dof.c
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- /* 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- * Unpublished-- rights reserved under the copyright laws of the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. */
- }