change to make it look like a spotlight?

glEnable(GL_LIGHT1);
GLfloat ambient1[] = { 0.7f, 0.0f, 0.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);

GLfloat diffuse1[] = { 1.0, 0.0, 0.0, 1.0 };
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);

GLfloat specular1[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);

GLfloat light_position1[] = { 0.0f, 0.0f, 0.2f, 0.0f };
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);

GLfloat spotCUtOff[] = { 10.0f };
glLightfv(GL_LIGHT1, GL_SPOT_CUTOFF, spotCUtOff);

GLfloat SPOTDIRECTION[] = { 0.0f, 2.0f, 0.0f };
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, SPOTDIRECTION);

GLfloat SPOTEXPONENT[] = { 2.0f };
glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, SPOTEXPONENT);

Solution

  • Your exponent and cutoff values are too low. GL_SPOT_CUTOFF specifies the angle of the distribution of the light and GL_SPOT_EXPONENT specifies how intensely the light dissipates after the cutoff.

    spotlight

    For a reasonable spotlight effect you should try ramping up those values:

      GLfloat spotExp = 20.0;
      glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, spotExp);
      GLfloat spotCutoff = 60.0;
      glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, spotCutoff);
    

    Here is an MCVE adapted from the examples by Mark J. Kilgard here:

    #include <string.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <GL/glut.h>
    
    static void
    Init(void)
    {
      glMatrixMode(GL_PROJECTION);
      glFrustum(-1, 1, -1, 1, 2, 6);
    
      glMatrixMode(GL_MODELVIEW);
      glTranslatef(0.0, 0.0, -3.0);
      glRotatef(45.0, 1, 0, 0);
    
      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT1);
      GLfloat ambient1[] = { 0.7f, 0.0f, 0.0f, 1.0f };
      glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
      GLfloat diffuse1[] = { 1.0, 0.0, 0.0, 1.0 };
      glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
      GLfloat specular1[] = { 1.0f, 1.0f, 1.0f, 1.0f };
      glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
      GLfloat light_position1[] = { 0.0f, 0.0f, 0.2f, 0.0f };
      glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
      GLfloat spotExp = 20.0;
      glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, spotExp);
      GLfloat spotCutoff = 60.0;
      glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, spotCutoff);
    }
    
    static void
    drawPlane(int w, int h)
    {
      int i, j;
      float dw = 1.0 / w;
      float dh = 1.0 / h;
    
      glNormal3f(0.0, 0.0, 1.0);
      for (j = 0; j < h; ++j) {
        glBegin(GL_TRIANGLE_STRIP);
        for (i = 0; i <= w; ++i) {
          glVertex2f(dw * i, dh * (j + 1));
          glVertex2f(dw * i, dh * j);
        }
        glEnd();
      }
    }
    
    static void
    Draw(void)
    {
      glClearColor(0.0, 0.0, 0.0, 1.0);
      glClear(GL_COLOR_BUFFER_BIT);
    
      glPushMatrix();
      glTranslatef(0,1.25,0);
      float light_pos[4] = {0,0,0,1};
      glLightfv(GL_LIGHT1, GL_POSITION, light_pos);
      float light_dir[3] = {0,-1,0};
      glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir);
      glPopMatrix();
    
      glPushMatrix();
      glRotatef(-90.0, 1, 0, 0);
      glScalef(1.9, 1.9, 1.0);
      glTranslatef(-0.5, -0.5, 0.0);
      drawPlane(16, 16);
      glPopMatrix();
      glFlush();
    }
    
    int
    main(int argc, char **argv)
    {
      glutInit(&argc, argv);
      glutInitDisplayMode(GLUT_SINGLE);
      glutCreateWindow("spotlight");
      Init();
      glutDisplayFunc(Draw);
      glutMainLoop();
      return 0;
    }