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authorTed Jump <tjump@users.sourceforge.net>1999-09-17 02:40:51 +0000
committerTed Jump <tjump@users.sourceforge.net>1999-09-17 02:40:51 +0000
commit83c02efa520eb2f8b3f5430be47bcd9c9749b30f (patch)
tree7e64e011d244460c4c7f3c6e177727249070c81e /progs/redbook/dof.c
parent74783e9936c59b8098f769061c6b216cad73edcf (diff)
Added ESC key handling
Diffstat (limited to 'progs/redbook/dof.c')
-rw-r--r--progs/redbook/dof.c91
1 files changed, 52 insertions, 39 deletions
diff --git a/progs/redbook/dof.c b/progs/redbook/dof.c
index 166ca9e62f..6673dc2d54 100644
--- a/progs/redbook/dof.c
+++ b/progs/redbook/dof.c
@@ -3,14 +3,14 @@
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
- * ALL RIGHTS RESERVED
- * Permission to use, copy, modify, and distribute this software for
+ * 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
+ * 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.
+ * 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,
@@ -24,8 +24,8 @@
* 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
+ *
+ * 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
@@ -55,35 +55,35 @@
/* accFrustum()
* The first 6 arguments are identical to the glFrustum() call.
- *
- * pixdx and pixdy are anti-alias jitter in pixels.
+ *
+ * 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.
+ * 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 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
+ * 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,
+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 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);
@@ -93,20 +93,20 @@ void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
}
/* accPerspective()
- *
+ *
* The first 4 arguments are identical to the gluPerspective() call.
- * pixdx and pixdy are anti-alias jitter in pixels.
+ * 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.
+ * 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 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,
+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;
@@ -128,7 +128,7 @@ 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 };
@@ -138,7 +138,7 @@ void myinit(void)
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);
@@ -155,18 +155,18 @@ void myinit(void)
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,
+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;
+ 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;
+ 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);
@@ -175,9 +175,9 @@ void renderTeapot (GLfloat x, GLfloat y, GLfloat z,
glPopMatrix();
}
-/* display() draws 5 teapots into the accumulation buffer
+/* 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
+ * 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
@@ -192,8 +192,8 @@ void display(void)
for (jitter = 0; jitter < 8; jitter++) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- accPerspective (45.0,
- (GLdouble) viewport[2]/(GLdouble) viewport[3],
+ 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 */
@@ -203,9 +203,9 @@ void display(void)
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,
+ 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,
+ 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);
}
@@ -219,8 +219,21 @@ 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,
+ * Open window with initial window size, title bar,
* RGBA display mode, depth buffer, and handle input events.
*/
int main(int argc, char** argv)
@@ -232,7 +245,7 @@ int main(int argc, char** argv)
myinit();
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
+ glutKeyboardFunc(key);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
-