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📄 picksquare.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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(R) is a registered 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/glut.h>#include <stdlib.h>#include <stdio.h>int board[3][3];   /*  amount of color for each square	*//*  Clear color value for every square on the board   */void init(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 %g;", (float) *ptr/0x7fffffff); ptr++;      printf(" z2 is %g\n", (float) *ptr/0x7fffffff); 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 512void pickSquares(int button, int state, int x, int y){   GLuint selectBuf[BUFSIZE];   GLint hits;   GLint viewport[4];   if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN)      return;   glGetIntegerv (GL_VIEWPORT, viewport);   glSelectBuffer (BUFSIZE, selectBuf);   (void) glRenderMode (GL_SELECT);   glInitNames();   glPushName(0);   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);   glutPostRedisplay();} void display(void){   glClear(GL_COLOR_BUFFER_BIT);   drawSquares (GL_RENDER);   glFlush();}void reshape(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();}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}/* Main Loop */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);   glutInitWindowSize (100, 100);   glutInitWindowPosition (100, 100);   glutCreateWindow (argv[0]);   init ();   glutReshapeFunc (reshape);   glutDisplayFunc(display);    glutMouseFunc (pickSquares);   glutKeyboardFunc (keyboard);   glutMainLoop();   return 0; }

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