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/*
* (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* stencil.c
* This program draws two rotated tori in a window. * A diamond in the center of the window masks out part * of the scene. Within this mask, a different model * (a sphere) is drawn in a different color. */ #include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
#define YELLOWMAT 1
#define BLUEMAT 2
void myinit (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); glDepthFunc(GL_LESS); 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 tori. */ 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); glCallList (BLUEMAT); auxSolidSphere (0.5);
/* draw the tori where the stencil is not 1 */ glStencilFunc (GL_NOTEQUAL, 0x1, 0x1); glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); glPushMatrix(); glRotatef (45.0, 0.0, 0.0, 1.0); glRotatef (45.0, 0.0, 1.0, 0.0); glCallList (YELLOWMAT); auxSolidTorus (0.275, 0.85); glPushMatrix(); glRotatef (90.0, 1.0, 0.0, 0.0); auxSolidTorus (0.275, 0.85); glPopMatrix(); glPopMatrix(); glFlush();
}
/* Whenever the window is reshaped, redefine the
* coordinate system and redraw the stencil area. */ void myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h);
glClear(GL_STENCIL_BUFFER_BIT); /* create a diamond shaped stencil area */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-3.0, 3.0, -3.0, 3.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity();
glStencilFunc (GL_ALWAYS, 0x1, 0x1); glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE); glBegin(GL_QUADS); glVertex3f (-1.0, 0.0, 0.0); glVertex3f (0.0, 1.0, 0.0); glVertex3f (1.0, 0.0, 0.0); glVertex3f (0.0, -1.0, 0.0); 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); }
/* Main Loop
* Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16 | AUX_STENCIL); auxInitPosition (0, 0, 400, 400); auxInitWindow (argv[0]); myinit (); auxReshapeFunc (myReshape); auxMainLoop(display); }
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