/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * 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 "glos.h" #include #include #include void myinit(void); void CALLBACK toggleSmooth (AUX_EVENTREC *event); void CALLBACK myReshape(GLsizei w, GLsizei h); void CALLBACK display(void); 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 CALLBACK 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 front to back * for proper blending. */ void CALLBACK 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 CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : 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_DEPTH16); auxInitPosition (0, 0, 200, 200); auxInitWindow ("Antialiased Edges"); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleSmooth); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }