# #/* Copyright (c) Mark J. Kilgard, 1994. */ # #/* # * (c) Copyright 1993, 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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(TM) is a trademark of Silicon Graphics, Inc. # */ #/* accanti.c # */ require "opengl" require "glut" $LOAD_PATH.push(File.dirname($0)) # Find jitter in script directory #/* Initialize lighting and other values. # */ def myinit mat_ambient = [ 1.0, 1.0, 1.0, 1.0 ]; mat_specular = [ 1.0, 1.0, 1.0, 1.0 ]; light_position = [ 0.0, 0.0, 10.0, 1.0 ]; lm_ambient = [ 0.2, 0.2, 0.2, 1.0 ]; GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, 50.0); GL::Light(GL::LIGHT0, GL::POSITION, light_position); GL::LightModel(GL::LIGHT_MODEL_AMBIENT, lm_ambient); GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::DepthFunc(GL::LESS); GL::Enable(GL::DEPTH_TEST); GL::ShadeModel(GL::FLAT); GL::ClearColor(0.0, 0.0, 0.0, 0.0); GL::ClearAccum(0.0, 0.0, 0.0, 0.0); end def displayObjects torus_diffuse = [ 0.7, 0.7, 0.0, 1.0 ]; cube_diffuse = [ 0.0, 0.7, 0.7, 1.0 ]; sphere_diffuse = [ 0.7, 0.0, 0.7, 1.0 ]; octa_diffuse = [ 0.7, 0.4, 0.4, 1.0 ]; GL::PushMatrix(); GL::Rotate(30.0, 1.0, 0.0, 0.0); GL::PushMatrix(); GL::Translate(-0.80, 0.35, 0.0); GL::Rotate(100.0, 1.0, 0.0, 0.0); GL::Material(GL::FRONT, GL::DIFFUSE, torus_diffuse); GLUT::SolidTorus(0.275, 0.85, 16, 16); GL::PopMatrix(); GL::PushMatrix(); GL::Translate(-0.75, -0.50, 0.0); GL::Rotate(45.0, 0.0, 0.0, 1.0); GL::Rotate(45.0, 1.0, 0.0, 0.0); GL::Material(GL::FRONT, GL::DIFFUSE, cube_diffuse); GLUT::SolidCube(1.5); GL::PopMatrix(); GL::PushMatrix(); GL::Translate(0.75, 0.60, 0.0); GL::Rotate(30.0, 1.0, 0.0, 0.0); GL::Material(GL::FRONT, GL::DIFFUSE, sphere_diffuse); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); GL::PushMatrix(); GL::Translate(0.70, -0.90, 0.25); GL::Material(GL::FRONT, GL::DIFFUSE, octa_diffuse); GLUT::SolidOctahedron(); GL::PopMatrix(); GL::PopMatrix(); end ACSIZE=8 display = proc { viewport = GL::GetDoublev(GL::VIEWPORT); GL::Clear(GL::ACCUM_BUFFER_BIT); for jitter in 0...ACSIZE GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL::PushMatrix(); #/* 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. # */ GL::Translate($j8[jitter][0]*4.5/viewport[2], $j8[jitter][1]*4.5/viewport[3], 0.0); displayObjects(); GL::PopMatrix(); GL::Accum(GL::ACCUM, 1.0/ACSIZE); end GL::Accum(GL::RETURN, 1.0); GL::Flush(); } myReshape = proc {|w, h| GL::Viewport(0, 0, w, h); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); if (w <= h) GL::Ortho(-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0); else GL::Ortho(-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0); end GL::MatrixMode(GL::MODELVIEW); } # /* Main Loop # * Open window with initial window size, title bar, # * RGBA display mode, and handle input events. # */ GLUT.Init GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::ACCUM | GLUT::DEPTH); GLUT::InitWindowSize(250, 250); GLUT::CreateWindow($0) myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();