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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+ * Unpublished-- rights reserved under the copyright laws of the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 ();
+
+ 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)
+{
+ 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;
+}