windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/accanti.c

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2020-09-26 03:20:57 -05:00
/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/* accanti.c
*/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
#include "jitter.h"
/* Initialize lighting and other values.
*/
void myinit(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);
glDepthFunc(GL_LESS);
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 ();
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);
auxSolidTorus (0.275, 0.85);
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);
auxSolidCube (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);
auxSolidSphere (1.0);
glPopMatrix ();
glPushMatrix ();
glTranslatef (0.70, -0.90, 0.25);
glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
auxSolidOctahedron (1.0);
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);
glPushMatrix ();
/* Note that 4.5 is the distance in world space between
* left and right and bottom and top.
* This formula converts fractional pixel movement to
* world coordinates.
*/
glTranslatef (j8[jitter].x*4.5/viewport[2],
j8[jitter].y*4.5/viewport[3], 0.0);
displayObjects ();
glPopMatrix ();
glAccum(GL_ACCUM, 1.0/ACSIZE);
glFlush();
auxSwapBuffers();
}
glAccum (GL_RETURN, 1.0);
glFlush();
auxSwapBuffers();
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
else
glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_DOUBLE | AUX_RGB
| AUX_ACCUM | AUX_DEPTH16);
auxInitPosition (0, 0, 250, 250);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}