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							- /*
 -  * 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 -  * Unpublished-- rights reserved under the copyright laws of the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;
 - }
 
 
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