#!./python
# (c) Copyright 1993, Silicon Graphics, Inc.
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#
# 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# Unpublished-- rights reserved under the copyright laws of the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.
from opengl import *
import time
import math
execfile("jitter.py");
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, near, far, pixdx, \
pixdy, eyedx, eyedy, focus):
viewport = array_int(4);
glGetIntegerv (GL_VIEWPORT, viewport);
xwsize = right - left;
ywsize = top - bottom;
dx = -(pixdx*xwsize/(1.0*get_int(viewport,2)) + eyedx*near/focus);
dy = -(pixdy*ywsize/(1.0*get_int(viewport,3)) + eyedy*near/focus);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum (left + dx, right + dx, bottom + dy, top + dy, near, far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef (-eyedx, -eyedy, 0.0);
free(viewport);
# 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, near, far, pixdx, pixdy, eyedx, eyedy, focus):
fov2 = ((fovy*PI_) / 180.0) / 2.0;
top = near / (math.cos(fov2) / math.sin(fov2));
bottom = -top;
right = top * aspect;
left = -right;
accFrustum (left, right, bottom, top, near, far,pixdx, pixdy, eyedx, eyedy, focus);
def myinit():
ambient = newfv4(0.0, 0.0, 0.0, 1.0);
diffuse = newfv4( 1.0, 1.0, 1.0, 1.0 );
specular = newfv4( 1.0, 1.0, 1.0, 1.0 );
position = newfv4( 0.0, 3.0, 3.0, 0.0 );
lmodel_ambient = newfv4( 0.2, 0.2, 0.2, 1.0);
local_view = newfv4( 0.0,0.0,0.0,0.0);
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);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearAccum(0.0, 0.0, 0.0, 0.0);
def renderTeapot ( x, y, z, ambr, ambg, ambb, difr, difg, difb, \
specr, specg, specb, shine) :
mat = newfv4(0,0,0,0);
glPushMatrix();
glTranslatef (x, y, z);
setfv4(mat,ambr,ambg,ambb,1.0);
glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
setfv4(mat,difr,difg,difb,1.0);
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
setfv4(mat,specr,specg,specb,1.0);
glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
auxSolidTeapot(0.5);
glPopMatrix();
free(mat);
# 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
#
def display():
viewport = array_int(4);
glGetIntegerv (GL_VIEWPORT, viewport);
glClear(GL_ACCUM_BUFFER_BIT);
for jitter in range(0,8):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
accPerspective (45.0, 1.0*get_int(viewport,2)/get_int(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, .25);
glAccum (GL_ACCUM, 0.125);
glAccum (GL_RETURN, 1.0);
glFlush();
free(viewport);
def myReshape(w,h):
glViewport(0, 0, w, h);
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH);
auxInitPosition (0, 0, 400, 400);
auxInitWindow ("dof");
myinit();
myReshape(400,400);
display();
time.sleep(15)
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