#!/usr/bin/python # (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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 # from opengl import * import time execfile("jitter.py"); # # # def myinit() : mat_ambient = newfv4(1.0,1.0,1.0,1.0); mat_specular = newfv4(1.0,1.0,1.0,1.0); light_position = newfv4(0.0,0.0,10.0,1.0); lm_ambient = newfv4(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); glDepthFunc(GL_LESS); 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); def displayObjects() : torus_diffuse = newfv4(0.7,0.7,0.0,1.0); cube_diffuse = newfv4(0.0,0.7,0.7,1.0); sphere_diffuse = newfv4(0.7,0.0,0.7,1.0); octa_diffuse = newfv4(0.7,0.4,0.4,1.0); glPushMatrix(); 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); auxSolidTorus(0.275, 0.85); 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); auxSolidCube(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); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(0.70, -0.90, 0.25); glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse); auxSolidOctahedron(1.0); glPopMatrix(); glPopMatrix (); ACSIZE = 8; def reshape(w,h): glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h): glOrtho(-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0); else: glOrtho(-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); def display(): viewport = array_int(4); glGetIntegerv(GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); for jitter in range(0,ACSIZE): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(j8[jitter][0]*4.5/get_int(viewport,2),\ j8[jitter][1]*4.5/get_int(viewport,3), 0.0); displayObjects(); glPopMatrix(); glAccum(GL_ACCUM, 1.0/ACSIZE); glAccum(GL_RETURN, 1.0); glFlush(); auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH); auxInitPosition (0, 0, 400, 400); auxInitWindow ("accanti"); myinit(); reshape(400,400); display(); time.sleep(15)