jtg | afb833d | 1999-08-19 00:55:39 +0000 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (c) 1993-1997, Silicon Graphics, Inc. |
| 3 | * ALL RIGHTS RESERVED |
| 4 | * Permission to use, copy, modify, and distribute this software for |
| 5 | * any purpose and without fee is hereby granted, provided that the above |
| 6 | * copyright notice appear in all copies and that both the copyright notice |
| 7 | * and this permission notice appear in supporting documentation, and that |
| 8 | * the name of Silicon Graphics, Inc. not be used in advertising |
| 9 | * or publicity pertaining to distribution of the software without specific, |
| 10 | * written prior permission. |
| 11 | * |
| 12 | * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" |
| 13 | * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, |
| 14 | * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR |
| 15 | * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON |
| 16 | * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, |
| 17 | * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY |
| 18 | * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, |
| 19 | * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF |
| 20 | * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN |
| 21 | * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON |
| 22 | * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE |
| 23 | * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. |
| 24 | * |
| 25 | * US Government Users Restricted Rights |
| 26 | * Use, duplication, or disclosure by the Government is subject to |
| 27 | * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph |
| 28 | * (c)(1)(ii) of the Rights in Technical Data and Computer Software |
| 29 | * clause at DFARS 252.227-7013 and/or in similar or successor |
| 30 | * clauses in the FAR or the DOD or NASA FAR Supplement. |
| 31 | * Unpublished-- rights reserved under the copyright laws of the |
| 32 | * United States. Contractor/manufacturer is Silicon Graphics, |
| 33 | * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. |
| 34 | * |
| 35 | * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. |
| 36 | */ |
| 37 | |
| 38 | /* accpersp.c |
| 39 | * Use the accumulation buffer to do full-scene antialiasing |
| 40 | * on a scene with perspective projection, using the special |
| 41 | * routines accFrustum() and accPerspective(). |
| 42 | */ |
| 43 | #include <stdlib.h> |
| 44 | #include <math.h> |
| 45 | #include <GL/glut.h> |
| 46 | #include "jitter.h" |
| 47 | |
| 48 | #define PI_ 3.14159265358979323846 |
| 49 | |
| 50 | /* accFrustum() |
| 51 | * The first 6 arguments are identical to the glFrustum() call. |
| 52 | * |
| 53 | * pixdx and pixdy are anti-alias jitter in pixels. |
| 54 | * Set both equal to 0.0 for no anti-alias jitter. |
| 55 | * eyedx and eyedy are depth-of field jitter in pixels. |
| 56 | * Set both equal to 0.0 for no depth of field effects. |
| 57 | * |
| 58 | * focus is distance from eye to plane in focus. |
| 59 | * focus must be greater than, but not equal to 0.0. |
| 60 | * |
| 61 | * Note that accFrustum() calls glTranslatef(). You will |
| 62 | * probably want to insure that your ModelView matrix has been |
| 63 | * initialized to identity before calling accFrustum(). |
| 64 | */ |
| 65 | void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, |
| 66 | GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx, |
| 67 | GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
| 68 | { |
| 69 | GLdouble xwsize, ywsize; |
| 70 | GLdouble dx, dy; |
| 71 | GLint viewport[4]; |
| 72 | |
| 73 | glGetIntegerv (GL_VIEWPORT, viewport); |
| 74 | |
| 75 | xwsize = right - left; |
| 76 | ywsize = top - bottom; |
| 77 | |
| 78 | dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus); |
| 79 | dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus); |
| 80 | |
| 81 | glMatrixMode(GL_PROJECTION); |
| 82 | glLoadIdentity(); |
| 83 | glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar); |
| 84 | glMatrixMode(GL_MODELVIEW); |
| 85 | glLoadIdentity(); |
| 86 | glTranslatef (-eyedx, -eyedy, 0.0); |
| 87 | } |
| 88 | |
| 89 | /* accPerspective() |
| 90 | * |
| 91 | * The first 4 arguments are identical to the gluPerspective() call. |
| 92 | * pixdx and pixdy are anti-alias jitter in pixels. |
| 93 | * Set both equal to 0.0 for no anti-alias jitter. |
| 94 | * eyedx and eyedy are depth-of field jitter in pixels. |
| 95 | * Set both equal to 0.0 for no depth of field effects. |
| 96 | * |
| 97 | * focus is distance from eye to plane in focus. |
| 98 | * focus must be greater than, but not equal to 0.0. |
| 99 | * |
| 100 | * Note that accPerspective() calls accFrustum(). |
| 101 | */ |
| 102 | void accPerspective(GLdouble fovy, GLdouble aspect, |
| 103 | GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, |
| 104 | GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
| 105 | { |
| 106 | GLdouble fov2,left,right,bottom,top; |
| 107 | |
| 108 | fov2 = ((fovy*PI_) / 180.0) / 2.0; |
| 109 | |
| 110 | top = nnear / (cos(fov2) / sin(fov2)); |
| 111 | bottom = -top; |
| 112 | |
| 113 | right = top * aspect; |
| 114 | left = -right; |
| 115 | |
| 116 | accFrustum (left, right, bottom, top, nnear, ffar, |
| 117 | pixdx, pixdy, eyedx, eyedy, focus); |
| 118 | } |
| 119 | |
| 120 | /* Initialize lighting and other values. |
| 121 | */ |
| 122 | void init(void) |
| 123 | { |
| 124 | GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; |
| 125 | GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
| 126 | GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 }; |
| 127 | GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; |
| 128 | |
| 129 | glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); |
| 130 | glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| 131 | glMaterialf(GL_FRONT, GL_SHININESS, 50.0); |
| 132 | glLightfv(GL_LIGHT0, GL_POSITION, light_position); |
| 133 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient); |
| 134 | |
| 135 | glEnable(GL_LIGHTING); |
| 136 | glEnable(GL_LIGHT0); |
| 137 | glEnable(GL_DEPTH_TEST); |
| 138 | glShadeModel (GL_FLAT); |
| 139 | |
| 140 | glClearColor(0.0, 0.0, 0.0, 0.0); |
| 141 | glClearAccum(0.0, 0.0, 0.0, 0.0); |
| 142 | } |
| 143 | |
| 144 | void displayObjects(void) |
| 145 | { |
| 146 | GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 }; |
| 147 | GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 }; |
| 148 | GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 }; |
| 149 | GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 }; |
| 150 | |
| 151 | glPushMatrix (); |
| 152 | glTranslatef (0.0, 0.0, -5.0); |
| 153 | glRotatef (30.0, 1.0, 0.0, 0.0); |
| 154 | |
| 155 | glPushMatrix (); |
| 156 | glTranslatef (-0.80, 0.35, 0.0); |
| 157 | glRotatef (100.0, 1.0, 0.0, 0.0); |
| 158 | glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse); |
| 159 | glutSolidTorus (0.275, 0.85, 16, 16); |
| 160 | glPopMatrix (); |
| 161 | |
| 162 | glPushMatrix (); |
| 163 | glTranslatef (-0.75, -0.50, 0.0); |
| 164 | glRotatef (45.0, 0.0, 0.0, 1.0); |
| 165 | glRotatef (45.0, 1.0, 0.0, 0.0); |
| 166 | glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse); |
| 167 | glutSolidCube (1.5); |
| 168 | glPopMatrix (); |
| 169 | |
| 170 | glPushMatrix (); |
| 171 | glTranslatef (0.75, 0.60, 0.0); |
| 172 | glRotatef (30.0, 1.0, 0.0, 0.0); |
| 173 | glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse); |
| 174 | glutSolidSphere (1.0, 16, 16); |
| 175 | glPopMatrix (); |
| 176 | |
| 177 | glPushMatrix (); |
| 178 | glTranslatef (0.70, -0.90, 0.25); |
| 179 | glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse); |
| 180 | glutSolidOctahedron (); |
| 181 | glPopMatrix (); |
| 182 | |
| 183 | glPopMatrix (); |
| 184 | } |
| 185 | |
| 186 | #define ACSIZE 8 |
| 187 | |
| 188 | void display(void) |
| 189 | { |
| 190 | GLint viewport[4]; |
| 191 | int jitter; |
| 192 | |
| 193 | glGetIntegerv (GL_VIEWPORT, viewport); |
| 194 | |
| 195 | glClear(GL_ACCUM_BUFFER_BIT); |
| 196 | for (jitter = 0; jitter < ACSIZE; jitter++) { |
| 197 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 198 | accPerspective (50.0, |
| 199 | (GLdouble) viewport[2]/(GLdouble) viewport[3], |
| 200 | 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); |
| 201 | displayObjects (); |
| 202 | glAccum(GL_ACCUM, 1.0/ACSIZE); |
| 203 | } |
| 204 | glAccum (GL_RETURN, 1.0); |
| 205 | glFlush(); |
| 206 | } |
| 207 | |
| 208 | void reshape(int w, int h) |
| 209 | { |
| 210 | glViewport(0, 0, (GLsizei) w, (GLsizei) h); |
| 211 | } |
| 212 | |
| 213 | /* ARGSUSED1 */ |
| 214 | void keyboard(unsigned char key, int x, int y) |
| 215 | { |
| 216 | switch (key) { |
| 217 | case 27: |
| 218 | exit(0); |
| 219 | break; |
| 220 | } |
| 221 | } |
| 222 | |
| 223 | /* Main Loop |
| 224 | * Be certain you request an accumulation buffer. |
| 225 | */ |
| 226 | int main(int argc, char** argv) |
| 227 | { |
| 228 | glutInit(&argc, argv); |
| 229 | glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB |
| 230 | | GLUT_ACCUM | GLUT_DEPTH); |
| 231 | glutInitWindowSize (250, 250); |
| 232 | glutInitWindowPosition (100, 100); |
| 233 | glutCreateWindow (argv[0]); |
| 234 | init(); |
| 235 | glutReshapeFunc(reshape); |
| 236 | glutDisplayFunc(display); |
| 237 | glutKeyboardFunc(keyboard); |
| 238 | glutMainLoop(); |
| 239 | return 0; |
| 240 | } |