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author | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
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committer | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
commit | afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch) | |
tree | 59d65b4da12fb5379224cf5f6b808fde91523c7f /progs/redbook/dof.c | |
parent | f2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff) |
Initial revision
Diffstat (limited to 'progs/redbook/dof.c')
-rw-r--r-- | progs/redbook/dof.c | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/progs/redbook/dof.c b/progs/redbook/dof.c new file mode 100644 index 00000000000..166ca9e62f8 --- /dev/null +++ b/progs/redbook/dof.c @@ -0,0 +1,238 @@ + +/* Copyright (c) Mark J. Kilgard, 1994. */ + +/* + * (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 + * Unpublished-- rights reserved under the copyright laws of the + * United States.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 <stdlib.h> +#include <math.h> +#include <GL/glut.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 nnear, GLdouble ffar, 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*nnear/focus); + dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar); + 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 nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, + GLdouble eyedx, GLdouble eyedy, GLdouble focus) +{ + GLdouble fov2,left,right,bottom,top; + + fov2 = ((fovy*PI_) / 180.0) / 2.0; + + top = nnear / (cos(fov2) / sin(fov2)); + bottom = -top; + + right = top * aspect; + left = -right; + + accFrustum (left, right, bottom, top, nnear, ffar, + 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 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); + glutSolidTeapot(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) +{ + glutInit(&argc, argv); + glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB + | GLUT_ACCUM | GLUT_DEPTH); + glutCreateWindow (argv[0]); + myinit(); + glutReshapeFunc(myReshape); + glutDisplayFunc(display); + glutMainLoop(); + return 0; /* ANSI C requires main to return int. */ +} + |