include iostream include cmath include glut define YELLOWMAT define BL

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#include <iostream>
#include <cmath>
#include "glut.h"
#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 tori.
*/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Синяя сфера, где трафарет =1
glStencilFunc(GL_EQUAL, 0x1, 0x1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glCallList(BLUEMAT);
glutSolidSphere(0.5, 15, 15);
//Желтый бублик, где трафарет <>1
glStencilFunc(GL_NOTEQUAL, 0x1, 0x1);
glPushMatrix();
glRotatef(45, 0.0, 0.0, 1.0);
glRotatef(45, 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();
glutSwapBuffers();
}
/* 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);
}
/* Main Loop
* Be certain to request stencil bits.
*/
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB
| GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(400, 400);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}