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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- * Unpublished-- rights reserved under the copyright laws of the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 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();
-}
-
-static 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();
-}
-
-static 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();
-}
-
-static void animate(void)
-{
- static double t0 = -1.;
- if (solidZ <= MINZ || transparentZ >= MAXZ)
- {
- glutIdleFunc(NULL);
- t0 = -1.;
- }
- else {
- double t, dt;
- t = glutGet(GLUT_ELAPSED_TIME) / 1000.;
- if (t0 < 0.)
- t0 = t;
- dt = t - t0;
- t0 = t;
- solidZ -= ZINC*dt;
- transparentZ += ZINC*dt;
- glutPostRedisplay();
- }
-}
-
-/* ARGSUSED1 */
-static 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_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowSize(500, 500);
- glutCreateWindow(argv[0]);
- init();
- glutReshapeFunc(reshape);
- glutKeyboardFunc(keyboard);
- glutDisplayFunc(display);
- glutMainLoop();
- return 0;
-}