use GL_CALL() macro (Andreas Stenglein)
[mesa.git] / progs / redbook / alpha3D.c
1 /*
2 * Copyright (c) 1993-1997, Silicon Graphics, Inc.
3 * ALL RIGHTS RESERVED
4 * Permission to use, copy, modify, and distribute this software for
5 * any purpose and without fee is hereby granted, provided that the above
6 * copyright notice appear in all copies and that both the copyright notice
7 * and this permission notice appear in supporting documentation, and that
8 * the name of Silicon Graphics, Inc. not be used in advertising
9 * or publicity pertaining to distribution of the software without specific,
10 * written prior permission.
11 *
12 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
13 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
14 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
15 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
16 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
17 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
18 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
19 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
20 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
21 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
22 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
23 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
24 *
25 * US Government Users Restricted Rights
26 * Use, duplication, or disclosure by the Government is subject to
27 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
28 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
29 * clause at DFARS 252.227-7013 and/or in similar or successor
30 * clauses in the FAR or the DOD or NASA FAR Supplement.
31 * Unpublished-- rights reserved under the copyright laws of the
32 * United States. Contractor/manufacturer is Silicon Graphics,
33 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
34 *
35 * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
36 */
37
38 /*
39 * alpha3D.c
40 * This program demonstrates how to intermix opaque and
41 * alpha blended polygons in the same scene, by using
42 * glDepthMask. Press the 'a' key to animate moving the
43 * transparent object through the opaque object. Press
44 * the 'r' key to reset the scene.
45 */
46 #include <stdlib.h>
47 #include <stdio.h>
48 #include <GL/glut.h>
49
50 #define MAXZ 8.0
51 #define MINZ -8.0
52 #define ZINC 0.4
53
54 static float solidZ = MAXZ;
55 static float transparentZ = MINZ;
56 static GLuint sphereList, cubeList;
57
58 static void init(void)
59 {
60 GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 0.15 };
61 GLfloat mat_shininess[] = { 100.0 };
62 GLfloat position[] = { 0.5, 0.5, 1.0, 0.0 };
63
64 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
65 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
66 glLightfv(GL_LIGHT0, GL_POSITION, position);
67
68 glEnable(GL_LIGHTING);
69 glEnable(GL_LIGHT0);
70 glEnable(GL_DEPTH_TEST);
71
72 sphereList = glGenLists(1);
73 glNewList(sphereList, GL_COMPILE);
74 glutSolidSphere (0.4, 16, 16);
75 glEndList();
76
77 cubeList = glGenLists(1);
78 glNewList(cubeList, GL_COMPILE);
79 glutSolidCube (0.6);
80 glEndList();
81 }
82
83 void display(void)
84 {
85 GLfloat mat_solid[] = { 0.75, 0.75, 0.0, 1.0 };
86 GLfloat mat_zero[] = { 0.0, 0.0, 0.0, 1.0 };
87 GLfloat mat_transparent[] = { 0.0, 0.8, 0.8, 0.6 };
88 GLfloat mat_emission[] = { 0.0, 0.3, 0.3, 0.6 };
89
90 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
91
92 glPushMatrix ();
93 glTranslatef (-0.15, -0.15, solidZ);
94 glMaterialfv(GL_FRONT, GL_EMISSION, mat_zero);
95 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_solid);
96 glCallList (sphereList);
97 glPopMatrix ();
98
99 glPushMatrix ();
100 glTranslatef (0.15, 0.15, transparentZ);
101 glRotatef (15.0, 1.0, 1.0, 0.0);
102 glRotatef (30.0, 0.0, 1.0, 0.0);
103 glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
104 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_transparent);
105 glEnable (GL_BLEND);
106 glDepthMask (GL_FALSE);
107 glBlendFunc (GL_SRC_ALPHA, GL_ONE);
108 glCallList (cubeList);
109 glDepthMask (GL_TRUE);
110 glDisable (GL_BLEND);
111 glPopMatrix ();
112
113 glutSwapBuffers();
114 }
115
116 void reshape(int w, int h)
117 {
118 glViewport(0, 0, (GLint) w, (GLint) h);
119 glMatrixMode(GL_PROJECTION);
120 glLoadIdentity();
121 if (w <= h)
122 glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
123 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
124 else
125 glOrtho (-1.5*(GLfloat)w/(GLfloat)h,
126 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
127 glMatrixMode(GL_MODELVIEW);
128 glLoadIdentity();
129 }
130
131 void animate(void)
132 {
133 if (solidZ <= MINZ || transparentZ >= MAXZ)
134 glutIdleFunc(NULL);
135 else {
136 solidZ -= ZINC;
137 transparentZ += ZINC;
138 glutPostRedisplay();
139 }
140 }
141
142 /* ARGSUSED1 */
143 void keyboard(unsigned char key, int x, int y)
144 {
145 switch (key) {
146 case 'a':
147 case 'A':
148 solidZ = MAXZ;
149 transparentZ = MINZ;
150 glutIdleFunc(animate);
151 break;
152 case 'r':
153 case 'R':
154 solidZ = MAXZ;
155 transparentZ = MINZ;
156 glutPostRedisplay();
157 break;
158 case 27:
159 exit(0);
160 }
161 }
162
163 int main(int argc, char** argv)
164 {
165 glutInit(&argc, argv);
166 glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
167 glutInitWindowSize(500, 500);
168 glutCreateWindow(argv[0]);
169 init();
170 glutReshapeFunc(reshape);
171 glutKeyboardFunc(keyboard);
172 glutDisplayFunc(display);
173 glutMainLoop();
174 return 0;
175 }