1/* 2 * Copyright (c) 1993-1997, Silicon Graphics, Inc. 3 * ALL RIGHTS RESERVED 4 * Permission to use, copy, modify, and distribute this software for 5 * any purpose and without fee is hereby granted, provided that the above 6 * copyright notice appear in all copies and that both the copyright notice 7 * and this permission notice appear in supporting documentation, and that 8 * the name of Silicon Graphics, Inc. not be used in advertising 9 * or publicity pertaining to distribution of the software without specific, 10 * written prior permission. 11 * 12 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" 13 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, 14 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR 15 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON 16 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, 17 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY 18 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, 19 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF 20 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN 21 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON 22 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE 23 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. 24 * 25 * US Government Users Restricted Rights 26 * Use, duplication, or disclosure by the Government is subject to 27 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph 28 * (c)(1)(ii) of the Rights in Technical Data and Computer Software 29 * clause at DFARS 252.227-7013 and/or in similar or successor 30 * clauses in the FAR or the DOD or NASA FAR Supplement. 31 * Unpublished-- rights reserved under the copyright laws of the 32 * United States. Contractor/manufacturer is Silicon Graphics, 33 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. 34 * 35 * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. 36 */ 37 38/* 39 * alpha3D.c 40 * This program demonstrates how to intermix opaque and 41 * alpha blended polygons in the same scene, by using 42 * glDepthMask. Press the 'a' key to animate moving the 43 * transparent object through the opaque object. Press 44 * the 'r' key to reset the scene. 45 */ 46#include <stdlib.h> 47#include <stdio.h> 48#include "glut_wrap.h" 49 50#define MAXZ 8.0 51#define MINZ -8.0 52#define ZINC 4. 53 54static float solidZ = MAXZ; 55static float transparentZ = MINZ; 56static GLuint sphereList, cubeList; 57 58static void init(void) 59{ 60 GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 0.15 }; 61 GLfloat mat_shininess[] = { 100.0 }; 62 GLfloat position[] = { 0.5, 0.5, 1.0, 0.0 }; 63 64 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); 65 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); 66 glLightfv(GL_LIGHT0, GL_POSITION, position); 67 68 glEnable(GL_LIGHTING); 69 glEnable(GL_LIGHT0); 70 glEnable(GL_DEPTH_TEST); 71 72 sphereList = glGenLists(1); 73 glNewList(sphereList, GL_COMPILE); 74 glutSolidSphere (0.4, 16, 16); 75 glEndList(); 76 77 cubeList = glGenLists(1); 78 glNewList(cubeList, GL_COMPILE); 79 glutSolidCube (0.6); 80 glEndList(); 81} 82 83static void display(void) 84{ 85 GLfloat mat_solid[] = { 0.75, 0.75, 0.0, 1.0 }; 86 GLfloat mat_zero[] = { 0.0, 0.0, 0.0, 1.0 }; 87 GLfloat mat_transparent[] = { 0.0, 0.8, 0.8, 0.6 }; 88 GLfloat mat_emission[] = { 0.0, 0.3, 0.3, 0.6 }; 89 90 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 91 92 glPushMatrix (); 93 glTranslatef (-0.15, -0.15, solidZ); 94 glMaterialfv(GL_FRONT, GL_EMISSION, mat_zero); 95 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_solid); 96 glCallList (sphereList); 97 glPopMatrix (); 98 99 glPushMatrix (); 100 glTranslatef (0.15, 0.15, transparentZ); 101 glRotatef (15.0, 1.0, 1.0, 0.0); 102 glRotatef (30.0, 0.0, 1.0, 0.0); 103 glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); 104 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_transparent); 105 glEnable (GL_BLEND); 106 glDepthMask (GL_FALSE); 107 glBlendFunc (GL_SRC_ALPHA, GL_ONE); 108 glCallList (cubeList); 109 glDepthMask (GL_TRUE); 110 glDisable (GL_BLEND); 111 glPopMatrix (); 112 113 glutSwapBuffers(); 114} 115 116static void reshape(int w, int h) 117{ 118 glViewport(0, 0, (GLint) w, (GLint) h); 119 glMatrixMode(GL_PROJECTION); 120 glLoadIdentity(); 121 if (w <= h) 122 glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 123 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); 124 else 125 glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 126 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0); 127 glMatrixMode(GL_MODELVIEW); 128 glLoadIdentity(); 129} 130 131static void animate(void) 132{ 133 static double t0 = -1.; 134 if (solidZ <= MINZ || transparentZ >= MAXZ) 135 { 136 glutIdleFunc(NULL); 137 t0 = -1.; 138 } 139 else { 140 double t, dt; 141 t = glutGet(GLUT_ELAPSED_TIME) / 1000.; 142 if (t0 < 0.) 143 t0 = t; 144 dt = t - t0; 145 t0 = t; 146 solidZ -= ZINC*dt; 147 transparentZ += ZINC*dt; 148 glutPostRedisplay(); 149 } 150} 151 152/* ARGSUSED1 */ 153static void keyboard(unsigned char key, int x, int y) 154{ 155 switch (key) { 156 case 'a': 157 case 'A': 158 solidZ = MAXZ; 159 transparentZ = MINZ; 160 glutIdleFunc(animate); 161 break; 162 case 'r': 163 case 'R': 164 solidZ = MAXZ; 165 transparentZ = MINZ; 166 glutPostRedisplay(); 167 break; 168 case 27: 169 exit(0); 170 } 171} 172 173int main(int argc, char** argv) 174{ 175 glutInit(&argc, argv); 176 glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); 177 glutInitWindowSize(500, 500); 178 glutCreateWindow(argv[0]); 179 init(); 180 glutReshapeFunc(reshape); 181 glutKeyboardFunc(keyboard); 182 glutDisplayFunc(display); 183 glutMainLoop(); 184 return 0; 185} 186