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Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *) (* accpersp.ml * Use the accumulation buffer to do full-scene antialiasing * on a scene with perspective projection, using the special * routines accFrustum() and accPerspective(). *) (* OCaml version by Florent Monnier *) open GL open Glu open Glut (* jitter This is jitter point array for 8 jitters. Values are floating point in the range -.5 < x < .5, -.5 < y < .5, and have a gaussian distribution around the origin. This is used to do model jittering for scene anti-aliasing and view volume jittering for depth of field effects. Use in conjunction with the accwindow() routine. *) type jitter_point = { x: float; y: float } (* 8 jitter points *) let j8 = [| {x = -0.334818; y = 0.435331}; {x = 0.286438; y = -0.393495}; {x = 0.459462; y = 0.141540}; {x = -0.414498; y = -0.192829}; {x = -0.183790; y = 0.082102}; {x = -0.079263; y = -0.317383}; {x = 0.102254; y = 0.299133}; {x = 0.164216; y = -0.054399}; |] ;; let pi = acos(-1.0) ;; (* 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 glTranslate(). You will * probably want to insure that your ModelView matrix has been * initialized to identity before calling accFrustum(). *) let accFrustum ~left ~right ~bottom ~top ~nnear ~ffar ~pixdx ~pixdy ~eyedx ~eyedy ~focus = let _, _, viewport_w, viewport_h = glGetInteger4 Get.GL_VIEWPORT in let xwsize = right -. left and ywsize = top -. bottom in let dx = -. (pixdx *. xwsize /. (float viewport_w) +. eyedx *. nnear /. focus) and dy = -. (pixdy *. ywsize /. (float viewport_h) +. eyedy *. nnear /. focus) in glMatrixMode GL_PROJECTION; glLoadIdentity(); glFrustum (left +. dx) (right +. dx) (bottom +. dy) (top +. dy) (nnear) (ffar); glMatrixMode GL_MODELVIEW; glLoadIdentity(); glTranslate (-. eyedx) (-. eyedy) (0.0); ;; (* 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(). *) let accPerspective ~fovy ~aspect ~nnear ~ffar ~pixdx ~pixdy ~eyedx ~eyedy ~focus = let fov2 = ((fovy *. pi) /. 180.0) /. 2.0 in let top = nnear /. ((cos fov2) /. (sin fov2)) in let bottom = -. top; and right = top *. aspect in let left = -. right in accFrustum left right bottom top nnear ffar pixdx pixdy eyedx eyedy focus; ;; (* Initialize lighting and other values. *) let init() = let mat_ambient = (1.0, 1.0, 1.0, 1.0) and mat_specular = (1.0, 1.0, 1.0, 1.0) and light_position = (0.0, 0.0, 10.0, 1.0) and lm_ambient = (0.2, 0.2, 0.2, 1.0) in glMaterial GL_FRONT (Material.GL_AMBIENT mat_ambient); glMaterial GL_FRONT (Material.GL_SPECULAR mat_specular); glMaterial GL_FRONT (Material.GL_SHININESS 50.0); glLight (GL_LIGHT 0) (Light.GL_POSITION light_position); glLightModel (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; ;; let displayObjects() = let torus_diffuse = (0.7, 0.7, 0.0, 1.0) and cube_diffuse = (0.0, 0.7, 0.7, 1.0) and sphere_diffuse = (0.7, 0.0, 0.7, 1.0) and octa_diffuse = (0.7, 0.4, 0.4, 1.0) in glPushMatrix(); glTranslate 0.0 0.0 (-5.0); glRotate 30.0 1.0 0.0 0.0; glPushMatrix(); glTranslate (-0.80) 0.35 0.0; glRotate 100.0 1.0 0.0 0.0; glMaterial GL_FRONT (Material.GL_DIFFUSE torus_diffuse); glutSolidTorus 0.275 0.85 16 16; glPopMatrix(); glPushMatrix(); glTranslate (-0.75) (-0.50) (0.0); glRotate 45.0 0.0 0.0 1.0; glRotate 45.0 1.0 0.0 0.0; glMaterial GL_FRONT (Material.GL_DIFFUSE cube_diffuse); glutSolidCube (1.5); glPopMatrix(); glPushMatrix(); glTranslate 0.75 0.60 0.0; glRotate 30.0 1.0 0.0 0.0; glMaterial GL_FRONT (Material.GL_DIFFUSE sphere_diffuse); glutSolidSphere 1.0 16 16; glPopMatrix(); glPushMatrix(); glTranslate 0.70 (-0.90) 0.25; glMaterial GL_FRONT (Material.GL_DIFFUSE octa_diffuse); glutSolidOctahedron(); glPopMatrix(); glPopMatrix(); ;; let acsize = Array.length j8 let display() = let _, _, viewport_w, viewport_h = glGetInteger4 Get.GL_VIEWPORT in glClear [GL_ACCUM_BUFFER_BIT]; for jitter = 0 to pred acsize do glClear [GL_COLOR_BUFFER_BIT; GL_DEPTH_BUFFER_BIT]; accPerspective 50.0 ((float viewport_w) /. (float viewport_h)) 1.0 15.0 j8.(jitter).x j8.(jitter).y 0.0 0.0 1.0; displayObjects(); glAccum GL_ACCUM (1.0 /. float acsize); done; glAccum GL_RETURN 1.0; glFlush(); ;; let reshape ~width:w ~height:h = glViewport 0 0 w h; ;; let keyboard ~key ~x ~y = match key with | '\027' -> exit 0; | _ -> () ;; (* Main Loop * Be certain you request an accumulation buffer. *) let () = ignore(glutInit Sys.argv); glutInitDisplayMode [GLUT_SINGLE; GLUT_RGB; GLUT_ACCUM; GLUT_DEPTH]; glutInitWindowSize 250 250; glutInitWindowPosition 100 100; ignore(glutCreateWindow Sys.argv.(0)); init(); glutReshapeFunc ~reshape; glutDisplayFunc ~display; glutKeyboardFunc ~keyboard; glutMainLoop(); ;;