/*
* (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 <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
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);
}