/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* accanti.c */ #include "glos.h" #include #include #include #include "jitter.h" void myinit(void); void CALLBACK myReshape(GLsizei w, GLsizei h); void CALLBACK display(void); /* Initialize lighting and other values. */ void myinit(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); glDepthFunc(GL_LESS); 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); } 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 (); 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); auxSolidTorus (0.275, 0.85); 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); auxSolidCube (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); auxSolidSphere (1.0); glPopMatrix (); glPushMatrix (); glTranslatef (0.70, -0.90, 0.25); glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse); auxSolidOctahedron (1.0); glPopMatrix (); glPopMatrix (); } #define ACSIZE 8 void CALLBACK 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); glPushMatrix (); /* Note that 4.5 is the distance in world space between * left and right and bottom and top. * This formula converts fractional pixel movement to * world coordinates. */ glTranslatef (j8[jitter].x*4.5/viewport[2], j8[jitter].y*4.5/viewport[3], 0.0); displayObjects (); glPopMatrix (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0); else glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH16); auxInitPosition (0, 0, 250, 250); auxInitWindow ("Jittering - Orthographic"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }