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Amiga Plus 1997 #1
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Amiga Plus CD - 1997 - No. 01.iso
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programmierung
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mesa-1.2.8
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antipoly.c
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C/C++ Source or Header
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1996-05-27
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5KB
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151 lines
/*
* (c) Copyright 1993, 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* Unpublished-- rights reserved under the copyright laws of the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(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* 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 <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include "glaux.h"
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 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 back to front
* for proper blending.
*/
void 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 myReshape(int w, int 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_DEPTH);
auxInitPosition (0, 0, 200, 200);
auxInitWindow (argv[0]);
auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleSmooth);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}