ftp.nice.ch/pub/next/developer/resources/libraries/Mesa.2.0.s.tar.gz#/Mesa-2.0/book/antipoly.c

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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 * Unpublished-- rights reserved under the copyright laws of the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.
 */
/*
 *  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 <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include "glaux.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);
}



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