alpha3D.c
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上传日期:2007-05-28
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- /*
- * 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- * Unpublished-- rights reserved under the copyright laws of the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 0.4
- 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 ();
- glFlush();
- }
- 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)
- {
- if (solidZ <= MINZ || transparentZ >= MAXZ)
- glutIdleFunc(NULL);
- else {
- solidZ -= ZINC;
- transparentZ += ZINC;
- 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_SINGLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowSize(500, 500);
- glutCreateWindow(argv[0]);
- init();
- glutReshapeFunc(reshape);
- glutKeyboardFunc(keyboard);
- glutDisplayFunc(display);
- glutMainLoop();
- return 0;
- }