#!/usr/bin/python # # (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. #/ from opengl import * import time def myinit(): mat_ambient = newfv4(0.0,0.0,0.0,0.15); mat_specular = newfv4(1.0, 1.0, 1.0, 0.15 ); 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; def toggleEye(): if eyePosition == 1: eyePosition = GL_FALSE; else: eyePosition = GL_TRUE; def display(): position = newfv4( 0.0, 0.0, 1.0, 1.0 ); mat_torus = newfv4( 0.75, 0.75, 0.0, 1.0 ); 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 (); def Reshape(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(); time.sleep(15)