#/* # * 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ # #/* accpersp.c # * Use the accumulation buffer to do full-scene antialiasing # * on a scene with perspective projection, using the special # * routines accFrustum() and accPerspective(). # */ require "opengl" require "glut" $LOAD_PATH.push(File.dirname($0)) # Find jitter in script directory PI_=3.14159265358979323846 #/* 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(). # */ def accFrustum(left, right, bottom, top, nnear, ffar, pixdx, pixdy, eyedx, eyedy, focus) viewport = GL::GetDoublev(GL::VIEWPORT); xwsize = right - left; ywsize = top - bottom; dx = -(pixdx*xwsize/viewport[2] + eyedx*nnear/focus); dy = -(pixdy*ywsize/viewport[3] + eyedy*nnear/focus); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); GL::Frustum(left + dx, right + dx, bottom + dy, top + dy, nnear, ffar); GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); GL::Translate(-eyedx, -eyedy, 0.0); end #/* 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(). # */ def accPerspective(fovy, aspect, nnear, ffar, pixdx, pixdy, eyedx, eyedy, focus) fov2 = ((fovy*PI_) / 180.0) / 2.0; top = nnear / (Math::cos(fov2) / Math::sin(fov2)); bottom = -top; right = top * aspect; left = -right; accFrustum(left, right, bottom, top, nnear, ffar, pixdx, pixdy, eyedx, eyedy, focus); end #/* Initialize lighting and other values. # */ def init 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::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::Translate(0.0, 0.0, -5.0); 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); accPerspective(50.0, viewport[2]/ viewport[3], 1.0, 15.0, $j8[jitter][0], $j8[jitter][1], 0.0, 0.0, 1.0); displayObjects(); GL::Accum(GL::ACCUM, 1.0/ACSIZE); end GL::Accum(GL::RETURN, 1.0); GL::Flush(); } reshape = proc {|w, h| GL::Viewport(0, 0, w, h); } # /* ARGSUSED1 */ keyboard = proc {|key, x, y| case (key) when 27 exit(0); end } #/* Main Loop # * Be certain you request an accumulation buffer. # */ GLUT.Init GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::ACCUM | GLUT::DEPTH); GLUT::InitWindowSize(250, 250); GLUT::InitWindowPosition(100, 100); GLUT::CreateWindow($0) init(); GLUT::ReshapeFunc(reshape); GLUT::DisplayFunc(display); GLUT::KeyboardFunc(keyboard); GLUT::MainLoop();