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depth.c
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/*
# Depth
Draw one triangle on top of the other with and without depth.
Without depth, what gets drawn last wins.
With depth, more real-world-like rendering happens.
https://www.youtube.com/watch?v=TbVImw3HJtE
Still works if triangles overlap, but then generates triangle fragments.
*/
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
int depth = 0;
static void init() {
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
if (depth)
glEnable(GL_DEPTH_TEST);
}
static void display(void) {
if (depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 0.0f, -1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glEnd();
glFlush();
}
static void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -2.0, 1.5);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
if (argc > 1)
depth = 1;
if (depth)
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
else
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return EXIT_SUCCESS;
}