From afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c Mon Sep 17 00:00:00 2001 From: jtg Date: Thu, 19 Aug 1999 00:55:39 +0000 Subject: Initial revision --- progs/redbook/accpersp.c | 240 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 240 insertions(+) create mode 100644 progs/redbook/accpersp.c (limited to 'progs/redbook/accpersp.c') diff --git a/progs/redbook/accpersp.c b/progs/redbook/accpersp.c new file mode 100644 index 0000000000..46e369ae63 --- /dev/null +++ b/progs/redbook/accpersp.c @@ -0,0 +1,240 @@ +/* + * 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 + * Unpublished-- rights reserved under the copyright laws of the + * United States.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 +#include +#include +#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; +} -- cgit v1.2.3