/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #include "aux.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[]) { 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 %u;", *ptr); ptr++; printf (" z2 is %u\n", *ptr); 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(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(-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 display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawRects (GL_RENDER); glFlush(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho (0.0, 8.0, 0.0, 8.0, 0.0, 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_DEPTH); auxInitPosition (0, 0, 100, 100); auxInitWindow (argv[0]); myinit (); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, pickRects); auxReshapeFunc (myReshape); auxMainLoop(display); }