/*
* License Applicability. Except to the extent portions of this file are
* made subject to an alternative license as permitted in the SGI Free
* Software License B, Version 1.1 (the "License"), the contents of this
* file are subject only to the provisions of the License. You may not use
* this file except in compliance with the License. You may obtain a copy
* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
* Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
*
* http://oss.sgi.com/projects/FreeB
*
* Note that, as provided in the License, the Software is distributed on an
* "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
* PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
*
* Original Code. The Original Code is: OpenGL Sample Implementation,
* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
* Copyright in any portions created by third parties is as indicated
* elsewhere herein. All Rights Reserved.
*
* Additional Notice Provisions: The application programming interfaces
* established by SGI in conjunction with the Original Code are The
* OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
* April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
* 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
* Window System(R) (Version 1.3), released October 19, 1998. This software
* was created using the OpenGL(R) version 1.2.1 Sample Implementation
* published by SGI, but has not been independently verified as being
* compliant with the OpenGL(R) version 1.2.1 Specification.
*
*/
/*
* 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 <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
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[])
{
unsigned int i, j;
GLuint 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 %g;", (float) *ptr/0x7fffffff); ptr++;
printf(" z2 is %g\n", (float) *ptr/0x7fffffff); 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(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);
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
/* Main Loop
*/
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (200, 200);
glutInitWindowPosition (100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMouseFunc(pickRects);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}