/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #include "aux.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); }