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Amiga Magazin: Amiga-CD 2000 April & May
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AMIGA_2000_04.iso
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patches
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mesa3.1
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book.aux
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dof.c
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C/C++ Source or Header
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1999-06-25
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/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 <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 nearval, GLdouble farval, 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 * nearval / focus);
dy = -(pixdy * ywsize / (GLdouble) viewport[3] + eyedy * nearval / focus);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left + dx, right + dx, bottom + dy, top + dy, nearval, farval);
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 nearval, GLdouble farval, GLdouble pixdx, GLdouble pixdy,
GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
GLdouble fov2, left, right, bottom, top;
fov2 = ((fovy * PI_) / 180.0) / 2.0;
top = nearval / (cos(fov2) / sin(fov2));
bottom = -top;
right = top * aspect;
left = -right;
accFrustum(left, right, bottom, top, nearval, farval,
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 specular[] =
{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);
auxSolidTeapot(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);
}
/*
* 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)
{
auxInitDisplayMode(AUX_SINGLE | AUX_RGB
| AUX_ACCUM | AUX_DEPTH);
auxInitPosition(0, 0, 400, 400);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}