www.pudn.com > openglbk.rar > dof.c


/* 
 * Copyright (c) 1993-1999, 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 * Unpublished-- rights reserved under the copyright laws of the 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. 
 */ 
 
/* 
 *  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  
#include  
#include  
#include "jitter.h" 
 
#define PI_ 3.14159265358979323846 
 
GLuint teapotList; 
 
/* 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 zNear, GLdouble zFar, 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*zNear/focus); 
   dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*zNear/focus); 
	 
   glMatrixMode(GL_PROJECTION); 
   glLoadIdentity(); 
   glFrustum (left + dx, right + dx, bottom + dy, top + dy, zNear, zFar); 
   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 zNear, GLdouble zFar, GLdouble pixdx, GLdouble pixdy,  
   GLdouble eyedx, GLdouble eyedy, GLdouble focus) 
{ 
   GLdouble fov2,left,right,bottom,top; 
 
   fov2 = ((fovy*PI_) / 180.0) / 2.0; 
 
   top = zNear / (cos(fov2) / sin(fov2)); 
   bottom = -top; 
 
   right = top * aspect; 
   left = -right; 
 
   accFrustum (left, right, bottom, top, zNear, zFar, 
               pixdx, pixdy, eyedx, eyedy, focus); 
} 
 
void init(void) 
{ 
   GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; 
   GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; 
   GLfloat specular[] = { 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 }; 
 
   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); 
   glEnable(GL_DEPTH_TEST); 
 
   glClearColor(0.0, 0.0, 0.0, 0.0); 
   glClearAccum(0.0, 0.0, 0.0, 0.0);  
/*  make teapot display list */ 
   teapotList = glGenLists(1); 
   glNewList (teapotList, GL_COMPILE); 
   glutSolidTeapot (0.5); 
   glEndList (); 
} 
 
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) 
{ 
   GLfloat 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); 
   glCallList(teapotList); 
   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 reshape(int w, int h) 
{ 
   glViewport(0, 0, (GLsizei) w, (GLsizei) h); 
} 
 
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 (400, 400); 
   glutInitWindowPosition (100, 100); 
   glutCreateWindow (argv[0]); 
   init(); 
   glutReshapeFunc(reshape); 
   glutDisplayFunc(display); 
   glutKeyboardFunc(keyboard); 
   glutMainLoop(); 
   return 0; 
}