/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * 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 "glos.h" #include #include #include #include void myinit(void); void drawRects(GLenum mode); void processHits (GLint hits, GLuint buffer[]); void CALLBACK pickRects(AUX_EVENTREC *event); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei 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); glColor3f (0.0, 1.0, 1.0); glVertex3i (3, 2, -1); glVertex3i (3, 8, -1); glVertex3i (8, 8, -1); glVertex3i (8, 2, -1); 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; GLint names, *ptr; //printf ("hits = %d\n", hits); ptr = (GLuint *) buffer; for (i = 0; i < hits; i++) { /* for each hit */ names = *ptr; //printf (" number of names for hit = %d\n", names); ptr++; //printf (" z1 is %u;", *ptr); ptr++; //printf (" z2 is %u\n", *ptr); ptr++; //printf (" the name is "); /* for (j = 0; j < names; j++) { 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 CALLBACK pickRects(AUX_EVENTREC *event) { GLuint selectBuf[BUFSIZE]; GLint hits; GLint viewport[4]; int x, y; x = event->data[AUX_MOUSEX]; y = event->data[AUX_MOUSEY]; glGetIntegerv (GL_VIEWPORT, viewport); glSelectBuffer (BUFSIZE, selectBuf); (void) glRenderMode (GL_SELECT); glInitNames(); glPushName((unsigned)-1); 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 CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawRects (GL_RENDER); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho (0.0, 8.0, 0.0, 8.0, 0.0, 2.0); 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) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (0, 0, 100, 100); auxInitWindow ("Picking Rectangles"); myinit (); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, pickRects); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }