//红宝书---Alpha分量混合P158
#include<GL\freeglut.h>
static int leftFirst = GL_TRUE;
void init(void)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//设置以【源像素的Alpha*目标像素+(1-源像素的Alpha)*源像素】的混合方式
glShadeModel(GL_FLAT);
glClearColor(0.0,0.0,0.0,0.0);
}
void drawLeftTriangle(void)
{
glBegin(GL_TRIANGLES);
glColor4f(1.0,1.0,0.0,0.75);
glVertex3f(0.1,0.9,0.0);
glVertex3f(0.1,0.1,0.0);
glVertex3f(0.7,0.5,0.0);
glEnd();
}
void drawRightTriangle(void)
{
glBegin(GL_TRIANGLES);
glColor4f(0.0,1.0,1.0,0.75);
glVertex3f(0.9,0.9,0.0);
glVertex3f(0.3,0.5,0.0);
glVertex3f(0.9,0.1,0.0);
glEnd();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
if(leftFirst)
{
drawLeftTriangle();//左边的三角形为目标像素
drawRightTriangle();//右边的三角形为源像素,用其Alpha分量与目标像素相乘+(1-Alpha分量)*源像素——————>帧缓冲区
}
else
{
drawRightTriangle();
drawLeftTriangle();
}
glFlush();
}
void reshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w <= h)
gluOrtho2D(0.0,1.0,0.0,1.0*(GLfloat)h/(GLfloat)w);
else
gluOrtho2D(0.0,1.0*(GLfloat)w/(GLfloat)h,0.0,1.0);
}
void keyboard(unsigned char key,int x,int y)
{
switch(key)
{
case 't':case 'T':
leftFirst = !leftFirst;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}