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-/*
- * Copyright (c) 1993-1997, 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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
-
-/* accpersp.c
- * Use the accumulation buffer to do full-scene antialiasing
- * on a scene with perspective projection, using the special
- * routines accFrustum() and accPerspective().
- */
-#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().
- */
-static 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().
- */
-static 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);
-}
-
-/* Initialize lighting and other values.
- */
-static void init(void)
-{
- GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
- GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
-
- glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
- glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- glShadeModel (GL_FLAT);
-
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClearAccum(0.0, 0.0, 0.0, 0.0);
-}
-
-static void displayObjects(void)
-{
- GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
- GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
- GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
- GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
-
- glPushMatrix ();
- glTranslatef (0.0, 0.0, -5.0);
- glRotatef (30.0, 1.0, 0.0, 0.0);
-
- glPushMatrix ();
- glTranslatef (-0.80, 0.35, 0.0);
- glRotatef (100.0, 1.0, 0.0, 0.0);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
- glutSolidTorus (0.275, 0.85, 16, 16);
- glPopMatrix ();
-
- glPushMatrix ();
- glTranslatef (-0.75, -0.50, 0.0);
- glRotatef (45.0, 0.0, 0.0, 1.0);
- glRotatef (45.0, 1.0, 0.0, 0.0);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
- glutSolidCube (1.5);
- glPopMatrix ();
-
- glPushMatrix ();
- glTranslatef (0.75, 0.60, 0.0);
- glRotatef (30.0, 1.0, 0.0, 0.0);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
- glutSolidSphere (1.0, 16, 16);
- glPopMatrix ();
-
- glPushMatrix ();
- glTranslatef (0.70, -0.90, 0.25);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
- glutSolidOctahedron ();
- glPopMatrix ();
-
- glPopMatrix ();
-}
-
-#define ACSIZE 8
-
-static void display(void)
-{
- GLint viewport[4];
- int jitter;
-
- glGetIntegerv (GL_VIEWPORT, viewport);
-
- glClear(GL_ACCUM_BUFFER_BIT);
- for (jitter = 0; jitter < ACSIZE; jitter++) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- accPerspective (50.0,
- (GLdouble) viewport[2]/(GLdouble) viewport[3],
- 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0);
- displayObjects ();
- glAccum(GL_ACCUM, 1.0/ACSIZE);
- }
- glAccum (GL_RETURN, 1.0);
- glFlush();
-}
-
-static void reshape(int w, int h)
-{
- glViewport(0, 0, (GLsizei) w, (GLsizei) h);
-}
-
-/* ARGSUSED1 */
-static 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 (250, 250);
- glutInitWindowPosition (100, 100);
- glutCreateWindow (argv[0]);
- init();
- glutReshapeFunc(reshape);
- glutDisplayFunc(display);
- glutKeyboardFunc(keyboard);
- glutMainLoop();
- return 0;
-}