/** * Test glPolygonMode w/ different front/back face modes. * * The left half of the window draws a torus with different front/back * polygon modes. * * The right half of the windows tries to draw the same thing, but with * a different approach: * glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); * glEnable(GL_CULL_FACE); * glCullFace(GL_FRONT); * draw_object(); * glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); * glEnable(GL_CULL_FACE); * glCullFace(GL_BACK); * draw_object(); * * The outcome is often the same, but not always (turn on blending with 'b'). * * Brian Paul * 2 Feb 2016 */ #include #include #include #include "glut_wrap.h" static int Win; static int WinWidth = 800, WinHeight = 400; static GLfloat Xrot = 0; static GLboolean Anim = GL_TRUE; static double t0; static GLboolean Blend = GL_TRUE; static void Idle(void) { double t1 = glutGet(GLUT_ELAPSED_TIME) / 1000.0; Xrot += (t1 - t0) * 20; /* 20 degrees per second */ t0 = t1; glutPostRedisplay(); } static void Draw(void) { int hw = WinWidth / 2; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (Blend) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE); } else { glDisable(GL_BLEND); } glPushMatrix(); glRotatef(Xrot, 1, 0, 0); /* draw left half */ glViewport(0, 0, hw, WinHeight); glPolygonMode(GL_FRONT, GL_LINE); glPolygonMode(GL_BACK, GL_FILL); glDisable(GL_CULL_FACE); glutSolidTorus(0.75, 2.0, 10, 20); /* draw right half */ glViewport(hw, 0, WinWidth - hw, WinHeight); /* draw back faces */ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glutSolidTorus(0.75, 2.0, 10, 20); /* draw front faces */ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glutSolidTorus(0.75, 2.0, 10, 20); glPopMatrix(); glutSwapBuffers(); } static void Reshape(int width, int height) { WinWidth = width; WinHeight = height; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 3.0, 25.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -10.0); glutPostRedisplay(); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch (key) { case 'a': Anim = !Anim; if (Anim) { t0 = glutGet(GLUT_ELAPSED_TIME) / 1000.0; glutIdleFunc(Idle); } else glutIdleFunc(NULL); break; case 'b': Blend = !Blend; break; case 27: glutDestroyWindow(Win); exit(0); break; } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 3.0; (void) x; (void) y; switch (key) { case GLUT_KEY_UP: Xrot -= step; break; case GLUT_KEY_DOWN: Xrot += step; break; } glutPostRedisplay(); } static void Init(void) { static const float yellow[4] = {1, 1, 0, 0.5}; static const float blue[4] = {0.2, 0.2, 1, 0.5}; static const float gray[4] = {0.2, 0.2, 0.2, 1.0}; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, gray); glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow); glMaterialfv(GL_BACK, GL_DIFFUSE, blue); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); glShadeModel(GL_FLAT); glClearColor(0.25, 0.25, 0.25, 1.0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Draw); if (Anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }