/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/* accum.c
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
void myinit(void);
void loaddxdy(void);
void CALLBACK display(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
GLsizei width, height;
void myinit(void)
{
GLfloat ambient[] = { 0.4, 0.4, 0.4, 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, 2.0, 2.0, 0.0 };
GLfloat mat_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 };
GLfloat mat_specular[] = { 0.9, 0.9, 0.9, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glClearAccum(0.0, 0.0, 0.0, 0.0);
}
#define ACSIZE 16
GLfloat dx[ACSIZE], dy[ACSIZE];
GLfloat jitter3[3][2] = {
{0.5, 0.5},
{1.35899e-05, 0.230369},
{0.000189185, 0.766878},
};
GLfloat jitter11[11][2] = {
{0.5, 0.5}, {0.406537, 0.135858},
{0.860325, 0.968558}, {0.680141, 0.232877},
{0.775694, 0.584871}, {0.963354, 0.309056},
{0.593493, 0.864072}, {0.224334, 0.415055},
{0.0366643, 0.690884}, {0.139685, 0.0313988},
{0.319861, 0.767097},
};
GLfloat jitter16[16][2] = {
{0.4375, 0.4375}, {0.1875, 0.5625},
{0.9375, 1.1875}, {0.4375, 0.9375-1},
{0.6875, 0.5625}, {0.1875, 0.0625},
{0.6875, 0.3125}, {0.1875, 0.3125},
{0.4375, 0.1875}, {0.9375-1, 0.4375},
{0.6875, 0.8125}, {0.4375, 0.6875},
{0.6875, 0.0625}, {0.9375, 0.9375},
{1.1875, 0.8125}, {0.9375, 0.6875},
};
GLfloat jitter29[29][2] = {
{0.5, 0.5}, {0.498126, 0.141363},
{0.217276, 0.651732}, {0.439503, 0.954859},
{0.734171, 0.836294}, {0.912454, 0.79952},
{0.406153, 0.671156}, {0.0163892, 0.631994},
{0.298064, 0.843476}, {0.312025, 0.0990405},
{0.98135, 0.965697}, {0.841999, 0.272378},
{0.559348, 0.32727}, {0.809331, 0.638901},
{0.632583, 0.994471}, {0.00588314, 0.146344},
{0.713365, 0.437896}, {0.185173, 0.246584},
{0.901735, 0.474544}, {0.366423, 0.296698},
{0.687032, 0.188184}, {0.313256, 0.472999},
{0.543195, 0.800044}, {0.629329, 0.631599},
{0.818263, 0.0439354}, {0.163978, 0.00621497},
{0.109533, 0.812811}, {0.131325, 0.471624},
{0.0196755, 0.331813},
};
GLfloat jitter90[90][2] = {
{0.5, 0.5}, {0.784289, 0.417355},
{0.608691, 0.678948}, {0.546538, 0.976002},
{0.972245, 0.270498}, {0.765121, 0.189392},
{0.513193, 0.743827}, {0.123709, 0.874866},
{0.991334, 0.745136}, {0.56342, 0.0925047},
{0.662226, 0.143317}, {0.444563, 0.928535},
{0.248017, 0.981655}, {0.100115, 0.771923},
{0.593937, 0.559383}, {0.392095, 0.225932},
{0.428776, 0.812094}, {0.510615, 0.633584},
{0.836431, 0.00343328}, {0.494037, 0.391771},
{0.617448, 0.792324}, {0.688599, 0.48914},
{0.530421, 0.859206}, {0.0742278, 0.665344},
{0.979388, 0.626835}, {0.183806, 0.479216},
{0.151222, 0.0803998}, {0.476489, 0.157863},
{0.792675, 0.653531}, {0.0990416, 0.267284},
{0.776667, 0.303894}, {0.312904, 0.296018},
{0.288777, 0.691008}, {0.460097, 0.0436075},
{0.594323, 0.440751}, {0.876296, 0.472043},
{0.0442623, 0.0693901}, {0.355476, 0.00442787},
{0.391763, 0.361327}, {0.406994, 0.696053},
{0.708393, 0.724992}, {0.925807, 0.933103},
{0.850618, 0.11774}, {0.867486, 0.233677},
{0.208805, 0.285484}, {0.572129, 0.211505},
{0.172931, 0.180455}, {0.327574, 0.598031},
{0.685187, 0.372379}, {0.23375, 0.878555},
{0.960657, 0.409561}, {0.371005, 0.113866},
{0.29471, 0.496941}, {0.748611, 0.0735321},
{0.878643, 0.34504}, {0.210987, 0.778228},
{0.692961, 0.606194}, {0.82152, 0.8893},
{0.0982095, 0.563104}, {0.214514, 0.581197},
{0.734262, 0.956545}, {0.881377, 0.583548},
{0.0560485, 0.174277}, {0.0729515, 0.458003},
{0.719604, 0.840564}, {0.325388, 0.7883},
{0.26136, 0.0848927}, {0.393754, 0.467505},
{0.425361, 0.577672}, {0.648594, 0.0248658},
{0.983843, 0.521048}, {0.272936, 0.395127},
{0.177695, 0.675733}, {0.89175, 0.700901},
{0.632301, 0.908259}, {0.782859, 0.53611},
{0.0141421, 0.855548}, {0.0437116, 0.351866},
{0.939604, 0.0450863}, {0.0320883, 0.962943},
{0.341155, 0.895317}, {0.952087, 0.158387},
{0.908415, 0.820054}, {0.481435, 0.281195},
{0.675525, 0.25699}, {0.585273, 0.324454},
{0.156488, 0.376783}, {0.140434, 0.977416},
{0.808155, 0.77305}, {0.282973, 0.188937},
};
void loaddxdy(void)
{
long i;
for (i = 0; i < ACSIZE; i++) {
dx[i] = jitter16[i][0]*10/width;
dy[i] = jitter16[i][1]*10/height;
}
}
void CALLBACK display(void)
{
int i;
glClear(GL_ACCUM_BUFFER_BIT);
loaddxdy();
for (i = 0; i < (ACSIZE); i++) {
//printf("Pass %d\n", i);
glPushMatrix();
glTranslatef(dx[i], dy[i], 0.0);
glRotatef(45.0, 1.0, 1.0, 1.0);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
auxSolidTeapot(1.0);
glPopMatrix();
glAccum(GL_ACCUM, 1.0/(ACSIZE));
glFlush();
auxSwapBuffers();
}
//printf("final job\n");
glAccum(GL_RETURN, 1.0);
//printf("done\n");
glFlush();
auxSwapBuffers();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if(!h) return;
width = w; height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-3.0, 3.0, -3.0*(GLfloat) h/(GLfloat) w,
3.0*(GLfloat) h/(GLfloat) w, -15.0, 15.0);
else
glOrtho(-3.0*(GLfloat) w/(GLfloat) h,
3.0*(GLfloat) w/(GLfloat) h, -3.0, 3.0, -15.0, 15.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_DOUBLE | AUX_RGB
| AUX_ACCUM | AUX_DEPTH16);
auxInitPosition (0, 0, 300, 300);
auxInitWindow ("Accumulation Buffer");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}