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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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select.c
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C/C++ Source or Header
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1999-06-25
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7KB
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238 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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* 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 <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/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;
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_DEPTH);
auxInitPosition(0, 0, 200, 200);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxMainLoop(display);
return 0;
}