/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* 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 "glos.h" #include #include #include void myinit(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei 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 CALLBACK 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 CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : 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 ("Stencil Test"); myinit (); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }