183 lines
5.5 KiB
C
183 lines
5.5 KiB
C
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/* Copyright (c) Mark J. Kilgard, 1994. */
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/* accanti.c
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*/
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#include <stdlib.h>
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#include <GL/glut.h>
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#include "jitter.h"
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/* Initialize lighting and other values.
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*/
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void myinit(void)
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{
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
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GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel (GL_FLAT);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClearAccum(0.0, 0.0, 0.0, 0.0);
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}
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void displayObjects(void)
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{
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GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
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GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
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GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
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GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
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glPushMatrix ();
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glRotatef (30.0, 1.0, 0.0, 0.0);
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glPushMatrix ();
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glTranslatef (-0.80, 0.35, 0.0);
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glRotatef (100.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
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glutSolidTorus (0.275, 0.85, 16, 16);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (-0.75, -0.50, 0.0);
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glRotatef (45.0, 0.0, 0.0, 1.0);
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glRotatef (45.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
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glutSolidCube (1.5);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (0.75, 0.60, 0.0);
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glRotatef (30.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
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glutSolidSphere (1.0, 16, 16);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (0.70, -0.90, 0.25);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
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glutSolidOctahedron ();
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glPopMatrix ();
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glPopMatrix ();
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}
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#define ACSIZE 8
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void display(void)
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{
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GLint viewport[4];
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int jitter;
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glGetIntegerv (GL_VIEWPORT, viewport);
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glClear(GL_ACCUM_BUFFER_BIT);
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for (jitter = 0; jitter < ACSIZE; jitter++) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix ();
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/* Note that 4.5 is the distance in world space between
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* left and right and bottom and top.
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* This formula converts fractional pixel movement to
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* world coordinates.
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*/
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glTranslatef (j8[jitter].x*4.5/viewport[2],
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j8[jitter].y*4.5/viewport[3], 0.0);
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displayObjects ();
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glPopMatrix ();
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glAccum(GL_ACCUM, 1.0/ACSIZE);
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}
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glAccum (GL_RETURN, 1.0);
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glFlush();
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}
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void myReshape(int w, int h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
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else
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glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
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glMatrixMode(GL_MODELVIEW);
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}
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static void
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key(unsigned char k, int x, int y)
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{
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switch (k) {
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case 27: /* Escape */
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exit(0);
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break;
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default:
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return;
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}
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glutPostRedisplay();
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
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| GLUT_ACCUM | GLUT_DEPTH);
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glutInitWindowSize (250, 250);
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glutCreateWindow (argv[0]);
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myinit();
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glutReshapeFunc (myReshape);
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glutDisplayFunc(display);
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glutKeyboardFunc(key);
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glutMainLoop();
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return 0; /* ANSI C requires main to return int. */
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}
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