# # (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. #/ # # alpha3D.c # This program demonstrates how to intermix opaque and # alpha blended polygons in the same scene, by using glDepthMask. # Pressing the left mouse button toggles the eye position. #/ use opengl; package opengl; sub myinit { my $mat_ambient = newfv4(0.0,0.0,0.0,0.15); my $mat_specular = newfv4(1.0, 1.0, 1.0, 0.15 ); my $mat_shininess = newfv4(15.0,0,0,0); glMaterialfv($GL_FRONT, $GL_AMBIENT, $mat_ambient); glMaterialfv($GL_FRONT, $GL_SPECULAR, $mat_specular); glMaterialfv($GL_FRONT, $GL_SHININESS, $mat_shininess); glEnable ($GL_LIGHTING); glEnable ($GL_LIGHT0); glDepthFunc($GL_LESS); glEnable($GL_DEPTH_TEST); } $eyePosition = $GL_FALSE; sub toggleEye { if ($eyePosition == 1) { $eyePosition = $GL_FALSE; } else { $eyePosition = $GL_TRUE; } } sub display { my $position = newfv4( 0.0, 0.0, 1.0, 1.0 ); my $mat_torus = newfv4( 0.75, 0.75, 0.0, 1.0 ); my $mat_cylinder = newfv4( 0.0, 0.75, 0.75, 0.15 ); glClear ($GL_COLOR_BUFFER_BIT | $GL_DEPTH_BUFFER_BIT); glLightfv ($GL_LIGHT0, $GL_POSITION, $position); glPushMatrix (); if ($eyePosition == 1) { gluLookAt (0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); } else { gluLookAt (0.0, 0.0, -9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); } glPushMatrix (); glTranslatef (0.0, 0.0, 1.0); glMaterialfv($GL_FRONT, $GL_DIFFUSE, $mat_torus); auxSolidTorus (0.275, 0.85); glPopMatrix (); glEnable ($GL_BLEND); glDepthMask ($GL_FALSE); glBlendFunc ($GL_SRC_ALPHA, $GL_ONE); glMaterialfv($GL_FRONT, $GL_DIFFUSE, $mat_cylinder); glTranslatef (0.0, 0.0, -1.0); auxSolidCylinder (1.0, 2.0); glDepthMask ($GL_TRUE); glDisable ($GL_BLEND); glPopMatrix (); glFlush (); } sub Reshape { my ($w,$h) = @_; glViewport(0, 0, $w, $h); glMatrixMode($GL_PROJECTION); glLoadIdentity(); gluPerspective(30.0, 1.0*$w/$h, 1.0, 20.0); glMatrixMode($GL_MODELVIEW); glLoadIdentity(); } auxInitDisplayMode ($AUX_SINGLE | $AUX_RGB | $AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow ("alpha3D"); myinit(); Reshape(500,500); display(); sleep(10);