/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* accum.c */ #include #include #include "aux.h" GLsizei width, height; void myinit(void) { GLfloat ambient[] = { 0.4, 0.4, 0.4, 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, 2.0, 2.0, 0.0 }; GLfloat mat_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 }; GLfloat mat_specular[] = { 0.9, 0.9, 0.9, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); glLightfv(GL_LIGHT0, GL_POSITION, position); glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glClearAccum(0.0, 0.0, 0.0, 0.0); } #define ACSIZE 16 GLfloat dx[ACSIZE], dy[ACSIZE]; GLfloat jitter3[3][2] = { {0.5, 0.5}, {1.35899e-05, 0.230369}, {0.000189185, 0.766878}, }; GLfloat jitter11[11][2] = { {0.5, 0.5}, {0.406537, 0.135858}, {0.860325, 0.968558}, {0.680141, 0.232877}, {0.775694, 0.584871}, {0.963354, 0.309056}, {0.593493, 0.864072}, {0.224334, 0.415055}, {0.0366643, 0.690884}, {0.139685, 0.0313988}, {0.319861, 0.767097}, }; GLfloat jitter16[16][2] = { {0.4375, 0.4375}, {0.1875, 0.5625}, {0.9375, 1.1875}, {0.4375, 0.9375-1}, {0.6875, 0.5625}, {0.1875, 0.0625}, {0.6875, 0.3125}, {0.1875, 0.3125}, {0.4375, 0.1875}, {0.9375-1, 0.4375}, {0.6875, 0.8125}, {0.4375, 0.6875}, {0.6875, 0.0625}, {0.9375, 0.9375}, {1.1875, 0.8125}, {0.9375, 0.6875}, }; GLfloat jitter29[29][2] = { {0.5, 0.5}, {0.498126, 0.141363}, {0.217276, 0.651732}, {0.439503, 0.954859}, {0.734171, 0.836294}, {0.912454, 0.79952}, {0.406153, 0.671156}, {0.0163892, 0.631994}, {0.298064, 0.843476}, {0.312025, 0.0990405}, {0.98135, 0.965697}, {0.841999, 0.272378}, {0.559348, 0.32727}, {0.809331, 0.638901}, {0.632583, 0.994471}, {0.00588314, 0.146344}, {0.713365, 0.437896}, {0.185173, 0.246584}, {0.901735, 0.474544}, {0.366423, 0.296698}, {0.687032, 0.188184}, {0.313256, 0.472999}, {0.543195, 0.800044}, {0.629329, 0.631599}, {0.818263, 0.0439354}, {0.163978, 0.00621497}, {0.109533, 0.812811}, {0.131325, 0.471624}, {0.0196755, 0.331813}, }; GLfloat jitter90[90][2] = { {0.5, 0.5}, {0.784289, 0.417355}, {0.608691, 0.678948}, {0.546538, 0.976002}, {0.972245, 0.270498}, {0.765121, 0.189392}, {0.513193, 0.743827}, {0.123709, 0.874866}, {0.991334, 0.745136}, {0.56342, 0.0925047}, {0.662226, 0.143317}, {0.444563, 0.928535}, {0.248017, 0.981655}, {0.100115, 0.771923}, {0.593937, 0.559383}, {0.392095, 0.225932}, {0.428776, 0.812094}, {0.510615, 0.633584}, {0.836431, 0.00343328}, {0.494037, 0.391771}, {0.617448, 0.792324}, {0.688599, 0.48914}, {0.530421, 0.859206}, {0.0742278, 0.665344}, {0.979388, 0.626835}, {0.183806, 0.479216}, {0.151222, 0.0803998}, {0.476489, 0.157863}, {0.792675, 0.653531}, {0.0990416, 0.267284}, {0.776667, 0.303894}, {0.312904, 0.296018}, {0.288777, 0.691008}, {0.460097, 0.0436075}, {0.594323, 0.440751}, {0.876296, 0.472043}, {0.0442623, 0.0693901}, {0.355476, 0.00442787}, {0.391763, 0.361327}, {0.406994, 0.696053}, {0.708393, 0.724992}, {0.925807, 0.933103}, {0.850618, 0.11774}, {0.867486, 0.233677}, {0.208805, 0.285484}, {0.572129, 0.211505}, {0.172931, 0.180455}, {0.327574, 0.598031}, {0.685187, 0.372379}, {0.23375, 0.878555}, {0.960657, 0.409561}, {0.371005, 0.113866}, {0.29471, 0.496941}, {0.748611, 0.0735321}, {0.878643, 0.34504}, {0.210987, 0.778228}, {0.692961, 0.606194}, {0.82152, 0.8893}, {0.0982095, 0.563104}, {0.214514, 0.581197}, {0.734262, 0.956545}, {0.881377, 0.583548}, {0.0560485, 0.174277}, {0.0729515, 0.458003}, {0.719604, 0.840564}, {0.325388, 0.7883}, {0.26136, 0.0848927}, {0.393754, 0.467505}, {0.425361, 0.577672}, {0.648594, 0.0248658}, {0.983843, 0.521048}, {0.272936, 0.395127}, {0.177695, 0.675733}, {0.89175, 0.700901}, {0.632301, 0.908259}, {0.782859, 0.53611}, {0.0141421, 0.855548}, {0.0437116, 0.351866}, {0.939604, 0.0450863}, {0.0320883, 0.962943}, {0.341155, 0.895317}, {0.952087, 0.158387}, {0.908415, 0.820054}, {0.481435, 0.281195}, {0.675525, 0.25699}, {0.585273, 0.324454}, {0.156488, 0.376783}, {0.140434, 0.977416}, {0.808155, 0.77305}, {0.282973, 0.188937}, }; void loaddxdy(void) { long i; for (i = 0; i < ACSIZE; i++) { dx[i] = jitter16[i][0]*10/width; dy[i] = jitter16[i][1]*10/height; } } void display(void) { int i; glClear(GL_ACCUM_BUFFER_BIT); loaddxdy(); for (i = 0; i < (ACSIZE); i++) { printf("Pass %d\n", i); glPushMatrix(); glTranslatef(dx[i], dy[i], 0.0); glRotatef(45.0, 1.0, 1.0, 1.0); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); auxSolidTeapot(1.0); glPopMatrix(); glAccum(GL_ACCUM, 1.0/(ACSIZE)); } printf("final job\n"); glAccum(GL_RETURN, 1.0); printf("done\n"); glFlush(); } void myReshape(int w, int h) { width = w; height = h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-3.0, 3.0, -3.0*(GLfloat) h/(GLfloat) w, 3.0*(GLfloat) h/(GLfloat) w, -15.0, 15.0); else glOrtho(-3.0*(GLfloat) w/(GLfloat) h, 3.0*(GLfloat) w/(GLfloat) h, -3.0, 3.0, -15.0, 15.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH); auxInitPosition (0, 0, 300, 300); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }