mesa/progs/redbook/alpha3D.c

186 lines
5.5 KiB
C

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* Unpublished-- rights reserved under the copyright laws of the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