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 -  * Unpublished-- rights reserved under the copyright laws of the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