#include <GL/openglut.h>
#include <stdlib.h>
#include <math.h>
#include "jitter.h"
#define PI_ 3.14159265358979323846
void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, 
   GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx, 
   GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
   GLdouble xwsize, ywsize; 
   GLdouble dx, dy;
   GLint viewport[4];
   glGetIntegerv (GL_VIEWPORT, viewport);
    
   xwsize = right - left;
   ywsize = top - bottom;
    
   dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus);
   dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus);
    
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef (-eyedx, -eyedy, 0.0);
}
void accPerspective(GLdouble fovy, GLdouble aspect, 
   GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, 
   GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
   GLdouble fov2,left,right,bottom,top;
   fov2 = ((fovy*PI_) / 180.0) / 2.0;
   top = nnear / (cos(fov2) / sin(fov2));
   bottom = -top;
   right = top * aspect;
   left = -right;
   accFrustum (left, right, bottom, top, nnear, ffar,
               pixdx, pixdy, eyedx, eyedy, focus);
}
void init(void)
{
   GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
   GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
   glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
   glLightModelfv(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);
}
void displayObjects(void) 
{
   GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
   GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
   GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
   GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
    
   glPushMatrix ();
   glTranslatef (0.0, 0.0, -5.0); 
   glRotatef (30.0, 1.0, 0.0, 0.0);
   glPushMatrix ();
   glTranslatef (-0.80, 0.35, 0.0); 
   glRotatef (100.0, 1.0, 0.0, 0.0);
   glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
   glutSolidTorus (0.275, 0.85, 16, 16);
   glPopMatrix ();
   glPushMatrix ();
   glTranslatef (-0.75, -0.50, 0.0); 
   glRotatef (45.0, 0.0, 0.0, 1.0);
   glRotatef (45.0, 1.0, 0.0, 0.0);
   glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
   glutSolidCube (1.5);
   glPopMatrix ();
   glPushMatrix ();
   glTranslatef (0.75, 0.60, 0.0); 
   glRotatef (30.0, 1.0, 0.0, 0.0);
   glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
   glutSolidSphere (1.0, 16, 16);
   glPopMatrix ();
   glPushMatrix ();
   glTranslatef (0.70, -0.90, 0.25); 
   glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
   glutSolidOctahedron ();
   glPopMatrix ();
   glPopMatrix ();
}
#define ACSIZE  8
void display(void)
{
   GLint viewport[4];
   int jitter;
   glGetIntegerv (GL_VIEWPORT, viewport);
   glClear(GL_ACCUM_BUFFER_BIT);
   for (jitter = 0; jitter < ACSIZE; jitter++) {
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      accPerspective (50.0, 
         (GLdouble) viewport[2]/(GLdouble) viewport[3], 
         1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0);
      displayObjects ();
      glAccum(GL_ACCUM, 1.0/ACSIZE);
   }
   glAccum (GL_RETURN, 1.0);
   glFlush();
}
void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
}
void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
   }
}
int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
                        | GLUT_ACCUM | GLUT_DEPTH);
   glutInitWindowSize (250, 250);
   glutInitWindowPosition (100, 100);
   glutCreateWindow (argv[0]);
   init();
   glutReshapeFunc(reshape);
   glutDisplayFunc(display);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
   return 0;
}