/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* dofnot.c
* This program demonstrates the same scene as dof.c, but
* without use of the accumulation buffer, so everything
* is in focus.
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <GL/glaux.h>
void myinit(void);
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);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);
void myinit(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 };
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
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)
{
float mat[3];
glPushMatrix();
glTranslatef (x, y, z);
mat[0] = ambr; mat[1] = ambg; mat[2] = ambb;
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);
auxSolidTeapot(0.5);
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 CALLBACK display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
/* 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);
glPopMatrix ();
glFlush();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (45.0, (GLfloat) w/(GLfloat) h,
1.0, 15.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, depth buffer, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (0, 0, 400, 400);
auxInitWindow ("Depth-of-Field");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}