windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/select.c
2020-09-26 16:20:57 +08:00

213 lines
6.8 KiB
C

/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* select.c
* This is an illustration of the selection mode and
* name stack, which detects whether objects which collide
* with a viewing volume. First, four triangles and a
* rectangular box representing a viewing volume are drawn
* (drawScene routine). The green triangle and yellow
* triangles appear to lie within the viewing volume, but
* the red triangle appears to lie outside it. Then the
* selection mode is entered (selectObjects routine).
* Drawing to the screen ceases. To see if any collisions
* occur, the four triangles are called. In this example,
* the green triangle causes one hit with the name 1, and
* the yellow triangles cause one hit with the name 3.
*/
#include <windows.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
/* draw a triangle with vertices at (x1, y1), (x2, y2)
* and (x3, y3) at z units away from the origin.
*/
void drawTriangle (GLfloat x1, GLfloat y1, GLfloat x2,
GLfloat y2, GLfloat x3, GLfloat y3, GLfloat z)
{
glBegin (GL_TRIANGLES);
glVertex3f (x1, y1, z);
glVertex3f (x2, y2, z);
glVertex3f (x3, y3, z);
glEnd ();
}
/* draw a rectangular box with these outer x, y, and z values */
void drawViewVolume (GLfloat x1, GLfloat x2, GLfloat y1,
GLfloat y2, GLfloat z1, GLfloat z2)
{
glColor3f (1.0, 1.0, 1.0);
glBegin (GL_LINE_LOOP);
glVertex3f (x1, y1, -z1);
glVertex3f (x2, y1, -z1);
glVertex3f (x2, y2, -z1);
glVertex3f (x1, y2, -z1);
glEnd ();
glBegin (GL_LINE_LOOP);
glVertex3f (x1, y1, -z2);
glVertex3f (x2, y1, -z2);
glVertex3f (x2, y2, -z2);
glVertex3f (x1, y2, -z2);
glEnd ();
glBegin (GL_LINES); /* 4 lines */
glVertex3f (x1, y1, -z1);
glVertex3f (x1, y1, -z2);
glVertex3f (x1, y2, -z1);
glVertex3f (x1, y2, -z2);
glVertex3f (x2, y1, -z1);
glVertex3f (x2, y1, -z2);
glVertex3f (x2, y2, -z1);
glVertex3f (x2, y2, -z2);
glEnd ();
}
/* drawScene() draws 4 triangles and a wire frame
* which represents the viewing volume.
*/
void drawScene (void)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (40.0, 4.0/3.0, 0.01, 100.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt (7.5, 7.5, 12.5, 2.5, 2.5, -5.0, 0.0, 1.0, 0.0);
glColor3f (0.0, 1.0, 0.0); /* green triangle */
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -5.0);
glColor3f (1.0, 0.0, 0.0); /* red triangle */
drawTriangle (2.0, 7.0, 3.0, 7.0, 2.5, 8.0, -5.0);
glColor3f (1.0, 1.0, 0.0); /* yellow triangles */
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, 0.0);
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -10.0);
drawViewVolume (0.0, 5.0, 0.0, 5.0, 0.0, 10.0);
}
/* 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");
}
}
/* selectObjects() "draws" the triangles in selection mode,
* assigning names for the triangles. Note that the third
* and fourth triangles share one name, so that if either
* or both triangles intersects the viewing/clipping volume,
* only one hit will be registered.
*/
#define BUFSIZE 512
void selectObjects(void)
{
GLuint selectBuf[BUFSIZE];
GLint hits, viewport[4];
glSelectBuffer (BUFSIZE, selectBuf);
(void) glRenderMode (GL_SELECT);
glInitNames();
glPushName(-1);
glPushMatrix ();
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0.0, 5.0, 0.0, 5.0, 0.0, 10.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glLoadName(1);
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -5.0);
glLoadName(2);
drawTriangle (2.0, 7.0, 3.0, 7.0, 2.5, 8.0, -5.0);
glLoadName(3);
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, 0.0);
drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -10.0);
glPopMatrix ();
glFlush ();
hits = glRenderMode (GL_RENDER);
processHits (hits, selectBuf);
}
void myinit (void)
{
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void display(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawScene ();
selectObjects ();
glFlush();
}
/* 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, 200, 200);
auxInitWindow (argv[0]);
myinit ();
auxMainLoop(display);
}