field.c
上传用户:xk288cn
上传日期:2007-05-28
资源大小:4876k
文件大小:7k
- /* field.c - by Tom McReynolds, SGI */
- /* Using the accumulation buffer for depth of field (camera focus blur). */
- #include <GL/glut.h>
- #include <stdlib.h>
- #include <stdio.h>
- const GLdouble FRUSTDIM = 100.f;
- const GLdouble FRUSTNEAR = 320.f;
- const GLdouble FRUSTFAR = 660.f;
- /*
- ** Create a single component texture map
- */
- GLfloat *make_texture(int maxs, int maxt)
- {
- int s, t;
- static GLfloat *texture;
- texture = (GLfloat *)malloc(maxs * maxt * sizeof(GLfloat));
- for(t = 0; t < maxt; t++) {
- for(s = 0; s < maxs; s++) {
- texture[s + maxs * t] = ((s >> 4) & 0x1) ^ ((t >> 4) & 0x1);
- }
- }
- return texture;
- }
- enum {SPHERE = 1, CONE};
- void
- render(void)
- {
- /* material properties for objects in scene */
- static GLfloat wall_mat[] = {1.f, 1.f, 1.f, 1.f};
- glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
- /*
- ** Note: wall verticies are ordered so they are all front facing
- ** this lets me do back face culling to speed things up.
- */
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat);
- /* floor */
- /* make the floor textured */
- glEnable(GL_TEXTURE_2D);
- /*
- ** Since we want to turn texturing on for floor only, we have to
- ** make floor a separate glBegin()/glEnd() sequence. You can't
- ** turn texturing on and off between begin and end calls
- */
- glBegin(GL_QUADS);
- glNormal3f(0.f, 1.f, 0.f);
- glTexCoord2i(0, 0);
- glVertex3f(-100.f, -100.f, -320.f);
- glTexCoord2i(1, 0);
- glVertex3f( 100.f, -100.f, -320.f);
- glTexCoord2i(1, 1);
- glVertex3f( 100.f, -100.f, -640.f);
- glTexCoord2i(0, 1);
- glVertex3f(-100.f, -100.f, -640.f);
- glEnd();
- glDisable(GL_TEXTURE_2D);
- /* walls */
- glBegin(GL_QUADS);
- /* left wall */
- glNormal3f(1.f, 0.f, 0.f);
- glVertex3f(-100.f, -100.f, -320.f);
- glVertex3f(-100.f, -100.f, -640.f);
- glVertex3f(-100.f, 100.f, -640.f);
- glVertex3f(-100.f, 100.f, -320.f);
- /* right wall */
- glNormal3f(-1.f, 0.f, 0.f);
- glVertex3f( 100.f, -100.f, -320.f);
- glVertex3f( 100.f, 100.f, -320.f);
- glVertex3f( 100.f, 100.f, -640.f);
- glVertex3f( 100.f, -100.f, -640.f);
- /* ceiling */
- glNormal3f(0.f, -1.f, 0.f);
- glVertex3f(-100.f, 100.f, -320.f);
- glVertex3f(-100.f, 100.f, -640.f);
- glVertex3f( 100.f, 100.f, -640.f);
- glVertex3f( 100.f, 100.f, -320.f);
- /* back wall */
- glNormal3f(0.f, 0.f, 1.f);
- glVertex3f(-100.f, -100.f, -640.f);
- glVertex3f( 100.f, -100.f, -640.f);
- glVertex3f( 100.f, 100.f, -640.f);
- glVertex3f(-100.f, 100.f, -640.f);
- glEnd();
- glPushMatrix();
- glTranslatef(-80.f, -60.f, -420.f);
- glCallList(SPHERE);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(-20.f, -80.f, -600.f);
- glCallList(CONE);
- glPopMatrix();
- if(glGetError()) /* to catch programming errors; should never happen */
- printf("Oops! I screwed up my OpenGL calls somewheren");
- glFlush(); /* high end machines may need this */
- }
- enum {NONE, FIELD};
- int rendermode = NONE;
- void
- menu(int selection)
- {
- rendermode = selection;
- glutPostRedisplay();
- }
- GLdouble focus = 420.;
- /* Called when window needs to be redrawn */
- void redraw(void)
- {
- int i, j;
- int min, max;
- int count;
- GLfloat scale, dx, dy;
- switch(rendermode) {
- case NONE:
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-FRUSTDIM, FRUSTDIM, -FRUSTDIM, FRUSTDIM, FRUSTNEAR, FRUSTFAR);
- glMatrixMode(GL_MODELVIEW);
- render();
- break;
- case FIELD:
- min = -2;
- max = -min + 1;
- count = -2 * min + 1;
- count *= count;
- scale = 2.f;
- glClear(GL_ACCUM_BUFFER_BIT);
- for(j = min; j < max; j++) {
- for(i = min; i < max; i++) {
- dx = scale * i * FRUSTNEAR/focus;
- dy = scale * j * FRUSTNEAR/focus;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-FRUSTDIM + dx,
- FRUSTDIM + dx,
- -FRUSTDIM + dy,
- FRUSTDIM + dy,
- FRUSTNEAR,
- FRUSTFAR);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(scale * i, scale * j, 0.f);
- render();
- glAccum(GL_ACCUM, 1.f/count);
- }
- }
- glAccum(GL_RETURN, 1.f);
- break;
- }
- glutSwapBuffers();
- }
- /* ARGSUSED1 */
- void key(unsigned char key, int x, int y)
- {
- if(key == ' 33')
- exit(0);
- }
- const int TEXDIM = 256;
- /* Parse arguments, and set up interface between OpenGL and window system */
- int
- main(int argc, char *argv[])
- {
- GLfloat *tex;
- static GLfloat lightpos[] = {50.f, 50.f, -320.f, 1.f};
- static GLfloat sphere_mat[] = {1.f, .5f, 0.f, 1.f};
- static GLfloat cone_mat[] = {0.f, .5f, 1.f, 1.f};
- GLUquadricObj *sphere, *cone, *base;
- glutInit(&argc, argv);
- glutInitWindowSize(512, 512);
- glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_ACCUM|GLUT_DOUBLE);
- (void)glutCreateWindow("depth of field");
- glutDisplayFunc(redraw);
- glutKeyboardFunc(key);
- glutCreateMenu(menu);
- glutAddMenuEntry("Normal", NONE);
- glutAddMenuEntry("Depth of Field", FIELD);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- /* turn on features */
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- /* place light 0 in the right place */
- glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
- /* remove back faces to speed things up */
- glCullFace(GL_BACK);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glNewList(SPHERE, GL_COMPILE);
- /* make display lists for sphere and cone; for efficiency */
- sphere = gluNewQuadric();
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
- gluSphere(sphere, 20.f, 20, 20);
- gluDeleteQuadric(sphere);
- glEndList();
- glNewList(CONE, GL_COMPILE);
- cone = gluNewQuadric();
- base = gluNewQuadric();
- glRotatef(-90.f, 1.f, 0.f, 0.f);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
- gluDisk(base, 0., 20., 20, 1);
- gluCylinder(cone, 20., 0., 60., 20, 20);
- gluDeleteQuadric(cone);
- gluDeleteQuadric(base);
- glEndList();
- /* load pattern for current 2d texture */
- tex = make_texture(TEXDIM, TEXDIM);
- glTexImage2D(GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_FLOAT, tex);
- free(tex);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }