241 lines
7.4 KiB
C
241 lines
7.4 KiB
C
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/*
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* Copyright (c) 1993-1997, 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(R) is a registered trademark of Silicon Graphics, Inc.
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*/
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/* accpersp.c
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* Use the accumulation buffer to do full-scene antialiasing
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* on a scene with perspective projection, using the special
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* routines accFrustum() and accPerspective().
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*/
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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#include "jitter.h"
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#define PI_ 3.14159265358979323846
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/* accFrustum()
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* The first 6 arguments are identical to the glFrustum() call.
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*
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* pixdx and pixdy are anti-alias jitter in pixels.
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* Set both equal to 0.0 for no anti-alias jitter.
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* eyedx and eyedy are depth-of field jitter in pixels.
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* Set both equal to 0.0 for no depth of field effects.
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*
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* focus is distance from eye to plane in focus.
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* focus must be greater than, but not equal to 0.0.
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*
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* Note that accFrustum() calls glTranslatef(). You will
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* probably want to insure that your ModelView matrix has been
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* initialized to identity before calling accFrustum().
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*/
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void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
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GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx,
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GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
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{
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GLdouble xwsize, ywsize;
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GLdouble dx, dy;
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GLint viewport[4];
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glGetIntegerv (GL_VIEWPORT, viewport);
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xwsize = right - left;
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ywsize = top - bottom;
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dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus);
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dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef (-eyedx, -eyedy, 0.0);
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}
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/* accPerspective()
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*
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* The first 4 arguments are identical to the gluPerspective() call.
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* pixdx and pixdy are anti-alias jitter in pixels.
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* Set both equal to 0.0 for no anti-alias jitter.
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* eyedx and eyedy are depth-of field jitter in pixels.
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* Set both equal to 0.0 for no depth of field effects.
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*
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* focus is distance from eye to plane in focus.
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* focus must be greater than, but not equal to 0.0.
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*
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* Note that accPerspective() calls accFrustum().
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*/
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void accPerspective(GLdouble fovy, GLdouble aspect,
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GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy,
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GLdouble eyedx, GLdouble eyedy, GLdouble focus)
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{
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GLdouble fov2,left,right,bottom,top;
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fov2 = ((fovy*PI_) / 180.0) / 2.0;
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top = nnear / (cos(fov2) / sin(fov2));
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bottom = -top;
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right = top * aspect;
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left = -right;
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accFrustum (left, right, bottom, top, nnear, ffar,
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pixdx, pixdy, eyedx, eyedy, focus);
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}
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/* Initialize lighting and other values.
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*/
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void init(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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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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glTranslatef (0.0, 0.0, -5.0);
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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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accPerspective (50.0,
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(GLdouble) viewport[2]/(GLdouble) viewport[3],
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1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0);
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displayObjects ();
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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 reshape(int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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}
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/* ARGSUSED1 */
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void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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}
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/* Main Loop
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* Be certain you request an accumulation buffer.
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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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glutInitWindowPosition (100, 100);
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glutCreateWindow (argv[0]);
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init();
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glutReshapeFunc(reshape);
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glutDisplayFunc(display);
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glutKeyboardFunc(keyboard);
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glutMainLoop();
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return 0;
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}
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