/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * pickline.c * Picking is demonstrated here. Press the left mouse button * is enter picking mode. You get two hits if you press the * mouse, while the cursor is where the lines intersect. */ #include #include #include #include #include "glaux.h" void drawLine(GLenum mode) { if (mode == GL_SELECT) glLoadName (1); glBegin (GL_LINES); glColor3f (1.0, 1.0, 1.0); glVertex3f (30.0, 30.0, 0.0); glVertex3f (50.0, 60.0, 0.0); glEnd (); if (mode == GL_SELECT) glLoadName (2); glBegin (GL_LINES); glColor3f (1.0, 1.0, 1.0); glVertex3f (50.0, 60.0, 0.0); glVertex3f (70.0, 40.0, 0.0); glEnd (); } /* pickline() is called when the mouse is pressed. * The projection matrix is reloaded to include the * picking matrix. The line is "redrawn" during * selection mode, and names are sent to the buffer. */ #define BUFSIZE 512 void pickLine(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 (); gluPickMatrix ((GLdouble) x, (GLdouble) (viewport[3] - y), 5.0, 5.0, viewport); gluOrtho2D (0.0, (GLdouble) viewport[2], 0.0, (GLdouble) viewport[3]); drawLine (GL_SELECT); glPopMatrix (); glFlush (); hits = glRenderMode (GL_RENDER); printf ("hits is %d\n", hits); } void myinit (void) { glShadeModel (GL_FLAT); glClearColor (0.0, 0.0, 0.0, 0.0); } void display(void) { glClear(GL_COLOR_BUFFER_BIT); drawLine (GL_RENDER); glFlush(); } void myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 100, 100); auxInitWindow (argv[0]); myinit (); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, pickLine); auxReshapeFunc (myReshape); auxMainLoop(display); }