# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/* # * dof.c # * This program demonstrates use of the accumulation buffer to # * create an out-of-focus depth-of-field effect. The teapots # * are drawn several times into the accumulation buffer. The # * viewing volume is jittered, except at the focal point, where # * the viewing volume is at the same position, each time. In # * this case, the gold teapot remains in focus. # */ require "opengl" require "glut" require "jitter" 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 def myinit ambient = [ 0.0, 0.0, 0.0, 1.0 ]; diffuse = [ 1.0, 1.0, 1.0, 1.0 ]; position = [ 0.0, 3.0, 3.0, 0.0 ]; lmodel_ambient = [ 0.2, 0.2, 0.2, 1.0 ]; local_view = [ 0.0 ]; GL::Enable(GL::DEPTH_TEST); GL::DepthFunc(GL::LESS); GL::Light(GL::LIGHT0, GL::AMBIENT, ambient); GL::Light(GL::LIGHT0, GL::DIFFUSE, diffuse); GL::Light(GL::LIGHT0, GL::POSITION, position); GL::LightModel(GL::LIGHT_MODEL_AMBIENT, lmodel_ambient); GL::LightModel(GL::LIGHT_MODEL_LOCAL_VIEWER, local_view); GL::FrontFace(GL::CW); GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::Enable(GL::AUTO_NORMAL); GL::Enable(GL::NORMALIZE); GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); GL::ClearColor(0.0, 0.0, 0.0, 0.0); GL::ClearAccum(0.0, 0.0, 0.0, 0.0); end def renderTeapot (x, y, z, ambr, ambg, ambb, difr, difg, difb, specr, specg, specb, shine) GL::PushMatrix(); GL::Translate(x, y, z); mat = [] mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0; GL::Material(GL::FRONT, GL::AMBIENT, mat); mat[0] = difr; mat[1] = difg; mat[2] = difb; GL::Material(GL::FRONT, GL::DIFFUSE, mat); mat[0] = specr; mat[1] = specg; mat[2] = specb; GL::Material(GL::FRONT, GL::SPECULAR, mat); GL::Material(GL::FRONT, GL::SHININESS, shine*128.0); GLUT::SolidTeapot(0.5); GL::PopMatrix(); end #/* 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 # */ display = proc { viewport = GL::GetDoublev(GL::VIEWPORT); GL::Clear(GL::ACCUM_BUFFER_BIT); for jitter in 0...8 GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); accPerspective(45.0, viewport[2]/ viewport[3], 1.0, 15.0, 0.0, 0.0, 0.33*$j8[jitter][0], 0.33*$j8[jitter][1], 5.0); #/* 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, 0.25); GL::Accum(GL::ACCUM, 0.125); end GL::Accum(GL::RETURN, 1.0); GL::Flush(); } myReshape = proc {|w, h| GL::Viewport(0, 0, w, h); } #/* Main Loop # * Open window with initial window size, title bar, # * RGBA display mode, depth buffer, and handle input events. # */ GLUT::Init(); GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::ACCUM | GLUT::DEPTH); GLUT::CreateWindow() myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();