Добавил:
Studfiles2
Опубликованный материал нарушает ваши авторские права? Сообщите нам.
Вуз:
Предмет:
Файл:Тихомиров Ю. Программирование трёхмерной графики / Files / Samples / Depth
.c#include "basis.h"
static void Init(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Draw(void );
static void CALLBACK Key_1(void );
static void CALLBACK Key_2(void );
static void CALLBACK Key_3(void );
static void CALLBACK Key_4(void );
GLint windW, windH;
GLenum blend, order, depth, color;
static void Init(void)
{
glClearColor(0.66f, 0.66f, 0.66f, 1.0f);
glNewList(1, GL_COMPILE);
glColor3f(0.9f, 1.0f, 0.0f);
glBegin(GL_TRIANGLES);
glVertex3i(-windW/4 + 30, windH/2 - 20, 0);
glVertex3i( windW/4 - 10, 0, 0);
glVertex3i(-windW/4 + 30, -windH/2 + 20, 0);
glEnd();
glEndList();
glNewList(2, GL_COMPILE);
glColor3f(0.0f, 0.0f, 0.9f);
glBegin(GL_TRIANGLES);
glVertex3i( windW/4 - 30, windH/2 - 20, -50);
glVertex3i( windW/4 - 30, -windH/2 + 20, -10);
glVertex3i(-windW/4 + 10, 0, 75);
glEnd();
glEndList();
blend = GL_TRUE;
order = GL_TRUE;
depth = GL_TRUE;
color = GL_TRUE;
}
static void CALLBACK Reshape(int width, int height)
{
windW = (GLint)width;
windH = (GLint)height;
}
static void CALLBACK Key_1(void)
{
blend = !blend;
}
static void CALLBACK Key_2(void)
{
order = !order;
}
static void CALLBACK Key_3(void)
{
depth = !depth;
}
static void CALLBACK Key_4(void)
{
color = !color;
}
static void CALLBACK DrawBorder(int left)
{
GLint x;
GLushort pattern;
GLfloat width;
glColor3f(0.0f, 0.0f, 0.0f);
if(!left){
pattern = 0x1C47;
x = windW/4;
}
else{
pattern = 0x471C;
x = -windW/4;
}
glPushMatrix();
glGetFloatv(GL_LINE_WIDTH, &width);
glLineWidth(2.0f);
glLineStipple(2, pattern);
glEnable(GL_LINE_STIPPLE);
glBegin(GL_LINES);
glVertex2i(x, -windH/2);
glVertex2i(x, windH/2);
glEnd();
glDisable(GL_LINE_STIPPLE);
glLineWidth(width);
glPopMatrix();
}
static void CALLBACK InitViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-windW/4, windW/4, -windH/2, windH/2, -100, 100);
glMatrixMode(GL_MODELVIEW);
}
static void CALLBACK DrawScene(GLenum mode)
{
// Здесь вызываются команды рисования
// ...
if(!depth)
glDepthMask(GL_FALSE);
else
glDepthMask(GL_TRUE);
if(!color)
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
else
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if(mode == GL_TRUE){
glEnable(GL_DEPTH_TEST);
if(blend)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
}
else{
glDisable(GL_DEPTH_TEST);
}
if(order){
glCallList(1);
glCallList(2);
}
else{
glCallList(2);
glCallList(1);
}
glDisable(GL_BLEND);
}
static void CALLBACK Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
InitViewport(0,0, windW/2, windH);
DrawBorder(0);
DrawScene(GL_FALSE);
InitViewport(windW/2, 0, windW/2, windH);
DrawBorder(1);
DrawScene(GL_TRUE);
glFinish();
auxSwapBuffers();
}
void main(int argc, char **argv)
{
windW = 400;
windH = 300;
auxInitPosition(200, 100, windW, windH);
auxInitDisplayMode(AUX_RGB | AUX_DOUBLE);
if (auxInitWindow("Работа с буфером глубины (z-буфером) ...") == GL_FALSE) {
auxQuit();
}
Init();
auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_1, Key_1);
auxKeyFunc(AUX_2, Key_2);
auxKeyFunc(AUX_3, Key_3);
auxKeyFunc(AUX_4, Key_4);
auxMainLoop(Draw);
}