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📄 stencil.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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//* *  stencil.c *  This program demonstrates use of the stencil buffer for *  masking nonrectangular regions.   *  Whenever the window is redrawn, a value of 1 is drawn  *  into a diamond-shaped region in the stencil buffer.   *  Elsewhere in the stencil buffer, the value is 0. *  Then a blue sphere is drawn where the stencil value is 1, *  and yellow torii are drawn where the stencil value is not 1. */#include <GL/glut.h>#include <stdlib.h>#define YELLOWMAT   1#define BLUEMAT 2void init (void) {   GLfloat yellow_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };   GLfloat yellow_specular[] = { 1.0, 1.0, 1.0, 1.0 };   GLfloat blue_diffuse[] = { 0.1, 0.1, 0.7, 1.0 };   GLfloat blue_specular[] = { 0.1, 1.0, 1.0, 1.0 };   GLfloat position_one[] = { 1.0, 1.0, 1.0, 0.0 };   glNewList(YELLOWMAT, GL_COMPILE);   glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, yellow_specular);   glMaterialf(GL_FRONT, GL_SHININESS, 64.0);   glEndList();   glNewList(BLUEMAT, GL_COMPILE);   glMaterialfv(GL_FRONT, GL_DIFFUSE, blue_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, blue_specular);   glMaterialf(GL_FRONT, GL_SHININESS, 45.0);   glEndList();   glLightfv(GL_LIGHT0, GL_POSITION, position_one);   glEnable(GL_LIGHT0);   glEnable(GL_LIGHTING);   glEnable(GL_DEPTH_TEST);   glClearStencil(0x0);   glEnable(GL_STENCIL_TEST);}/* Draw a sphere in a diamond-shaped section in the * middle of a window with 2 torii. */void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);/* draw blue sphere where the stencil is 1 */   glStencilFunc (GL_EQUAL, 0x1, 0x1);   glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);   glCallList (BLUEMAT);   glutSolidSphere (0.5, 15, 15);/* draw the tori where the stencil is not 1 */   glStencilFunc (GL_NOTEQUAL, 0x1, 0x1);   glPushMatrix();      glRotatef (45.0, 0.0, 0.0, 1.0);      glRotatef (45.0, 0.0, 1.0, 0.0);      glCallList (YELLOWMAT);      glutSolidTorus (0.275, 0.85, 15, 15);      glPushMatrix();         glRotatef (90.0, 1.0, 0.0, 0.0);         glutSolidTorus (0.275, 0.85, 15, 15);      glPopMatrix();   glPopMatrix();}/*  Whenever the window is reshaped, redefine the  *  coordinate system and redraw the stencil area. */void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);/* create a diamond shaped stencil area */   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= h)      gluOrtho2D(-3.0, 3.0, -3.0*(GLfloat)h/(GLfloat)w,                 3.0*(GLfloat)h/(GLfloat)w);   else      gluOrtho2D(-3.0*(GLfloat)w/(GLfloat)h,                 3.0*(GLfloat)w/(GLfloat)h, -3.0, 3.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();   glClear(GL_STENCIL_BUFFER_BIT);   glStencilFunc (GL_ALWAYS, 0x1, 0x1);   glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);   glBegin(GL_QUADS);      glVertex2f (-1.0, 0.0);      glVertex2f (0.0, 1.0);      glVertex2f (1.0, 0.0);      glVertex2f (0.0, -1.0);   glEnd();   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   gluPerspective(45.0, (GLfloat) w/(GLfloat) h, 3.0, 7.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();   glTranslatef(0.0, 0.0, -5.0);}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}/* Main Loop * Be certain to request stencil bits. */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB                         | GLUT_DEPTH | GLUT_STENCIL);   glutInitWindowSize (400, 400);   glutInitWindowPosition (100, 100);   glutCreateWindow (argv[0]);   init ();   glutReshapeFunc(reshape);   glutDisplayFunc(display);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;}

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