home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Magazin: Amiga-CD 2000 April & May
/
AMIGA_2000_04.iso
/
patches
/
mesa3.1
/
book.aux
/
accpersp.c
< prev
next >
Wrap
C/C++ Source or Header
|
1999-06-25
|
7KB
|
242 lines
/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* accpersp.c
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glaux.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 near, GLdouble far, 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 * near / focus);
dy = -(pixdy * ywsize / (GLdouble) viewport[3] + eyedy * near / focus);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left + dx, right + dx, bottom + dy, top + dy, near, far);
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 near, GLdouble far, GLdouble pixdx, GLdouble pixdy,
GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
GLdouble fov2, left, right, bottom, top;
fov2 = ((fovy * PI_) / 180.0) / 2.0;
top = near / (cos(fov2) / sin(fov2));
bottom = -top;
right = top * aspect;
left = -right;
accFrustum(left, right, bottom, top, near, far,
pixdx, pixdy, eyedx, eyedy, focus);
}
/*
* 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();
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);
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);
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 myReshape(int w, int h)
{
glViewport(0, 0, w, h);
}
/*
* 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_SINGLE | AUX_RGB
| AUX_ACCUM | AUX_DEPTH);
auxInitPosition(0, 0, 250, 250);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}