/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* alpha3D.c
* This program demonstrates how to intermix opaque and
* alpha blended polygons in the same scene, by using glDepthMask.
* Pressing the left mouse button toggles the eye position.
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK toggleEye (AUX_EVENTREC *event);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);
void myinit(void)
{
GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 0.15 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 0.15 };
GLfloat mat_shininess[] = { 15.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
GLboolean eyePosition = GL_FALSE;
void CALLBACK toggleEye (AUX_EVENTREC *event)
{
if (eyePosition)
eyePosition = GL_FALSE;
else
eyePosition = GL_TRUE;
}
void CALLBACK display(void)
{
GLfloat position[] = { 0.0, 0.0, 1.0, 1.0 };
GLfloat mat_torus[] = { 0.75, 0.75, 0.0, 1.0 };
GLfloat mat_cylinder[] = { 0.0, 0.75, 0.75, 0.15 };
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLightfv (GL_LIGHT0, GL_POSITION, position);
glPushMatrix ();
if (eyePosition)
gluLookAt (0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
else
gluLookAt (0.0, 0.0, -9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glPushMatrix ();
glTranslatef (0.0, 0.0, 1.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_torus);
auxSolidTorus (0.275, 0.85);
glPopMatrix ();
glEnable (GL_BLEND);
glDepthMask (GL_FALSE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_cylinder);
glTranslatef (0.0, 0.0, -1.0);
auxSolidCylinder (1.0, 2.0);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
glPopMatrix ();
glFlush ();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if(!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("Intermixing Opaque and Alpha Blending");
auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleEye);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}