#include <GL/glut.h>
Go to the source code of this file.
Functions | |
void | accFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
Multiply the current matrix by a perspective matrix, adding jittering effect. | |
void | accPerspective (GLdouble fovy, GLdouble aspect, GLdouble near, GLdouble far, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) |
Set up a perspective projection matrix, adding jittering effect. |
Definition in file Accum.h.
void accFrustum | ( | GLdouble | left, | |
GLdouble | right, | |||
GLdouble | bottom, | |||
GLdouble | top, | |||
GLdouble | near, | |||
GLdouble | far, | |||
GLdouble | pixdx, | |||
GLdouble | pixdy, | |||
GLdouble | eyedx, | |||
GLdouble | eyedy, | |||
GLdouble | focus | |||
) |
Multiply the current matrix by a perspective matrix, adding jittering effect.
left | the coordinates for the left vertical clipping plane | |
right | the coordinates for the right vertical clipping plane | |
bottom | the coordinates for the bottom horizontal clipping plane | |
top | the coordinates for the top horizontal clipping plane | |
near | the distance to the near depth clipping plane. Must be positive | |
far | the distance to the far depth clipping plane. Must be positive | |
pixdx | anti-alias x jitter in pixels | |
pixdy | anti-alias y jitter in pixels | |
eyedx | depth-of field x jitter in pixels | |
eyedy | depth-of field y jitter in pixels | |
focus | distance from eye to plane in focus |
Definition at line 68 of file Accum.cpp.
Referenced by accPerspective().
00071 { 00072 // make a frustum for use with the accumulation buffer 00073 GLdouble xwsize, ywsize; 00074 GLdouble dx, dy; 00075 GLint viewport[4]; 00076 00077 glGetIntegerv(GL_VIEWPORT, viewport); 00078 xwsize = right - left; 00079 ywsize = top - bottom; 00080 dx = -(pixdx * xwsize / (GLdouble)viewport[2] + eyedx * near / focus); 00081 dy = -(pixdx * ywsize / (GLdouble)viewport[3] + eyedy * near / focus); 00082 00083 glMatrixMode(GL_PROJECTION); 00084 glLoadIdentity(); 00085 00086 glFrustum(left + dx, right + dx, bottom + dy, top + dy, near, far); 00087 glMatrixMode(GL_MODELVIEW); 00088 glLoadIdentity(); 00089 glTranslatef(-eyedx, -eyedy, 0.0); 00090 }
void accPerspective | ( | GLdouble | fovy, | |
GLdouble | aspect, | |||
GLdouble | near, | |||
GLdouble | far, | |||
GLdouble | pixdx, | |||
GLdouble | pixdy, | |||
GLdouble | eyedx, | |||
GLdouble | eyedy, | |||
GLdouble | focus | |||
) |
Set up a perspective projection matrix, adding jittering effect.
fovy | Specifies the field of view angle, in degrees, in the y direction | |
aspect | Specifies the aspect ratio that determines the field of view in the x direction | |
near | Specifies the distance from the viewer to the near clipping plane (always positive) | |
far | Specifies the distance from the viewer to the far clipping plane (always positive) | |
pixdx | anti-alias x jitter in pixels | |
pixdy | anti-alias y jitter in pixels | |
eyedx | depth-of field x jitter in pixels | |
eyedy | depth-of field y jitter in pixels | |
focus | distance from eye to plane in focus |
Definition at line 92 of file Accum.cpp.
References accFrustum(), and PI.
Referenced by Display::draw().
00095 { 00096 GLdouble fov2, left, right, bottom, top; 00097 fov2 = ((fovy * PI) / 180.0) / 2.0; 00098 00099 top = near / (cos(fov2) / sin(fov2)); 00100 bottom = -top; 00101 right = top * aspect; 00102 left = -right; 00103 00104 accFrustum(left, right, bottom, top, near, far, 00105 pixdx, pixdy, eyedx, eyedy, focus); 00106 }