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📄 dof.c

📁 OpenGL学习资料
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/* * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 <GL/glut.h>#include <stdlib.h>#include <math.h>#include "jitter.h"#define PI_ 3.14159265358979323846GLuint 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;}

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