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Figure 63
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/*
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*/
// stencil.cpp : Defines the entry point for the console application.
//
/* */
/*
* stencil.c
* This program demonstrates use of the stencil buffer for
* masking nonrectangular regions.
* Whenever the window is redrawn, a value of 1 is drawn
* into a diamond-shaped region in the stencil buffer.
* Elsewhere in the stencil buffer, the value is 0.
* Then a blue sphere is drawn where the stencil value is 1,
* and yellow torii are drawn where the stencil value is not 1.
*/
#include
#include
#define YELLOWMAT 1
#define BLUEMAT 2
void init (void)
{
GLfloat yellow_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat yellow_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat blue_diffuse[] = { 0.1, 0.1, 0.7, 1.0 };
GLfloat blue_specular[] = { 0.1, 1.0, 1.0, 1.0 };
GLfloat position_one[] = { 1.0, 1.0, 1.0, 0.0 };
glNewList(YELLOWMAT, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, yellow_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
glEndList();
glNewList(BLUEMAT, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, blue_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, blue_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 45.0);
glEndList();
glLightfv(GL_LIGHT0, GL_POSITION, position_one);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClearStencil(0x0);
glEnable(GL_STENCIL_TEST);
}
/* Draw a sphere in a diamond-shaped section in the
* middle of a window with 2 torii.
*/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* draw blue sphere where the stencil is 1 */
glStencilFunc (GL_EQUAL, 0x1, 0x1);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
glCallList (BLUEMAT);
glutSolidSphere (0.5, 15, 15);
/* draw the tori where the stencil is not 1 */
glStencilFunc (GL_NOTEQUAL, 0x1, 0x1);
glPushMatrix();
glRotatef (45.0, 0.0, 0.0, 1.0);
glRotatef (45.0, 0.0, 1.0, 0.0);
glCallList (YELLOWMAT);
glutSolidTorus (0.275, 0.85, 15, 15);
glPushMatrix();
glRotatef (90.0, 1.0, 0.0, 0.0);
glutSolidTorus (0.275, 0.85, 15, 15);
glPopMatrix();
glPopMatrix();
glFlush();
}
/* Whenever the window is reshaped, redefine the
* coordinate system and redraw the stencil area.
*/
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
/* create a diamond shaped stencil area */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D(-3.0, 3.0, -3.0*(GLfloat)h/(GLfloat)w,
3.0*(GLfloat)h/(GLfloat)w);
else
gluOrtho2D(-3.0*(GLfloat)w/(GLfloat)h,
3.0*(GLfloat)w/(GLfloat)h, -3.0, 3.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex2f (-1.0, 0.0);
glVertex2f (0.0, 1.0);
glVertex2f (1.0, 0.0);
glVertex2f (0.0, -1.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat) w/(GLfloat) h, 3.0, 7.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
/* Main Loop
* Be certain to request stencil bits.
*/
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
| GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize (400, 400);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
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