186 lines
5.5 KiB
C
186 lines
5.5 KiB
C
/*
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* Copyright (c) 1993-1997, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
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*/
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/*
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* alpha3D.c
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* This program demonstrates how to intermix opaque and
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* alpha blended polygons in the same scene, by using
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* glDepthMask. Press the 'a' key to animate moving the
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* transparent object through the opaque object. Press
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* the 'r' key to reset the scene.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <GL/glut.h>
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#define MAXZ 8.0
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#define MINZ -8.0
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#define ZINC 4.
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static float solidZ = MAXZ;
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static float transparentZ = MINZ;
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static GLuint sphereList, cubeList;
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static void init(void)
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{
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 0.15 };
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GLfloat mat_shininess[] = { 100.0 };
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GLfloat position[] = { 0.5, 0.5, 1.0, 0.0 };
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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sphereList = glGenLists(1);
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glNewList(sphereList, GL_COMPILE);
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glutSolidSphere (0.4, 16, 16);
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glEndList();
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cubeList = glGenLists(1);
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glNewList(cubeList, GL_COMPILE);
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glutSolidCube (0.6);
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glEndList();
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}
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void display(void)
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{
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GLfloat mat_solid[] = { 0.75, 0.75, 0.0, 1.0 };
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GLfloat mat_zero[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat mat_transparent[] = { 0.0, 0.8, 0.8, 0.6 };
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GLfloat mat_emission[] = { 0.0, 0.3, 0.3, 0.6 };
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix ();
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glTranslatef (-0.15, -0.15, solidZ);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_zero);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_solid);
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glCallList (sphereList);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (0.15, 0.15, transparentZ);
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glRotatef (15.0, 1.0, 1.0, 0.0);
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glRotatef (30.0, 0.0, 1.0, 0.0);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_transparent);
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glEnable (GL_BLEND);
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glDepthMask (GL_FALSE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE);
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glCallList (cubeList);
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glDepthMask (GL_TRUE);
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glDisable (GL_BLEND);
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glPopMatrix ();
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glutSwapBuffers();
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}
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void reshape(int w, int h)
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{
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glViewport(0, 0, (GLint) w, (GLint) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
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1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
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else
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glOrtho (-1.5*(GLfloat)w/(GLfloat)h,
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1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void animate(void)
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{
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static double t0 = -1.;
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if (solidZ <= MINZ || transparentZ >= MAXZ)
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{
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glutIdleFunc(NULL);
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t0 = -1.;
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}
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else {
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double t, dt;
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t = glutGet(GLUT_ELAPSED_TIME) / 1000.;
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if (t0 < 0.)
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t0 = t;
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dt = t - t0;
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t0 = t;
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solidZ -= ZINC*dt;
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transparentZ += ZINC*dt;
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glutPostRedisplay();
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}
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}
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/* ARGSUSED1 */
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void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 'a':
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case 'A':
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solidZ = MAXZ;
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transparentZ = MINZ;
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glutIdleFunc(animate);
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break;
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case 'r':
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case 'R':
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solidZ = MAXZ;
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transparentZ = MINZ;
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glutPostRedisplay();
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break;
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case 27:
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exit(0);
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}
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize(500, 500);
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glutCreateWindow(argv[0]);
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init();
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glutReshapeFunc(reshape);
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glutKeyboardFunc(keyboard);
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glutDisplayFunc(display);
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glutMainLoop();
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return 0;
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}
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