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📄 alpha3d.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 <GL/glut.h>#include <stdlib.h>#include <stdio.h>#define MAXZ 8.0#define MINZ -8.0#define ZINC 0.4static 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();   }}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;}

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