#define _USE_MATH_DEFINES
#define ACSIZE 8
#include <iostream>
#include <cmath>
#include "glut.h"
GLuint teapotList;
struct point
{
GLfloat x, y;
};
//
//
point j8[] =
{
{ -0.334818, 0.435331 },
{ 0.286438, -0.393495 },
{ 0.459462, 0.141540 },
{ -0.414498, -0.192829 },
{ -0.183790, 0.082102 },
{ -0.079263, -0.317383 },
{ 0.102254, 0.299133 },
{ 0.164216, -0.054399 }
};
int index = 50;
int quality = ACSIZE;
void accFrustsum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar, GLdouble pixdx,
GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
GLdouble xwsize, ywsize;
GLdouble dx, dy;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
xwsize = right - left;
ywsize = top - bottom;
dx = -(pixdx*xwsize / (GLdouble)viewport[2] + eyedx*zNear / focus);
dy = -(pixdy*ywsize / (GLdouble)viewport[3] + eyedy*zNear / focus);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left + dx, right + dx, bottom + dy, top + dy, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-eyedx, eyedy, 0.0);
}
void accPerspective(GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar, GLdouble pixdx,
GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
GLdouble fov2, left, right, bottom, top;
fov2 = ((fovy*M_PI) / 180) * 2;
top = zNear / (cosf(fov2) / sinf(fov2));
bottom = -top;
right = top * aspect;
left = -right;
accFrustsum(left, right, bottom, top, zNear, zFar, pixdx, pixdy, eyedx, eyedy, focus);
}
void init(void)
{
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearAccum(0.0, 0.0, 0.0, 0.0);
}
void displayObjects(void)
{
GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
glPushMatrix();
glTranslatef(0.0, 0.0, -5.0);
glRotatef(30.0, 1.0, 0.0, 0.0);
glPushMatrix();
glTranslatef(-0.80, 0.35, 0.0);
glRotatef(100.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
glutSolidTorus(0.275, 0.85, 16, 16);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.75, -0.50, 0.0);
glRotatef(45.0, 0.0, 0.0, 1.0);
glRotatef(45.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
glutSolidCube(1.5);
glPopMatrix();
glPushMatrix();
glTranslatef(0.75, 0.60, 0.0);
glRotatef(30.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
glutSolidSphere(1.0, 16, 16);
glPopMatrix();
glPushMatrix();
glTranslatef(0.70, -0.90, 0.25);
glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
glutSolidOctahedron();
glPopMatrix();
glPopMatrix();
}
void display(void)
{
GLint viewport[4];
int jitter;
glGetIntegerv(GL_VIEWPORT, viewport);
glClear(GL_ACCUM_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
accPerspective(index,
(GLdouble)viewport[2] / (GLdouble)viewport[3],
1.0, 15.0, j8[quality].x, j8[quality].y, 0.0, 0.0, 5.0);
displayObjects();
glAccum(GL_ACCUM, 1.0 / ACSIZE);
glAccum(GL_RETURN, ACSIZE / quality );
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
}
void keyPressed(int key, int x, int y) {
if (key == GLUT_KEY_LEFT)
{
index++;
display();
}
else if (key == GLUT_KEY_RIGHT)
{
index--;
display();
}
else if (key == GLUT_KEY_PAGE_UP)
{
quality++;
display();
}
else if (key == GLUT_KEY_PAGE_DOWN)
{
if (quality > 1)
quality--;
display();
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB
| GLUT_ACCUM | GLUT_DEPTH);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutSpecialFunc(keyPressed);
glutMainLoop();
return 0;
}