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Amiga Magazin: Amiga-CD 2000 April & May
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AMIGA_2000_04.iso
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patches
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mesa3.1
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book.aux
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picksquare.c
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C/C++ Source or Header
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1999-06-25
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6KB
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210 lines
/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* picksquare.c
* Use of multiple names and picking are demonstrated.
* A 3x3 grid of squares is drawn. When the left mouse
* button is pressed, all squares under the cursor position
* have their color changed.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glaux.h>
int board[3][3]; /*
* amount of color for each square
*/
/*
* Clear color value for every square on the board
*/
void myinit(void)
{
int i, j;
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++)
board[i][j] = 0;
glClearColor(0.0, 0.0, 0.0, 0.0);
}
/*
* The nine squares are drawn. In selection mode, each
* * square is given two names: one for the row and the
* * other for the column on the grid. The color of each
* * square is determined by its position on the grid, and
* * the value in the board[][] array.
*/
void drawSquares(GLenum mode)
{
GLuint i, j;
for (i = 0; i < 3; i++) {
if (mode == GL_SELECT)
glLoadName(i);
for (j = 0; j < 3; j++) {
if (mode == GL_SELECT)
glPushName(j);
glColor3f((GLfloat) i / 3.0, (GLfloat) j / 3.0,
(GLfloat) board[i][j] / 3.0);
glRecti(i, j, i + 1, j + 1);
if (mode == GL_SELECT)
glPopName();
}
}
}
/*
* processHits() prints out the contents of the
* * selection array.
*/
void processHits(GLint hits, GLuint buffer[])
{
unsigned int i, j;
GLuint ii, jj, 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 this hit = %d\n", names);
ptr++;
printf(" z1 is %u;", *ptr);
ptr++;
printf(" z2 is %u\n", *ptr);
ptr++;
printf(" names are ");
for (j = 0; j < names; j++) { /*
* for each name
*/
printf("%d ", *ptr);
if (j == 0) /*
* set row and column
*/
ii = *ptr;
else if (j == 1)
jj = *ptr;
ptr++;
}
printf("\n");
board[ii][jj] = (board[ii][jj] + 1) % 3;
}
}
/*
* pickSquares() sets up selection mode, name stack,
* * and projection matrix for picking. Then the
* * objects are drawn.
*/
#define BUFSIZE 512
void pickSquares(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);
gluOrtho2D(0.0, 3.0, 0.0, 3.0);
drawSquares(GL_SELECT);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
hits = glRenderMode(GL_RENDER);
processHits(hits, selectBuf);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
drawSquares(GL_RENDER);
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 3.0, 0.0, 3.0);
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);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSEDOWN, pickSquares);
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}