Search code examples
c++opengllightglulookat

how can we make spot lights


i need to draw street lights, but it is illuminating the entire environment, i couldnt make it seem like a spot light. The code below is the one i tried

 glEnable(GL_LIGHTING);

 glEnable(GL_LIGHT0) ; 
  GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
 GLfloat position[4] = {SCREEN_W/2,SCREEN_H/2,0.0,0.0};
 float LightDir[3] = {0.0f, 0.0f, -1.0f}; // towards the viewer
 glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 30);
 glLightfv(GL_LIGHT0, GL_POSITION, position);
 glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, LightDir); 
 glLightfv(GL_LIGHT0, GL_DIFFUSE, color); 

Solution

  • enter image description here

    Like this:

    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    #include <math.h>
    #include <GL/glut.h>
    
    
    /* Some <math.h> files do not define M_PI... */
    #ifndef M_PI
    #define M_PI 3.14159265
    #endif
    
    #define TWO_PI  (2*M_PI)
    
    typedef struct lightRec {
      float amb[4];
      float diff[4];
      float spec[4];
      float pos[4];
      float spotDir[3];
      float spotExp;
      float spotCutoff;
      float atten[3];
    
      float trans[3];
      float rot[3];
      float swing[3];
      float arc[3];
      float arcIncr[3];
    } Light;
    
    static int useSAME_AMB_SPEC = 1;
    /* *INDENT-OFF* */
    static float modelAmb[4] = {0.2, 0.2, 0.2, 1.0};
    
    static float matAmb[4] = {0.2, 0.2, 0.2, 1.0};
    static float matDiff[4] = {0.8, 0.8, 0.8, 1.0};
    static float matSpec[4] = {0.4, 0.4, 0.4, 1.0};
    static float matEmission[4] = {0.0, 0.0, 0.0, 1.0};
    /* *INDENT-ON* */
    
    #define NUM_LIGHTS 3
    static Light spots[] =
    {
      {
        {0.2, 0.0, 0.0, 1.0},  /* ambient */
        {0.8, 0.0, 0.0, 1.0},  /* diffuse */
        {0.4, 0.0, 0.0, 1.0},  /* specular */
        {0.0, 0.0, 0.0, 1.0},  /* position */
        {0.0, -1.0, 0.0},   /* direction */
        {20.0},
        {60.0},             /* exponent, cutoff */
        {1.0, 0.0, 0.0},    /* attenuation */
        {0.0, 1.25, 0.0},   /* translation */
        {0.0, 0.0, 0.0},    /* rotation */
        {20.0, 0.0, 40.0},  /* swing */
        {0.0, 0.0, 0.0},    /* arc */
        {TWO_PI / 70.0, 0.0, TWO_PI / 140.0}  /* arc increment */
      },
      {
        {0.0, 0.2, 0.0, 1.0},  /* ambient */
        {0.0, 0.8, 0.0, 1.0},  /* diffuse */
        {0.0, 0.4, 0.0, 1.0},  /* specular */
        {0.0, 0.0, 0.0, 1.0},  /* position */
        {0.0, -1.0, 0.0},   /* direction */
        {20.0},
        {60.0},             /* exponent, cutoff */
        {1.0, 0.0, 0.0},    /* attenuation */
        {0.0, 1.25, 0.0},   /* translation */
        {0.0, 0.0, 0.0},    /* rotation */
        {20.0, 0.0, 40.0},  /* swing */
        {0.0, 0.0, 0.0},    /* arc */
        {TWO_PI / 120.0, 0.0, TWO_PI / 60.0}  /* arc increment */
      },
      {
        {0.0, 0.0, 0.2, 1.0},  /* ambient */
        {0.0, 0.0, 0.8, 1.0},  /* diffuse */
        {0.0, 0.0, 0.4, 1.0},  /* specular */
        {0.0, 0.0, 0.0, 1.0},  /* position */
        {0.0, -1.0, 0.0},   /* direction */
        {20.0},
        {60.0},             /* exponent, cutoff */
        {1.0, 0.0, 0.0},    /* attenuation */
        {0.0, 1.25, 0.0},   /* translation */
        {0.0, 0.0, 0.0},    /* rotation */
        {20.0, 0.0, 40.0},  /* swing */
        {0.0, 0.0, 0.0},    /* arc */
        {TWO_PI / 50.0, 0.0, TWO_PI / 100.0}  /* arc increment */
      }
    };
    
    static void
    usage(char *name)
    {
      printf("\n");
      printf("usage: %s [options]\n", name);
      printf("\n");
      printf("  Options:\n");
      printf("    -geometry Specify size and position WxH+X+Y\n");
      printf("    -lm       Toggle lighting(SPECULAR and AMBIENT are/not same\n");
      printf("\n");
    #ifndef EXIT_FAILURE /* should be defined by ANSI C <stdlib.h> */
    #define EXIT_FAILURE 1
    #endif
      exit(EXIT_FAILURE);
    }
    
    static void
    initLights(void)
    {
      int k;
    
      for (k = 0; k < NUM_LIGHTS; ++k) {
        int lt = GL_LIGHT0 + k;
        Light *light = &spots[k];
    
        glEnable(lt);
        glLightfv(lt, GL_AMBIENT, light->amb);
        glLightfv(lt, GL_DIFFUSE, light->diff);
    
        if (useSAME_AMB_SPEC)
          glLightfv(lt, GL_SPECULAR, light->amb);
        else
          glLightfv(lt, GL_SPECULAR, light->spec);
    
        glLightf(lt, GL_SPOT_EXPONENT, light->spotExp);
        glLightf(lt, GL_SPOT_CUTOFF, light->spotCutoff);
        glLightf(lt, GL_CONSTANT_ATTENUATION, light->atten[0]);
        glLightf(lt, GL_LINEAR_ATTENUATION, light->atten[1]);
        glLightf(lt, GL_QUADRATIC_ATTENUATION, light->atten[2]);
      }
    }
    
    static void
    aimLights(void)
    {
      int k;
    
      for (k = 0; k < NUM_LIGHTS; ++k) {
        Light *light = &spots[k];
    
        light->rot[0] = light->swing[0] * sin(light->arc[0]);
        light->arc[0] += light->arcIncr[0];
        if (light->arc[0] > TWO_PI)
          light->arc[0] -= TWO_PI;
    
        light->rot[1] = light->swing[1] * sin(light->arc[1]);
        light->arc[1] += light->arcIncr[1];
        if (light->arc[1] > TWO_PI)
          light->arc[1] -= TWO_PI;
    
        light->rot[2] = light->swing[2] * sin(light->arc[2]);
        light->arc[2] += light->arcIncr[2];
        if (light->arc[2] > TWO_PI)
          light->arc[2] -= TWO_PI;
      }
    }
    
    static void
    setLights(void)
    {
      int k;
    
      for (k = 0; k < NUM_LIGHTS; ++k) {
        int lt = GL_LIGHT0 + k;
        Light *light = &spots[k];
    
        glPushMatrix();
        glTranslatef(light->trans[0], light->trans[1], light->trans[2]);
        glRotatef(light->rot[0], 1, 0, 0);
        glRotatef(light->rot[1], 0, 1, 0);
        glRotatef(light->rot[2], 0, 0, 1);
        glLightfv(lt, GL_POSITION, light->pos);
        glLightfv(lt, GL_SPOT_DIRECTION, light->spotDir);
        glPopMatrix();
      }
    }
    
    static void
    drawLights(void)
    {
      int k;
    
      glDisable(GL_LIGHTING);
      for (k = 0; k < NUM_LIGHTS; ++k) {
        Light *light = &spots[k];
    
        glColor4fv(light->diff);
    
        glPushMatrix();
        glTranslatef(light->trans[0], light->trans[1], light->trans[2]);
        glRotatef(light->rot[0], 1, 0, 0);
        glRotatef(light->rot[1], 0, 1, 0);
        glRotatef(light->rot[2], 0, 0, 1);
        glBegin(GL_LINES);
        glVertex3f(light->pos[0], light->pos[1], light->pos[2]);
        glVertex3f(light->spotDir[0], light->spotDir[1], light->spotDir[2]);
        glEnd();
        glPopMatrix();
    
      }
      glEnable(GL_LIGHTING);
    }
    
    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();
      }
    }
    
    int spin = 0;
    
    void
    display(void)
    {
      glClear(GL_COLOR_BUFFER_BIT);
    
      glPushMatrix();
      glRotatef(spin, 0, 1, 0);
    
      aimLights();
      setLights();
    
      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();
    
      drawLights();
      glPopMatrix();
    
      glutSwapBuffers();
    }
    
    void
    animate(void)
    {
      spin += 0.5;
      if (spin > 360.0)
        spin -= 360.0;
      glutPostRedisplay();
    }
    
    void
    visibility(int state)
    {
      if (state == GLUT_VISIBLE) {
        glutIdleFunc(animate);
      } else {
        glutIdleFunc(NULL);
      }
    }
    
    int
    main(int argc, char **argv)
    {
      int i;
    
      glutInit(&argc, argv);
      glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
      /* process commmand line args */
      for (i = 1; i < argc; ++i) {
        if (!strcmp("-lm", argv[i])) {
          useSAME_AMB_SPEC = !useSAME_AMB_SPEC;
        } else {
          usage(argv[0]);
        }
      }
    
      glutCreateWindow("GLUT spotlight swing");
      glutDisplayFunc(display);
      glutVisibilityFunc(visibility);
    
      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_NORMALIZE);
    
      glLightModelfv(GL_LIGHT_MODEL_AMBIENT, modelAmb);
      glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
      glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
    
      glMaterialfv(GL_FRONT, GL_AMBIENT, matAmb);
      glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiff);
      glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec);
      glMaterialfv(GL_FRONT, GL_EMISSION, matEmission);
      glMaterialf(GL_FRONT, GL_SHININESS, 10.0);
    
      initLights();
    
      glutMainLoop();
      return 0;             
    }