#!/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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. # 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)