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+/*
+ * Copyright (c) 1993-1997, 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+ * Unpublished-- rights reserved under the copyright laws of the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(R) is a registered trademark of Silicon Graphics, Inc.
+ */
+
+/* accpersp.c
+ * Use the accumulation buffer to do full-scene antialiasing
+ * on a scene with perspective projection, using the special
+ * routines accFrustum() and accPerspective().
+ */
+#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);
+}
+
+/* Initialize lighting and other values.
+ */
+void init(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);
+ 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);
+ glutSolidTorus (0.275, 0.85, 16, 16);
+ 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);
+ glutSolidCube (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);
+ glutSolidSphere (1.0, 16, 16);
+ glPopMatrix ();
+
+ glPushMatrix ();
+ glTranslatef (0.70, -0.90, 0.25);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
+ glutSolidOctahedron ();
+ 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 reshape(int w, int h)
+{
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);
+}
+
+/* ARGSUSED1 */
+void keyboard(unsigned char key, int x, int y)
+{
+ switch (key) {
+ case 27:
+ exit(0);
+ break;
+ }
+}
+
+/* Main Loop
+ * Be certain you request an accumulation buffer.
+ */
+int main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
+ | GLUT_ACCUM | GLUT_DEPTH);
+ glutInitWindowSize (250, 250);
+ glutInitWindowPosition (100, 100);
+ glutCreateWindow (argv[0]);
+ init();
+ glutReshapeFunc(reshape);
+ glutDisplayFunc(display);
+ glutKeyboardFunc(keyboard);
+ glutMainLoop();
+ return 0;
+}