1 2/* Copyright (c) Mark J. Kilgard, 1994. */ 3 4/* 5 * (c) Copyright 1993, Silicon Graphics, Inc. 6 * ALL RIGHTS RESERVED 7 * Permission to use, copy, modify, and distribute this software for 8 * any purpose and without fee is hereby granted, provided that the above 9 * copyright notice appear in all copies and that both the copyright notice 10 * and this permission notice appear in supporting documentation, and that 11 * the name of Silicon Graphics, Inc. not be used in advertising 12 * or publicity pertaining to distribution of the software without specific, 13 * written prior permission. 14 * 15 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" 16 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, 17 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR 18 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON 19 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, 20 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY 21 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, 22 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF 23 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN 24 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON 25 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE 26 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. 27 * 28 * US Government Users Restricted Rights 29 * Use, duplication, or disclosure by the Government is subject to 30 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph 31 * (c)(1)(ii) of the Rights in Technical Data and Computer Software 32 * clause at DFARS 252.227-7013 and/or in similar or successor 33 * clauses in the FAR or the DOD or NASA FAR Supplement. 34 * Unpublished-- rights reserved under the copyright laws of the 35 * United States. Contractor/manufacturer is Silicon Graphics, 36 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. 37 * 38 * OpenGL(TM) is a trademark of Silicon Graphics, Inc. 39 */ 40/* 41 * dof.c 42 * This program demonstrates use of the accumulation buffer to 43 * create an out-of-focus depth-of-field effect. The teapots 44 * are drawn several times into the accumulation buffer. The 45 * viewing volume is jittered, except at the focal point, where 46 * the viewing volume is at the same position, each time. In 47 * this case, the gold teapot remains in focus. 48 */ 49#include <stdlib.h> 50#include <math.h> 51#include "glut_wrap.h" 52#include "jitter.h" 53 54#define PI_ 3.14159265358979323846 55 56/* accFrustum() 57 * The first 6 arguments are identical to the glFrustum() call. 58 * 59 * pixdx and pixdy are anti-alias jitter in pixels. 60 * Set both equal to 0.0 for no anti-alias jitter. 61 * eyedx and eyedy are depth-of field jitter in pixels. 62 * Set both equal to 0.0 for no depth of field effects. 63 * 64 * focus is distance from eye to plane in focus. 65 * focus must be greater than, but not equal to 0.0. 66 * 67 * Note that accFrustum() calls glTranslatef(). You will 68 * probably want to insure that your ModelView matrix has been 69 * initialized to identity before calling accFrustum(). 70 */ 71static void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, 72 GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx, 73 GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) 74{ 75 GLdouble xwsize, ywsize; 76 GLdouble dx, dy; 77 GLint viewport[4]; 78 79 glGetIntegerv (GL_VIEWPORT, viewport); 80 81 xwsize = right - left; 82 ywsize = top - bottom; 83 84 dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus); 85 dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus); 86 87 glMatrixMode(GL_PROJECTION); 88 glLoadIdentity(); 89 glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar); 90 glMatrixMode(GL_MODELVIEW); 91 glLoadIdentity(); 92 glTranslatef (-eyedx, -eyedy, 0.0); 93} 94 95/* accPerspective() 96 * 97 * The first 4 arguments are identical to the gluPerspective() call. 98 * pixdx and pixdy are anti-alias jitter in pixels. 99 * Set both equal to 0.0 for no anti-alias jitter. 100 * eyedx and eyedy are depth-of field jitter in pixels. 101 * Set both equal to 0.0 for no depth of field effects. 102 * 103 * focus is distance from eye to plane in focus. 104 * focus must be greater than, but not equal to 0.0. 105 * 106 * Note that accPerspective() calls accFrustum(). 107 */ 108static void accPerspective(GLdouble fovy, GLdouble aspect, 109 GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, 110 GLdouble eyedx, GLdouble eyedy, GLdouble focus) 111{ 112 GLdouble fov2,left,right,bottom,top; 113 114 fov2 = ((fovy*PI_) / 180.0) / 2.0; 115 116 top = nnear / (cos(fov2) / sin(fov2)); 117 bottom = -top; 118 119 right = top * aspect; 120 left = -right; 121 122 accFrustum (left, right, bottom, top, nnear, ffar, 123 pixdx, pixdy, eyedx, eyedy, focus); 124} 125 126static void myinit(void) 127{ 128 GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; 129 GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; 130 GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 }; 131 132 GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; 133 GLfloat local_view[] = { 0.0 }; 134 135 glEnable(GL_DEPTH_TEST); 136 glDepthFunc(GL_LESS); 137 138 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); 139 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); 140 glLightfv(GL_LIGHT0, GL_POSITION, position); 141 142 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); 143 glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); 144 145 glFrontFace (GL_CW); 146 glEnable(GL_LIGHTING); 147 glEnable(GL_LIGHT0); 148 glEnable(GL_AUTO_NORMAL); 149 glEnable(GL_NORMALIZE); 150 151 glMatrixMode (GL_MODELVIEW); 152 glLoadIdentity (); 153 154 glClearColor(0.0, 0.0, 0.0, 0.0); 155 glClearAccum(0.0, 0.0, 0.0, 0.0); 156} 157 158static void renderTeapot (GLfloat x, GLfloat y, GLfloat z, 159 GLfloat ambr, GLfloat ambg, GLfloat ambb, 160 GLfloat difr, GLfloat difg, GLfloat difb, 161 GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine) 162{ 163 float mat[4]; 164 165 glPushMatrix(); 166 glTranslatef (x, y, z); 167 mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0; 168 glMaterialfv (GL_FRONT, GL_AMBIENT, mat); 169 mat[0] = difr; mat[1] = difg; mat[2] = difb; 170 glMaterialfv (GL_FRONT, GL_DIFFUSE, mat); 171 mat[0] = specr; mat[1] = specg; mat[2] = specb; 172 glMaterialfv (GL_FRONT, GL_SPECULAR, mat); 173 glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0); 174 glutSolidTeapot(0.5); 175 glPopMatrix(); 176} 177 178/* display() draws 5 teapots into the accumulation buffer 179 * several times; each time with a jittered perspective. 180 * The focal point is at z = 5.0, so the gold teapot will 181 * stay in focus. The amount of jitter is adjusted by the 182 * magnitude of the accPerspective() jitter; in this example, 0.33. 183 * In this example, the teapots are drawn 8 times. See jitter.h 184 */ 185static void display(void) 186{ 187 int jitter; 188 GLint viewport[4]; 189 190 glGetIntegerv (GL_VIEWPORT, viewport); 191 glClear(GL_ACCUM_BUFFER_BIT); 192 193 for (jitter = 0; jitter < 8; jitter++) { 194 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 195 accPerspective (45.0, 196 (GLdouble) viewport[2]/(GLdouble) viewport[3], 197 1.0, 15.0, 0.0, 0.0, 198 0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0); 199/* ruby, gold, silver, emerald, and cyan teapots */ 200 renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175, 201 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6); 202 renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745, 203 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4); 204 renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225, 205 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); 206 renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215, 207 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6); 208 renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392, 209 0.50980392, 0.50196078, 0.50196078, 0.50196078, .25); 210 glAccum (GL_ACCUM, 0.125); 211 } 212 213 glAccum (GL_RETURN, 1.0); 214 glFlush(); 215} 216 217static void myReshape(int w, int h) 218{ 219 glViewport(0, 0, w, h); 220} 221 222static void 223key(unsigned char k, int x, int y) 224{ 225 switch (k) { 226 case 27: /* Escape */ 227 exit(0); 228 break; 229 default: 230 return; 231 } 232 glutPostRedisplay(); 233} 234 235/* Main Loop 236 * Open window with initial window size, title bar, 237 * RGBA display mode, depth buffer, and handle input events. 238 */ 239int main(int argc, char** argv) 240{ 241 glutInit(&argc, argv); 242 glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB 243 | GLUT_ACCUM | GLUT_DEPTH); 244 glutCreateWindow (argv[0]); 245 myinit(); 246 glutReshapeFunc(myReshape); 247 glutDisplayFunc(display); 248 glutKeyboardFunc(key); 249 glutMainLoop(); 250 return 0; /* ANSI C requires main to return int. */ 251} 252