/* 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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); } static void key(unsigned char k, int x, int y) { switch (k) { case 27: /* Escape */ exit(0); break; default: return; } glutPostRedisplay(); } /* 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); glutKeyboardFunc(key); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }