pickdepth.c
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上传日期:2007-05-28
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- /* Copyright (c) Mark J. Kilgard, 1994. */
- /*
- * (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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- /*
- * pickdepth.c
- * Picking is demonstrated in this program. In
- * rendering mode, three overlapping rectangles are
- * drawn. When the left mouse button is pressed,
- * selection mode is entered with the picking matrix.
- * Rectangles which are drawn under the cursor position
- * are "picked." Pay special attention to the depth
- * value range, which is returned.
- */
- #include <stdlib.h>
- #include <stdio.h>
- #include <GL/glut.h>
- void
- myinit(void)
- {
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
- glShadeModel(GL_FLAT);
- glDepthRange(0.0, 1.0); /* The default z mapping */
- }
- /* The three rectangles are drawn. In selection mode,
- * each rectangle is given the same name. Note that
- * each rectangle is drawn with a different z value.
- */
- void
- drawRects(GLenum mode)
- {
- if (mode == GL_SELECT)
- glLoadName(1);
- glBegin(GL_QUADS);
- glColor3f(1.0, 1.0, 0.0);
- glVertex3i(2, 0, 0);
- glVertex3i(2, 6, 0);
- glVertex3i(6, 6, 0);
- glVertex3i(6, 0, 0);
- glEnd();
- if (mode == GL_SELECT)
- glLoadName(2);
- glBegin(GL_QUADS);
- glColor3f(0.0, 1.0, 1.0);
- glVertex3i(3, 2, -1);
- glVertex3i(3, 8, -1);
- glVertex3i(8, 8, -1);
- glVertex3i(8, 2, -1);
- glEnd();
- if (mode == GL_SELECT)
- glLoadName(3);
- glBegin(GL_QUADS);
- glColor3f(1.0, 0.0, 1.0);
- glVertex3i(0, 2, -2);
- glVertex3i(0, 7, -2);
- glVertex3i(5, 7, -2);
- glVertex3i(5, 2, -2);
- glEnd();
- }
- /* processHits() prints out the contents of the
- * selection array.
- */
- void
- processHits(GLint hits, GLuint buffer[])
- {
- int i;
- unsigned int j;
- GLuint names, *ptr;
- printf("hits = %dn", hits);
- ptr = (GLuint *) buffer;
- for (i = 0; i < hits; i++) { /* for each hit */
- names = *ptr;
- printf(" number of names for hit = %dn", names);
- ptr++;
- printf(" z1 is %g;", (float) *ptr/0xffffffff);
- ptr++;
- printf(" z2 is %gn", (float) *ptr/0xffffffff);
- ptr++;
- printf(" the name is ");
- for (j = 0; j < names; j++) { /* for each name */
- printf("%d ", *ptr);
- ptr++;
- }
- printf("n");
- }
- }
- /* pickRects() sets up selection mode, name stack,
- * and projection matrix for picking. Then the objects
- * are drawn.
- */
- #define BUFSIZE 512
- void
- pickRects(int button, int state, int x, int y)
- {
- GLuint selectBuf[BUFSIZE];
- GLint hits;
- GLint viewport[4];
- if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN)
- return;
- glGetIntegerv(GL_VIEWPORT, viewport);
- glSelectBuffer(BUFSIZE, selectBuf);
- (void) glRenderMode(GL_SELECT);
- glInitNames();
- glPushName((GLuint) ~0);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- /* create 5x5 pixel picking region near cursor location */
- gluPickMatrix((GLdouble) x, (GLdouble) (viewport[3] - y),
- 5.0, 5.0, viewport);
- glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);
- drawRects(GL_SELECT);
- glPopMatrix();
- glFlush();
- hits = glRenderMode(GL_RENDER);
- processHits(hits, selectBuf);
- }
- void
- display(void)
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- drawRects(GL_RENDER);
- glutSwapBuffers();
- }
- void
- myReshape(int w, int h)
- {
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- }
- /* Main Loop
- * Open window with initial window size, title bar,
- * RGBA display mode, depth buffer, and handle input events.
- */
- int
- main(int argc, char **argv)
- {
- glutInitWindowSize(200, 200);
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInit(&argc, argv);
- glutCreateWindow(argv[0]);
- myinit();
- glutMouseFunc(pickRects);
- glutReshapeFunc(myReshape);
- glutDisplayFunc(display);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }