⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 accanti.c

📁 红宝书
💻 C
字号:
/* * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//*  accanti.c *  Use the accumulation buffer to do full-scene antialiasing *  on a scene with orthographic parallel projection. */#include <GL/glut.h>#include <stdlib.h>#include "jitter.h"/*  Initialize lighting and other values. */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);}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);   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	8void 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 reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) 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);   glLoadIdentity();}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}/*  Main Loop *  Be certain to 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; }

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -