/*
 * (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 * Unpublished-- rights reserved under the copyright laws of the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.
 */
/*
 * accum.c
 */
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glaux.h>

GLsizei width, height;

void myinit(void)
{
  GLfloat ambient[] =
  {0.4, 0.4, 0.4, 1.0};
  GLfloat diffuse[] =
  {1.0, 1.0, 1.0, 1.0};
  GLfloat specular[] =
  {1.0, 1.0, 1.0, 1.0};
  GLfloat position[] =
  {0.0, 2.0, 2.0, 0.0};
  GLfloat mat_ambient[] =
  {0.2, 0.2, 0.2, 1.0};
  GLfloat mat_diffuse[] =
  {0.7, 0.7, 0.7, 1.0};
  GLfloat mat_specular[] =
  {0.9, 0.9, 0.9, 1.0};
  GLfloat mat_shininess[] =
  {50.0};
  GLfloat lmodel_ambient[] =
  {0.2, 0.2, 0.2, 1.0};

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);

  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
  glLightfv(GL_LIGHT0, GL_POSITION, position);

  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);

  glEnable(GL_CULL_FACE);
  glCullFace(GL_FRONT);

  glClearAccum(0.0, 0.0, 0.0, 0.0);
}

#define ACSIZE 16

GLfloat dx[ACSIZE], dy[ACSIZE];

GLfloat jitter3[3][2] =
{
  {0.5, 0.5},
  {1.35899e-05, 0.230369},
  {0.000189185, 0.766878},
};

GLfloat jitter11[11][2] =
{
  {0.5, 0.5},
  {0.406537, 0.135858},
  {0.860325, 0.968558},
  {0.680141, 0.232877},
  {0.775694, 0.584871},
  {0.963354, 0.309056},
  {0.593493, 0.864072},
  {0.224334, 0.415055},
  {0.0366643, 0.690884},
  {0.139685, 0.0313988},
  {0.319861, 0.767097},
};

GLfloat jitter16[16][2] =
{
  {0.4375, 0.4375},
  {0.1875, 0.5625},
  {0.9375, 1.1875},
  {0.4375, 0.9375 - 1},
  {0.6875, 0.5625},
  {0.1875, 0.0625},
  {0.6875, 0.3125},
  {0.1875, 0.3125},
  {0.4375, 0.1875},
  {0.9375 - 1, 0.4375},
  {0.6875, 0.8125},
  {0.4375, 0.6875},
  {0.6875, 0.0625},
  {0.9375, 0.9375},
  {1.1875, 0.8125},
  {0.9375, 0.6875},
};

GLfloat jitter29[29][2] =
{
  {0.5, 0.5},
  {0.498126, 0.141363},
  {0.217276, 0.651732},
  {0.439503, 0.954859},
  {0.734171, 0.836294},
  {0.912454, 0.79952},
  {0.406153, 0.671156},
  {0.0163892, 0.631994},
  {0.298064, 0.843476},
  {0.312025, 0.0990405},
  {0.98135, 0.965697},
  {0.841999, 0.272378},
  {0.559348, 0.32727},
  {0.809331, 0.638901},
  {0.632583, 0.994471},
  {0.00588314, 0.146344},
  {0.713365, 0.437896},
  {0.185173, 0.246584},
  {0.901735, 0.474544},
  {0.366423, 0.296698},
  {0.687032, 0.188184},
  {0.313256, 0.472999},
  {0.543195, 0.800044},
  {0.629329, 0.631599},
  {0.818263, 0.0439354},
  {0.163978, 0.00621497},
  {0.109533, 0.812811},
  {0.131325, 0.471624},
  {0.0196755, 0.331813},
};

GLfloat jitter90[90][2] =
{
  {0.5, 0.5},
  {0.784289, 0.417355},
  {0.608691, 0.678948},
  {0.546538, 0.976002},
  {0.972245, 0.270498},
  {0.765121, 0.189392},
  {0.513193, 0.743827},
  {0.123709, 0.874866},
  {0.991334, 0.745136},
  {0.56342, 0.0925047},
  {0.662226, 0.143317},
  {0.444563, 0.928535},
  {0.248017, 0.981655},
  {0.100115, 0.771923},
  {0.593937, 0.559383},
  {0.392095, 0.225932},
  {0.428776, 0.812094},
  {0.510615, 0.633584},
  {0.836431, 0.00343328},
  {0.494037, 0.391771},
  {0.617448, 0.792324},
  {0.688599, 0.48914},
  {0.530421, 0.859206},
  {0.0742278, 0.665344},
  {0.979388, 0.626835},
  {0.183806, 0.479216},
  {0.151222, 0.0803998},
  {0.476489, 0.157863},
  {0.792675, 0.653531},
  {0.0990416, 0.267284},
  {0.776667, 0.303894},
  {0.312904, 0.296018},
  {0.288777, 0.691008},
  {0.460097, 0.0436075},
  {0.594323, 0.440751},
  {0.876296, 0.472043},
  {0.0442623, 0.0693901},
  {0.355476, 0.00442787},
  {0.391763, 0.361327},
  {0.406994, 0.696053},
  {0.708393, 0.724992},
  {0.925807, 0.933103},
  {0.850618, 0.11774},
  {0.867486, 0.233677},
  {0.208805, 0.285484},
  {0.572129, 0.211505},
  {0.172931, 0.180455},
  {0.327574, 0.598031},
  {0.685187, 0.372379},
  {0.23375, 0.878555},
  {0.960657, 0.409561},
  {0.371005, 0.113866},
  {0.29471, 0.496941},
  {0.748611, 0.0735321},
  {0.878643, 0.34504},
  {0.210987, 0.778228},
  {0.692961, 0.606194},
  {0.82152, 0.8893},
  {0.0982095, 0.563104},
  {0.214514, 0.581197},
  {0.734262, 0.956545},
  {0.881377, 0.583548},
  {0.0560485, 0.174277},
  {0.0729515, 0.458003},
  {0.719604, 0.840564},
  {0.325388, 0.7883},
  {0.26136, 0.0848927},
  {0.393754, 0.467505},
  {0.425361, 0.577672},
  {0.648594, 0.0248658},
  {0.983843, 0.521048},
  {0.272936, 0.395127},
  {0.177695, 0.675733},
  {0.89175, 0.700901},
  {0.632301, 0.908259},
  {0.782859, 0.53611},
  {0.0141421, 0.855548},
  {0.0437116, 0.351866},
  {0.939604, 0.0450863},
  {0.0320883, 0.962943},
  {0.341155, 0.895317},
  {0.952087, 0.158387},
  {0.908415, 0.820054},
  {0.481435, 0.281195},
  {0.675525, 0.25699},
  {0.585273, 0.324454},
  {0.156488, 0.376783},
  {0.140434, 0.977416},
  {0.808155, 0.77305},
  {0.282973, 0.188937},
};

void loaddxdy(void)
{
  long i;

  for (i = 0; i < ACSIZE; i++) {
    dx[i] = jitter16[i][0] * 10 / width;
    dy[i] = jitter16[i][1] * 10 / height;
  }
}

void display(void)
{
  int i;

  glClear(GL_ACCUM_BUFFER_BIT);
  loaddxdy();
  for (i = 0; i < (ACSIZE); i++) {
    printf("Pass %d\n", i);
    glPushMatrix();
    glTranslatef(dx[i], dy[i], 0.0);
    glRotatef(45.0, 1.0, 1.0, 1.0);
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    auxSolidTeapot(1.0);
    glPopMatrix();
    glAccum(GL_ACCUM, 1.0 / (ACSIZE));
  }
  printf("final job\n");
  glAccum(GL_RETURN, 1.0);
  printf("done\n");
  glFlush();
}

void myReshape(int w, int h)
{
  width = w;
  height = h;
  glViewport(0, 0, w, h);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  if (w <= h)
    glOrtho(-3.0, 3.0, -3.0 * (GLfloat) h / (GLfloat) w,
	    3.0 * (GLfloat) h / (GLfloat) w, -15.0, 15.0);
  else
    glOrtho(-3.0 * (GLfloat) w / (GLfloat) h,
	    3.0 * (GLfloat) w / (GLfloat) h, -3.0, 3.0, -15.0, 15.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}

int main(int argc, char **argv)
{
  auxInitDisplayMode(AUX_SINGLE | AUX_RGB
		     | AUX_ACCUM | AUX_DEPTH);
  auxInitPosition(0, 0, 300, 300);
  if (!auxInitWindow(argv[0]))
    auxQuit();
  myinit();
  auxReshapeFunc(myReshape);
  auxMainLoop(display);
  return 0;
}
