| /* |
| * Copyright (c) 1993-1997, Silicon Graphics, Inc. |
| * ALL RIGHTS RESERVED |
| * Permission to use, copy, modify, and distribute this software for |
| * any purpose and without fee is hereby granted, provided that the above |
| * copyright notice appear in all copies and that both the copyright notice |
| * and this permission notice appear in supporting documentation, and that |
| * the name of Silicon Graphics, Inc. not be used in advertising |
| * or publicity pertaining to distribution of the software without specific, |
| * written prior permission. |
| * |
| * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" |
| * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, |
| * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR |
| * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON |
| * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, |
| * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY |
| * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, |
| * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF |
| * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN |
| * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON |
| * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE |
| * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. |
| * |
| * US Government Users Restricted Rights |
| * Use, duplication, or disclosure by the Government is subject to |
| * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph |
| * (c)(1)(ii) of the Rights in Technical Data and Computer Software |
| * clause at DFARS 252.227-7013 and/or in similar or successor |
| * clauses in the FAR or the DOD or NASA FAR Supplement. |
| * Unpublished-- rights reserved under the copyright laws of the |
| * United States. Contractor/manufacturer is Silicon Graphics, |
| * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. |
| * |
| * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. |
| */ |
| |
| /* accpersp.c |
| * Use the accumulation buffer to do full-scene antialiasing |
| * on a scene with perspective projection, using the special |
| * routines accFrustum() and accPerspective(). |
| */ |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/glut.h> |
| #include "jitter.h" |
| |
| #define PI_ 3.14159265358979323846 |
| |
| /* accFrustum() |
| * The first 6 arguments are identical to the glFrustum() call. |
| * |
| * pixdx and pixdy are anti-alias jitter in pixels. |
| * Set both equal to 0.0 for no anti-alias jitter. |
| * eyedx and eyedy are depth-of field jitter in pixels. |
| * Set both equal to 0.0 for no depth of field effects. |
| * |
| * focus is distance from eye to plane in focus. |
| * focus must be greater than, but not equal to 0.0. |
| * |
| * Note that accFrustum() calls glTranslatef(). You will |
| * probably want to insure that your ModelView matrix has been |
| * initialized to identity before calling accFrustum(). |
| */ |
| void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, |
| GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx, |
| GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
| { |
| GLdouble xwsize, ywsize; |
| GLdouble dx, dy; |
| GLint viewport[4]; |
| |
| glGetIntegerv (GL_VIEWPORT, viewport); |
| |
| xwsize = right - left; |
| ywsize = top - bottom; |
| |
| dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus); |
| dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus); |
| |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef (-eyedx, -eyedy, 0.0); |
| } |
| |
| /* accPerspective() |
| * |
| * The first 4 arguments are identical to the gluPerspective() call. |
| * pixdx and pixdy are anti-alias jitter in pixels. |
| * Set both equal to 0.0 for no anti-alias jitter. |
| * eyedx and eyedy are depth-of field jitter in pixels. |
| * Set both equal to 0.0 for no depth of field effects. |
| * |
| * focus is distance from eye to plane in focus. |
| * focus must be greater than, but not equal to 0.0. |
| * |
| * Note that accPerspective() calls accFrustum(). |
| */ |
| void accPerspective(GLdouble fovy, GLdouble aspect, |
| GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, |
| GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
| { |
| GLdouble fov2,left,right,bottom,top; |
| |
| fov2 = ((fovy*PI_) / 180.0) / 2.0; |
| |
| top = nnear / (cos(fov2) / sin(fov2)); |
| bottom = -top; |
| |
| right = top * aspect; |
| left = -right; |
| |
| accFrustum (left, right, bottom, top, nnear, ffar, |
| pixdx, pixdy, eyedx, eyedy, focus); |
| } |
| |
| /* Initialize lighting and other values. |
| */ |
| void init(void) |
| { |
| GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 }; |
| GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; |
| |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialf(GL_FRONT, GL_SHININESS, 50.0); |
| glLightfv(GL_LIGHT0, GL_POSITION, light_position); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient); |
| |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| glEnable(GL_DEPTH_TEST); |
| glShadeModel (GL_FLAT); |
| |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glClearAccum(0.0, 0.0, 0.0, 0.0); |
| } |
| |
| void displayObjects(void) |
| { |
| GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 }; |
| GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 }; |
| GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 }; |
| GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 }; |
| |
| glPushMatrix (); |
| glTranslatef (0.0, 0.0, -5.0); |
| glRotatef (30.0, 1.0, 0.0, 0.0); |
| |
| glPushMatrix (); |
| glTranslatef (-0.80, 0.35, 0.0); |
| glRotatef (100.0, 1.0, 0.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse); |
| glutSolidTorus (0.275, 0.85, 16, 16); |
| glPopMatrix (); |
| |
| glPushMatrix (); |
| glTranslatef (-0.75, -0.50, 0.0); |
| glRotatef (45.0, 0.0, 0.0, 1.0); |
| glRotatef (45.0, 1.0, 0.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse); |
| glutSolidCube (1.5); |
| glPopMatrix (); |
| |
| glPushMatrix (); |
| glTranslatef (0.75, 0.60, 0.0); |
| glRotatef (30.0, 1.0, 0.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse); |
| glutSolidSphere (1.0, 16, 16); |
| glPopMatrix (); |
| |
| glPushMatrix (); |
| glTranslatef (0.70, -0.90, 0.25); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse); |
| glutSolidOctahedron (); |
| glPopMatrix (); |
| |
| glPopMatrix (); |
| } |
| |
| #define ACSIZE 8 |
| |
| void display(void) |
| { |
| GLint viewport[4]; |
| int jitter; |
| |
| glGetIntegerv (GL_VIEWPORT, viewport); |
| |
| glClear(GL_ACCUM_BUFFER_BIT); |
| for (jitter = 0; jitter < ACSIZE; jitter++) { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| accPerspective (50.0, |
| (GLdouble) viewport[2]/(GLdouble) viewport[3], |
| 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); |
| displayObjects (); |
| glAccum(GL_ACCUM, 1.0/ACSIZE); |
| } |
| glAccum (GL_RETURN, 1.0); |
| glFlush(); |
| } |
| |
| void reshape(int w, int h) |
| { |
| glViewport(0, 0, (GLsizei) w, (GLsizei) h); |
| } |
| |
| /* ARGSUSED1 */ |
| void keyboard(unsigned char key, int x, int y) |
| { |
| switch (key) { |
| case 27: |
| exit(0); |
| break; |
| } |
| } |
| |
| /* Main Loop |
| * Be certain you request an accumulation buffer. |
| */ |
| int main(int argc, char** argv) |
| { |
| glutInit(&argc, argv); |
| glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB |
| | GLUT_ACCUM | GLUT_DEPTH); |
| glutInitWindowSize (250, 250); |
| glutInitWindowPosition (100, 100); |
| glutCreateWindow (argv[0]); |
| init(); |
| glutReshapeFunc(reshape); |
| glutDisplayFunc(display); |
| glutKeyboardFunc(keyboard); |
| glutMainLoop(); |
| return 0; |
| } |