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Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /* accpersp.c */ #include #include #include #include "aux.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 nearZ, GLdouble farZ, 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*nearZ/focus); dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nearZ/focus); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum (left + dx, right + dx, bottom + dy, top + dy, nearZ, farZ); 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 nearZ, GLdouble farZ, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) { GLdouble fov2,left,right,bottom,top; fov2 = ((fovy*PI_) / 180.0) / 2.0; top = nearZ / (cos(fov2) / sin(fov2)); bottom = -top; right = top * aspect; left = -right; accFrustum (left, right, bottom, top, nearZ, farZ, 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); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }