?? motionblur.c
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/* motionblur.c - by Tom McReynolds, SGI */
/* Using the accumulation buffer for motion blur. */
#include <glut.h>
#include <stdlib.h>
#include <stdio.h>
const GLdouble FRUSTDIM = 100.f;
const GLdouble FRUSTNEAR = 320.f;
const GLdouble FRUSTFAR = 660.f;
/*
** Create a single component texture map
*/
GLfloat *make_texture(int maxs, int maxt)
{
int s, t;
static GLfloat *texture;
texture = (GLfloat *)malloc(maxs * maxt * sizeof(GLfloat));
for(t = 0; t < maxt; t++) {
for(s = 0; s < maxs; s++) {
texture[s + maxs * t] = ((s >> 4) & 0x1) ^ ((t >> 4) & 0x1);
}
}
return texture;
}
enum {SPHERE = 1, CONE};
void
render(GLfloat dx, GLfloat dy, GLfloat dz)
{
/* material properties for objects in scene */
static GLfloat wall_mat[] = {1.f, 1.f, 1.f, 1.f};
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
/*
** Note: wall verticies are ordered so they are all front facing
** this lets me do back face culling to speed things up.
*/
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat);
/* floor */
/* make the floor textured */
glEnable(GL_TEXTURE_2D);
/*
** Since we want to turn texturing on for floor only, we have to
** make floor a separate glBegin()/glEnd() sequence. You can't
** turn texturing on and off between begin and end calls
*/
glBegin(GL_QUADS);
glNormal3f(0.f, 1.f, 0.f);
glTexCoord2i(0, 0);
glVertex3f(-100.f, -100.f, -320.f);
glTexCoord2i(1, 0);
glVertex3f( 100.f, -100.f, -320.f);
glTexCoord2i(1, 1);
glVertex3f( 100.f, -100.f, -640.f);
glTexCoord2i(0, 1);
glVertex3f(-100.f, -100.f, -640.f);
glEnd();
glDisable(GL_TEXTURE_2D);
/* walls */
glBegin(GL_QUADS);
/* left wall */
glNormal3f(1.f, 0.f, 0.f);
glVertex3f(-100.f, -100.f, -320.f);
glVertex3f(-100.f, -100.f, -640.f);
glVertex3f(-100.f, 100.f, -640.f);
glVertex3f(-100.f, 100.f, -320.f);
/* right wall */
glNormal3f(-1.f, 0.f, 0.f);
glVertex3f( 100.f, -100.f, -320.f);
glVertex3f( 100.f, 100.f, -320.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f( 100.f, -100.f, -640.f);
/* ceiling */
glNormal3f(0.f, -1.f, 0.f);
glVertex3f(-100.f, 100.f, -320.f);
glVertex3f(-100.f, 100.f, -640.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f( 100.f, 100.f, -320.f);
/* back wall */
glNormal3f(0.f, 0.f, 1.f);
glVertex3f(-100.f, -100.f, -640.f);
glVertex3f( 100.f, -100.f, -640.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f(-100.f, 100.f, -640.f);
glEnd();
glPushMatrix();
glTranslatef(-80.f + dx, -60.f + dy, -420.f + dz);
glCallList(SPHERE);
glPopMatrix();
glPushMatrix();
glTranslatef(-20.f, -80.f, -600.f);
glCallList(CONE);
glPopMatrix();
if(glGetError()) /* to catch programming errors; should never happen */
printf("Oops! I screwed up my OpenGL calls somewhere\n");
glFlush(); /* high end machines may need this */
}
enum {NONE, FIELD};
int rendermode = NONE;
void
menu(int selection)
{
rendermode = selection;
glutPostRedisplay();
}
GLdouble focus = 420.;
/* Called when window needs to be redrawn */
void redraw(void)
{
int i;
int max;
GLfloat dx, dy, dz;
dx = .5f;
dy = 1.f;
dz = -2.f;
glPushMatrix();
switch(rendermode) {
case NONE:
render(0.f, 0.f, 0.f);
break;
case FIELD:
max = 16;
glClear(GL_ACCUM_BUFFER_BIT);
for(i = 0; i < max; i++) {
render(dx * i, dy * i, dz * i);
glAccum(GL_ACCUM, 1.f/max);
}
glAccum(GL_RETURN, 1.f);
break;
}
glPopMatrix();
glutSwapBuffers();
}
/* ARGSUSED1 */
void key(unsigned char key, int x, int y)
{
if(key == '\033')
exit(0);
}
const int TEXDIM = 256;
/* Parse arguments, and set up interface between OpenGL and window system */
int
main(int argc, char *argv[])
{
GLfloat *tex;
static GLfloat lightpos[] = {50.f, 50.f, -320.f, 1.f};
static GLfloat sphere_mat[] = {1.f, .5f, 0.f, 1.f};
static GLfloat cone_mat[] = {0.f, .5f, 1.f, 1.f};
GLUquadricObj *sphere, *cone, *base;
glutInit(&argc, argv);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_ACCUM|GLUT_DOUBLE);
(void)glutCreateWindow("motion blur");
glutDisplayFunc(redraw);
glutKeyboardFunc(key);
glutCreateMenu(menu);
glutAddMenuEntry("Normal", NONE);
glutAddMenuEntry("Motion Blur", FIELD);
glutAttachMenu(GLUT_RIGHT_BUTTON);
/* draw a perspective scene */
glMatrixMode(GL_PROJECTION);
glFrustum(-FRUSTDIM, FRUSTDIM, -FRUSTDIM, FRUSTDIM, FRUSTNEAR, FRUSTFAR);
glMatrixMode(GL_MODELVIEW);
/* turn on features */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* place light 0 in the right place */
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
/* remove back faces to speed things up */
glCullFace(GL_BACK);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glNewList(SPHERE, GL_COMPILE);
/* make display lists for sphere and cone; for efficiency */
sphere = gluNewQuadric();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
gluSphere(sphere, 20.f, 20, 20);
gluDeleteQuadric(sphere);
glEndList();
glNewList(CONE, GL_COMPILE);
cone = gluNewQuadric();
base = gluNewQuadric();
glRotatef(-90.f, 1.f, 0.f, 0.f);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
gluDisk(base, 0., 20., 20, 1);
gluCylinder(cone, 20., 0., 60., 20, 20);
gluDeleteQuadric(cone);
gluDeleteQuadric(base);
glEndList();
/* load pattern for current 2d texture */
tex = make_texture(TEXDIM, TEXDIM);
glTexImage2D(GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_FLOAT, tex);
free(tex);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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