240 lines
8.2 KiB
C
240 lines
8.2 KiB
C
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* dof.c
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* This program demonstrates use of the accumulation buffer to
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* create an out-of-focus depth-of-field effect. The teapots
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* are drawn several times into the accumulation buffer. The
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* viewing volume is jittered, except at the focal point, where
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* the viewing volume is at the same position, each time. In
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* this case, the gold teapot remains in focus.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <math.h>
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#include "glaux.h"
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#include "jitter.h"
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#define PI_ 3.14159265358979323846
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/* accFrustum()
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* The first 6 arguments are identical to the glFrustum() call.
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*
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* pixdx and pixdy are anti-alias jitter in pixels.
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* Set both equal to 0.0 for no anti-alias jitter.
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* eyedx and eyedy are depth-of field jitter in pixels.
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* Set both equal to 0.0 for no depth of field effects.
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*
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* focus is distance from eye to plane in focus.
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* focus must be greater than, but not equal to 0.0.
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*
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* Note that accFrustum() calls glTranslatef(). You will
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* probably want to insure that your ModelView matrix has been
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* initialized to identity before calling accFrustum().
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*/
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void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
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GLdouble top, GLdouble znear, GLdouble zfar, GLdouble pixdx,
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GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
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{
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GLdouble xwsize, ywsize;
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GLdouble dx, dy;
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GLint viewport[4];
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glGetIntegerv (GL_VIEWPORT, viewport);
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xwsize = right - left;
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ywsize = top - bottom;
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dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*znear/focus);
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dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*znear/focus);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum (left + dx, right + dx, bottom + dy, top + dy, znear, zfar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef (-eyedx, -eyedy, 0.0);
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}
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/* accPerspective()
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*
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* The first 4 arguments are identical to the gluPerspective() call.
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* pixdx and pixdy are anti-alias jitter in pixels.
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* Set both equal to 0.0 for no anti-alias jitter.
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* eyedx and eyedy are depth-of field jitter in pixels.
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* Set both equal to 0.0 for no depth of field effects.
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*
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* focus is distance from eye to plane in focus.
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* focus must be greater than, but not equal to 0.0.
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*
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* Note that accPerspective() calls accFrustum().
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*/
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void accPerspective(GLdouble fovy, GLdouble aspect,
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GLdouble znear, GLdouble zfar, GLdouble pixdx, GLdouble pixdy,
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GLdouble eyedx, GLdouble eyedy, GLdouble focus)
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{
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GLdouble fov2,left,right,bottom,top;
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fov2 = ((fovy*PI_) / 180.0) / 2.0;
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top = znear / (cos(fov2) / sin(fov2));
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bottom = -top;
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right = top * aspect;
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left = -right;
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accFrustum (left, right, bottom, top, znear, zfar,
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pixdx, pixdy, eyedx, eyedy, focus);
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}
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void myinit(void)
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{
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GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
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GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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GLfloat local_view[] = { 0.0 };
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
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glFrontFace (GL_CW);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClearAccum(0.0, 0.0, 0.0, 0.0);
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}
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void renderTeapot (GLfloat x, GLfloat y, GLfloat z,
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GLfloat ambr, GLfloat ambg, GLfloat ambb,
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GLfloat difr, GLfloat difg, GLfloat difb,
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GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
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{
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float mat[3];
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glPushMatrix();
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glTranslatef (x, y, z);
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mat[0] = ambr; mat[1] = ambg; mat[2] = ambb;
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glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
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mat[0] = difr; mat[1] = difg; mat[2] = difb;
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glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
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mat[0] = specr; mat[1] = specg; mat[2] = specb;
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glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
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glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
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auxSolidTeapot(0.5);
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glPopMatrix();
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}
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/* display() draws 5 teapots into the accumulation buffer
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* several times; each time with a jittered perspective.
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* The focal point is at z = 5.0, so the gold teapot will
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* stay in focus. The amount of jitter is adjusted by the
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* magnitude of the accPerspective() jitter; in this example, 0.33.
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* In this example, the teapots are drawn 8 times. See jitter.h
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*/
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void display(void)
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{
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int jitter;
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GLint viewport[4];
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glGetIntegerv (GL_VIEWPORT, viewport);
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glClear(GL_ACCUM_BUFFER_BIT);
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for (jitter = 0; jitter < 8; jitter++) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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accPerspective (45.0,
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(GLdouble) viewport[2]/(GLdouble) viewport[3],
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1.0, 15.0, 0.0, 0.0,
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0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0);
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/* ruby, gold, silver, emerald, and cyan teapots */
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renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175,
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0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
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renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745,
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0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
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renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225,
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0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
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renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215,
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0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
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renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392,
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0.50980392, 0.50196078, 0.50196078, 0.50196078, .25);
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glAccum (GL_ACCUM, 0.125);
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glFlush();
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auxSwapBuffers();
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}
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glAccum (GL_RETURN, 1.0);
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glFlush();
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auxSwapBuffers();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, depth buffer, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_DOUBLE | AUX_RGB
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| AUX_ACCUM | AUX_DEPTH16);
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auxInitPosition (0, 0, 400, 400);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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