/* * multialphablendnosort.c * Celeste Fowler, 1997 * * An example of using alpha-blending to render multiple transparent * objects (WITHOUT sorting). * */ #include #include #include #include #include #ifdef _WIN32 #include #else #include #endif GLUquadricObj *cone, *base, *qsphere; #ifdef _WIN32 #define trunc(x) ((double)((int)(x))) int gettimeofday(struct timeval* tp) { struct timeb tb; ftime(&tb); tp->tv_sec = tb.time; tp->tv_usec = tb.millitm * 1000; /* 0 indicates that the call succeeded. */ return 0; } #endif void init(void) { static GLfloat lightpos[] = {.5, .75, 1.5, 1}; glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); cone = gluNewQuadric(); base = gluNewQuadric(); qsphere = gluNewQuadric(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void reshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, 1, .01, 10); gluLookAt(0, 0, 2.577, 0, 0, -5, 0, 1, 0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void draw_room(void) { /* material for the walls, floor, ceiling */ static GLfloat wall_mat[] = {1.f, 1.f, 1.f, 1.f}; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat); glBegin(GL_QUADS); /* floor */ glNormal3f(0, 1, 0); glVertex3f(-1, -1, 1); glVertex3f(1, -1, 1); glVertex3f(1, -1, -1); glVertex3f(-1, -1, -1); /* ceiling */ glNormal3f(0, -1, 0); glVertex3f(-1, 1, -1); glVertex3f(1, 1, -1); glVertex3f(1, 1, 1); glVertex3f(-1, 1, 1); /* left wall */ glNormal3f(1, 0, 0); glVertex3f(-1, -1, -1); glVertex3f(-1, -1, 1); glVertex3f(-1, 1, 1); glVertex3f(-1, 1, -1); /* right wall */ glNormal3f(-1, 0, 0); glVertex3f(1, 1, -1); glVertex3f(1, 1, 1); glVertex3f(1, -1, 1); glVertex3f(1, -1, -1); /* far wall */ glNormal3f(0, 0, 1); glVertex3f(-1, -1, -1); glVertex3f(1, -1, -1); glVertex3f(1, 1, -1); glVertex3f(-1, 1, -1); glEnd(); } void draw_cone(void) { static GLfloat cone_mat[] = {0.f, .5f, 1.f, .5f}; glPushMatrix(); glTranslatef(0, -1, 0); glRotatef(-90, 1, 0, 0); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat); /* base is coplanar with floor, so turn off depth testing */ glDisable(GL_DEPTH_TEST); gluDisk(base, 0., .3, 20, 1); glEnable(GL_DEPTH_TEST); gluCylinder(cone, .3, 0, 1.25, 20, 1); glPopMatrix(); } void draw_sphere(GLdouble angle) { static GLfloat sphere_mat[] = {1.f, .5f, 0.f, .5f}; glPushMatrix(); glTranslatef(0, -.3, 0); glRotatef(angle, 0, 1, 0); glTranslatef(.6, 0, 0); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat); gluSphere(qsphere, .3, 20, 20); glPopMatrix(); } GLdouble get_secs(void) { struct timeval t; gettimeofday(&t); return (t.tv_sec % 60) + t.tv_usec / 1000000.; } void draw(void) { GLenum err; GLdouble secs, degrees; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* one revolution every 10 seconds... */ secs = get_secs(); secs = secs - 10.*trunc(secs / 10.); degrees = (secs/10.) * (360.); draw_room(); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); draw_cone(); draw_sphere(degrees); glCullFace(GL_BACK); draw_cone(); draw_sphere(degrees); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); err = glGetError(); if (err != GL_NO_ERROR) printf("Error: %s\n", gluErrorString(err)); glutSwapBuffers(); } void key(unsigned char key, int x, int y) { static int idle = 1; if (key == 27) exit(0); idle = (idle == 0); if (idle) { glutIdleFunc(draw); } else { glutIdleFunc(0); } } void visible(int state) { if (state == GLUT_VISIBLE) glutIdleFunc(draw); else glutIdleFunc(NULL); } int main(int argc, char *argv[]) { glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(0, 0); glutInitWindowSize(512, 512); glutInit(&argc, argv); glutCreateWindow(argv[0]); glutDisplayFunc(draw); glutIdleFunc(draw); glutKeyboardFunc(key); glutReshapeFunc(reshape); glutVisibilityFunc(visible); init(); glutMainLoop(); return 0; }