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GLUT-2.7.0.13: examples/RedBook4/AccAnti.hs

{-
   AccAnti.hs (adapted from accanti.c which is (c) Silicon Graphics, Inc.)
   Copyright (c) Sven Panne 2002-2018 <svenpanne@gmail.com>
   This file is part of HOpenGL and distributed under a BSD-style license
   See the file libraries/GLUT/LICENSE

   Use the accumulation buffer to do full-scene antialiasing on a scene with
   orthographic parallel projection.
-}

import Data.List ( genericLength )
import System.Exit ( exitWith, ExitCode(ExitSuccess) )
import Graphics.UI.GLUT

-- j8 contains values in the range -.5 < x < .5, -.5 < y < .5, and have a
-- gaussian distribution around the origin. Use these to do model jittering for
-- scene anti-aliasing and view volume jittering for depth of field effects. Use
-- in conjunction with the accwindow routine.
j8 :: [Vector2 GLdouble]
j8 = [
   Vector2 (-0.334818)   0.435331 ,
   Vector2   0.286438  (-0.393495),
   Vector2   0.459462    0.141540 ,
   Vector2 (-0.414498) (-0.192829),
   Vector2 (-0.183790)   0.082102 ,
   Vector2 (-0.079263) (-0.317383),
   Vector2   0.102254    0.299133 ,
   Vector2   0.164216  (-0.054399) ]

-- Initialize lighting and other values.
myInit :: IO ()
myInit = do
   materialAmbient Front $= Color4 1 1 1 1
   materialSpecular Front $= Color4 1 1 1 1
   materialShininess Front $= 50
   position (Light 0) $= Vertex4 0 0 10 1
   lightModelAmbient $= Color4 0.2 0.2 0.2 1

   lighting $= Enabled
   light (Light 0) $= Enabled
   depthFunc $= Just Less
   shadeModel $= Flat

   clearColor $= Color4 0 0 0 0
   clearAccum $= Color4 0 0 0 0

displayObjects :: IO ()
displayObjects = do
   -- resolve overloading, not needed in "real" programs
   let translatef = translate :: Vector3 GLfloat -> IO ()
       rotatef = rotate :: GLfloat -> Vector3 GLfloat -> IO ()

   preservingMatrix $ do
      rotatef 30 (Vector3 1 0 0)

      preservingMatrix $ do
         translatef (Vector3 (-0.80) 0.35 0)
         rotatef 100 (Vector3 1 0 0)
         materialDiffuse Front $= Color4 0.7 0.7 0 1
         renderObject Solid (Torus 0.275 0.85 16 16)

      preservingMatrix $ do
         translatef (Vector3 (-0.75) (-0.50) 0)
         rotatef 45 (Vector3 0 0 1)
         rotatef 45 (Vector3 1 0 0)
         materialDiffuse Front $= Color4 0 0.7 0.7 1
         renderObject Solid (Cube 1.5)

      preservingMatrix $ do
         translatef (Vector3 0.75 0.60 0)
         rotatef 30 (Vector3 1 0 0)
         materialDiffuse Front $= Color4 0.7 0 0.7 1
         renderObject Solid (Sphere' 1 16 16)

      preservingMatrix $ do
         translatef (Vector3 0.70 (-0.90) 0.25)
         materialDiffuse Front $= Color4 0.7 0.4 0.4 1
         renderObject Solid Octahedron

-- 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.
display :: DisplayCallback
display = do
   (_, Size w h) <- get viewport
   clear [ AccumBuffer ]

   flip mapM_ j8 $ \(Vector2 x y) -> do
      clear [ ColorBuffer, DepthBuffer ]
      preservingMatrix $ do
         -- Note that 4.5 is the distance in world space between left and right
         -- and bottom and top. This formula converts fractional pixel movement
         -- to world coordinates.
         translate (Vector3 (x*4.5/fromIntegral w) (y*4.5/fromIntegral h) 0)
         displayObjects
      accum Accum (recip (genericLength j8))

   accum Return 1
   flush

reshape :: ReshapeCallback
reshape size@(Size w h) = do
   viewport $= (Position 0 0, size)
   matrixMode $= Projection
   loadIdentity
   let wf = fromIntegral w
       hf = fromIntegral h
   if w <= h
      then ortho (-2.25) 2.25 (-2.25*hf/wf) (2.25*hf/wf) (-10) 10
      else ortho (-2.25*wf/hf) (2.25*wf/hf) (-2.25) 2.25 (-10) 10
   matrixMode $= Modelview 0
   loadIdentity

keyboard :: KeyboardMouseCallback
keyboard (Char '\27') Down _ _ = exitWith ExitSuccess
keyboard _            _    _ _ = return ()

-- Main Loop: Be certain to request an accumulation buffer.
main :: IO ()
main = do
   (progName, _args) <- getArgsAndInitialize
   initialDisplayMode $= [ SingleBuffered, RGBMode, WithAccumBuffer, WithDepthBuffer ]
   initialWindowSize $= Size 250 250
   initialWindowPosition $= Position 100 100
   _ <- createWindow progName
   myInit
   reshapeCallback $= Just reshape
   displayCallback $= display
   keyboardMouseCallback $= Just keyboard
   mainLoop