#/* # * Copyright (c) 1993-1997, 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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(R) is a registered 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. Press the 'a' key to animate moving the # * transparent object through the opaque object. Press # * the 'r' key to reset the scene. # */ require "opengl" require "glut" MAXZ=8.0 MINZ=-8.0 ZINC=0.4 $solidZ = MAXZ; $transparentZ = MINZ; $sphereList=nil $cubeList=nil def init mat_specular = [ 1.0, 1.0, 1.0, 0.15 ]; mat_shininess = [ 100.0 ]; position = [ 0.5, 0.5, 1.0, 0.0 ]; GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, mat_shininess); GL::Light(GL::LIGHT0, GL::POSITION, position); GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::Enable(GL::DEPTH_TEST); $sphereList = GL::GenLists(1); GL::NewList($sphereList, GL::COMPILE); GLUT::SolidSphere(0.4, 16, 16); GL::EndList(); $cubeList = GL::GenLists(1); GL::NewList($cubeList, GL::COMPILE); GLUT::SolidCube(0.6); GL::EndList(); end display = proc { mat_solid = [ 0.75, 0.75, 0.0, 1.0 ]; mat_zero = [ 0.0, 0.0, 0.0, 1.0 ]; mat_transparent = [ 0.0, 0.8, 0.8, 0.6 ]; mat_emission = [ 0.0, 0.3, 0.3, 0.6 ]; GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL::PushMatrix(); GL::Translate(-0.15, -0.15, $solidZ); GL::Material(GL::FRONT, GL::EMISSION, mat_zero); GL::Material(GL::FRONT, GL::DIFFUSE, mat_solid); GL::CallList($sphereList); GL::PopMatrix(); GL::PushMatrix(); GL::Translate(0.15, 0.15, $transparentZ); GL::Rotate(15.0, 1.0, 1.0, 0.0); GL::Rotate(30.0, 0.0, 1.0, 0.0); GL::Material(GL::FRONT, GL::EMISSION, mat_emission); GL::Material(GL::FRONT, GL::DIFFUSE, mat_transparent); GL::Enable(GL::BLEND); GL::DepthMask(GL::FALSE); GL::BlendFunc(GL::SRC_ALPHA, GL::ONE); GL::CallList($cubeList); GL::DepthMask(GL::TRUE); GL::Disable(GL::BLEND); GL::PopMatrix(); GL::Flush(); } reshape = proc {|w, h| GL::Viewport(0, 0, w, h); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); if (w <= h) GL::Ortho(-1.5, 1.5, -1.5*h.to_f/w, 1.5*h.to_f/w, -10.0, 10.0); else GL::Ortho(-1.5*w.to_f/h, 1.5*w.to_f/h, -1.5, 1.5, -10.0, 10.0); end GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); } animate = proc { if ($solidZ <= MINZ || $transparentZ >= MAXZ) GLUT::IdleFunc(nil); else $solidZ -= ZINC; $transparentZ += ZINC; GLUT::PostRedisplay(); end } # /* ARGSUSED1 */ keyboard = proc {|key, x, y| case (key) when ?a,?A $solidZ = MAXZ; $transparentZ = MINZ; GLUT::IdleFunc(animate); when ?r, ?R $solidZ = MAXZ; $transparentZ = MINZ; GLUT::PostRedisplay(); when 27 exit(0); end } GLUT::Init() GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT::InitWindowSize(500, 500); GLUT::CreateWindow($0) init(); GLUT::ReshapeFunc(reshape); GLUT::KeyboardFunc(keyboard); GLUT::DisplayFunc(display); GLUT::MainLoop();