/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* antipoly.c
* This program draws filled polygons with antialiased
* edges. The special GL_SRC_ALPHA_SATURATE blending
* function is used.
* Pressing the left mouse button turns the antialiasing
* on and off.
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK toggleSmooth (AUX_EVENTREC *event);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);
GLboolean polySmooth;
void myinit(void)
{
GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 1.00 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.00 };
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);
glEnable (GL_BLEND);
glCullFace (GL_BACK);
glEnable (GL_CULL_FACE);
glEnable (GL_POLYGON_SMOOTH);
polySmooth = GL_TRUE;
glClearColor (0.0, 0.0, 0.0, 0.0);
}
void CALLBACK toggleSmooth (AUX_EVENTREC *event)
{
if (polySmooth) {
polySmooth = GL_FALSE;
glDisable (GL_BLEND);
glDisable (GL_POLYGON_SMOOTH);
glEnable (GL_DEPTH_TEST);
}
else {
polySmooth = GL_TRUE;
glEnable (GL_BLEND);
glEnable (GL_POLYGON_SMOOTH);
glDisable (GL_DEPTH_TEST);
}
}
/* Note: polygons must be drawn from front to back
* for proper blending.
*/
void CALLBACK display(void)
{
GLfloat position[] = { 0.0, 0.0, 1.0, 0.0 };
GLfloat mat_cube1[] = { 0.75, 0.75, 0.0, 1.0 };
GLfloat mat_cube2[] = { 0.0, 0.75, 0.75, 1.0 };
if (polySmooth)
glClear (GL_COLOR_BUFFER_BIT);
else
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glTranslatef (0.0, 0.0, -8.0);
glLightfv (GL_LIGHT0, GL_POSITION, position);
glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE);
glPushMatrix ();
glRotatef (30.0, 1.0, 0.0, 0.0);
glRotatef (60.0, 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_cube1);
auxSolidCube (1.0);
glPopMatrix ();
glTranslatef (0.0, 0.0, -2.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_cube2);
glRotatef (30.0, 0.0, 1.0, 0.0);
glRotatef (60.0, 1.0, 0.0, 0.0);
auxSolidCube (1.0);
glPopMatrix ();
glFlush ();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
h = (h == 0) ? 1 : h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
}
/* Main Loop
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ALPHA | AUX_DEPTH16);
auxInitPosition (0, 0, 200, 200);
auxInitWindow ("Antialiased Edges");
auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleSmooth);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}