Merge branch '7.8'
[mesa.git] / progs / redbook / accpersp.c
1 /*
2 * Copyright (c) 1993-1997, Silicon Graphics, Inc.
3 * ALL RIGHTS RESERVED
4 * Permission to use, copy, modify, and distribute this software for
5 * any purpose and without fee is hereby granted, provided that the above
6 * copyright notice appear in all copies and that both the copyright notice
7 * and this permission notice appear in supporting documentation, and that
8 * the name of Silicon Graphics, Inc. not be used in advertising
9 * or publicity pertaining to distribution of the software without specific,
10 * written prior permission.
11 *
12 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
13 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
14 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
15 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
16 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
17 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
18 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
19 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
20 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
21 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
22 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
23 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
24 *
25 * US Government Users Restricted Rights
26 * Use, duplication, or disclosure by the Government is subject to
27 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
28 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
29 * clause at DFARS 252.227-7013 and/or in similar or successor
30 * clauses in the FAR or the DOD or NASA FAR Supplement.
31 * Unpublished-- rights reserved under the copyright laws of the
32 * United States. Contractor/manufacturer is Silicon Graphics,
33 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
34 *
35 * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
36 */
37
38 /* accpersp.c
39 * Use the accumulation buffer to do full-scene antialiasing
40 * on a scene with perspective projection, using the special
41 * routines accFrustum() and accPerspective().
42 */
43 #include <stdlib.h>
44 #include <math.h>
45 #include <GL/glut.h>
46 #include "jitter.h"
47
48 #define PI_ 3.14159265358979323846
49
50 /* accFrustum()
51 * The first 6 arguments are identical to the glFrustum() call.
52 *
53 * pixdx and pixdy are anti-alias jitter in pixels.
54 * Set both equal to 0.0 for no anti-alias jitter.
55 * eyedx and eyedy are depth-of field jitter in pixels.
56 * Set both equal to 0.0 for no depth of field effects.
57 *
58 * focus is distance from eye to plane in focus.
59 * focus must be greater than, but not equal to 0.0.
60 *
61 * Note that accFrustum() calls glTranslatef(). You will
62 * probably want to insure that your ModelView matrix has been
63 * initialized to identity before calling accFrustum().
64 */
65 static void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
66 GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx,
67 GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
68 {
69 GLdouble xwsize, ywsize;
70 GLdouble dx, dy;
71 GLint viewport[4];
72
73 glGetIntegerv (GL_VIEWPORT, viewport);
74
75 xwsize = right - left;
76 ywsize = top - bottom;
77
78 dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus);
79 dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus);
80
81 glMatrixMode(GL_PROJECTION);
82 glLoadIdentity();
83 glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar);
84 glMatrixMode(GL_MODELVIEW);
85 glLoadIdentity();
86 glTranslatef (-eyedx, -eyedy, 0.0);
87 }
88
89 /* accPerspective()
90 *
91 * The first 4 arguments are identical to the gluPerspective() call.
92 * pixdx and pixdy are anti-alias jitter in pixels.
93 * Set both equal to 0.0 for no anti-alias jitter.
94 * eyedx and eyedy are depth-of field jitter in pixels.
95 * Set both equal to 0.0 for no depth of field effects.
96 *
97 * focus is distance from eye to plane in focus.
98 * focus must be greater than, but not equal to 0.0.
99 *
100 * Note that accPerspective() calls accFrustum().
101 */
102 static void accPerspective(GLdouble fovy, GLdouble aspect,
103 GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy,
104 GLdouble eyedx, GLdouble eyedy, GLdouble focus)
105 {
106 GLdouble fov2,left,right,bottom,top;
107
108 fov2 = ((fovy*PI_) / 180.0) / 2.0;
109
110 top = nnear / (cos(fov2) / sin(fov2));
111 bottom = -top;
112
113 right = top * aspect;
114 left = -right;
115
116 accFrustum (left, right, bottom, top, nnear, ffar,
117 pixdx, pixdy, eyedx, eyedy, focus);
118 }
119
120 /* Initialize lighting and other values.
121 */
122 static void init(void)
123 {
124 GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
125 GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
126 GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
127 GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
128
129 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
130 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
131 glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
132 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
133 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
134
135 glEnable(GL_LIGHTING);
136 glEnable(GL_LIGHT0);
137 glEnable(GL_DEPTH_TEST);
138 glShadeModel (GL_FLAT);
139
140 glClearColor(0.0, 0.0, 0.0, 0.0);
141 glClearAccum(0.0, 0.0, 0.0, 0.0);
142 }
143
144 static void displayObjects(void)
145 {
146 GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
147 GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
148 GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
149 GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
150
151 glPushMatrix ();
152 glTranslatef (0.0, 0.0, -5.0);
153 glRotatef (30.0, 1.0, 0.0, 0.0);
154
155 glPushMatrix ();
156 glTranslatef (-0.80, 0.35, 0.0);
157 glRotatef (100.0, 1.0, 0.0, 0.0);
158 glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
159 glutSolidTorus (0.275, 0.85, 16, 16);
160 glPopMatrix ();
161
162 glPushMatrix ();
163 glTranslatef (-0.75, -0.50, 0.0);
164 glRotatef (45.0, 0.0, 0.0, 1.0);
165 glRotatef (45.0, 1.0, 0.0, 0.0);
166 glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
167 glutSolidCube (1.5);
168 glPopMatrix ();
169
170 glPushMatrix ();
171 glTranslatef (0.75, 0.60, 0.0);
172 glRotatef (30.0, 1.0, 0.0, 0.0);
173 glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
174 glutSolidSphere (1.0, 16, 16);
175 glPopMatrix ();
176
177 glPushMatrix ();
178 glTranslatef (0.70, -0.90, 0.25);
179 glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
180 glutSolidOctahedron ();
181 glPopMatrix ();
182
183 glPopMatrix ();
184 }
185
186 #define ACSIZE 8
187
188 static void display(void)
189 {
190 GLint viewport[4];
191 int jitter;
192
193 glGetIntegerv (GL_VIEWPORT, viewport);
194
195 glClear(GL_ACCUM_BUFFER_BIT);
196 for (jitter = 0; jitter < ACSIZE; jitter++) {
197 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
198 accPerspective (50.0,
199 (GLdouble) viewport[2]/(GLdouble) viewport[3],
200 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0);
201 displayObjects ();
202 glAccum(GL_ACCUM, 1.0/ACSIZE);
203 }
204 glAccum (GL_RETURN, 1.0);
205 glFlush();
206 }
207
208 static void reshape(int w, int h)
209 {
210 glViewport(0, 0, (GLsizei) w, (GLsizei) h);
211 }
212
213 /* ARGSUSED1 */
214 static void keyboard(unsigned char key, int x, int y)
215 {
216 switch (key) {
217 case 27:
218 exit(0);
219 break;
220 }
221 }
222
223 /* Main Loop
224 * Be certain you request an accumulation buffer.
225 */
226 int main(int argc, char** argv)
227 {
228 glutInit(&argc, argv);
229 glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
230 | GLUT_ACCUM | GLUT_DEPTH);
231 glutInitWindowSize (250, 250);
232 glutInitWindowPosition (100, 100);
233 glutCreateWindow (argv[0]);
234 init();
235 glutReshapeFunc(reshape);
236 glutDisplayFunc(display);
237 glutKeyboardFunc(keyboard);
238 glutMainLoop();
239 return 0;
240 }