| |
| /* Copyright (c) Mark J. Kilgard, 1994. */ |
| |
| /* |
| * (c) Copyright 1993, 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| * Unpublished-- rights reserved under the copyright laws of the |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(TM) is a trademark of Silicon Graphics, Inc. |
| */ |
| /* |
| * dof.c |
| * This program demonstrates use of the accumulation buffer to |
| * create an out-of-focus depth-of-field effect. The teapots |
| * are drawn several times into the accumulation buffer. The |
| * viewing volume is jittered, except at the focal point, where |
| * the viewing volume is at the same position, each time. In |
| * this case, the gold teapot remains in focus. |
| */ |
| #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); |
| } |
| |
| void myinit(void) |
| { |
| GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; |
| GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 }; |
| |
| GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; |
| GLfloat local_view[] = { 0.0 }; |
| |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LESS); |
| |
| glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); |
| glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); |
| glLightfv(GL_LIGHT0, GL_POSITION, position); |
| |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); |
| glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); |
| |
| glFrontFace (GL_CW); |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| glEnable(GL_AUTO_NORMAL); |
| glEnable(GL_NORMALIZE); |
| |
| glMatrixMode (GL_MODELVIEW); |
| glLoadIdentity (); |
| |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glClearAccum(0.0, 0.0, 0.0, 0.0); |
| } |
| |
| void renderTeapot (GLfloat x, GLfloat y, GLfloat z, |
| GLfloat ambr, GLfloat ambg, GLfloat ambb, |
| GLfloat difr, GLfloat difg, GLfloat difb, |
| GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine) |
| { |
| float mat[4]; |
| |
| glPushMatrix(); |
| glTranslatef (x, y, z); |
| mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0; |
| glMaterialfv (GL_FRONT, GL_AMBIENT, mat); |
| mat[0] = difr; mat[1] = difg; mat[2] = difb; |
| glMaterialfv (GL_FRONT, GL_DIFFUSE, mat); |
| mat[0] = specr; mat[1] = specg; mat[2] = specb; |
| glMaterialfv (GL_FRONT, GL_SPECULAR, mat); |
| glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0); |
| glutSolidTeapot(0.5); |
| glPopMatrix(); |
| } |
| |
| /* display() draws 5 teapots into the accumulation buffer |
| * several times; each time with a jittered perspective. |
| * The focal point is at z = 5.0, so the gold teapot will |
| * stay in focus. The amount of jitter is adjusted by the |
| * magnitude of the accPerspective() jitter; in this example, 0.33. |
| * In this example, the teapots are drawn 8 times. See jitter.h |
| */ |
| void display(void) |
| { |
| int jitter; |
| GLint viewport[4]; |
| |
| glGetIntegerv (GL_VIEWPORT, viewport); |
| glClear(GL_ACCUM_BUFFER_BIT); |
| |
| for (jitter = 0; jitter < 8; jitter++) { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| accPerspective (45.0, |
| (GLdouble) viewport[2]/(GLdouble) viewport[3], |
| 1.0, 15.0, 0.0, 0.0, |
| 0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0); |
| /* ruby, gold, silver, emerald, and cyan teapots */ |
| renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175, |
| 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6); |
| renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745, |
| 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4); |
| renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225, |
| 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); |
| renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215, |
| 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6); |
| renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392, |
| 0.50980392, 0.50196078, 0.50196078, 0.50196078, .25); |
| glAccum (GL_ACCUM, 0.125); |
| } |
| |
| glAccum (GL_RETURN, 1.0); |
| glFlush(); |
| } |
| |
| void myReshape(int w, int h) |
| { |
| glViewport(0, 0, w, h); |
| } |
| |
| static void |
| key(unsigned char k, int x, int y) |
| { |
| switch (k) { |
| case 27: /* Escape */ |
| exit(0); |
| break; |
| default: |
| return; |
| } |
| glutPostRedisplay(); |
| } |
| |
| /* Main Loop |
| * Open window with initial window size, title bar, |
| * RGBA display mode, depth buffer, and handle input events. |
| */ |
| int main(int argc, char** argv) |
| { |
| glutInit(&argc, argv); |
| glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB |
| | GLUT_ACCUM | GLUT_DEPTH); |
| glutCreateWindow (argv[0]); |
| myinit(); |
| glutReshapeFunc(myReshape); |
| glutDisplayFunc(display); |
| glutKeyboardFunc(key); |
| glutMainLoop(); |
| return 0; /* ANSI C requires main to return int. */ |
| } |