⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 select.c

📁 OpenGL学习资料
💻 C
字号:
/* * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//* * 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/glut.h>#include <stdlib.h>#include <stdio.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, 1.0, 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, -1.0);   drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -9.0);   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 %g;", (float) *ptr/0x7fffffff); ptr++;      printf(" z2 is %g\n", (float) *ptr/0x7fffffff); 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 512void selectObjects(void){   GLuint selectBuf[BUFSIZE];   GLint hits;   glSelectBuffer (BUFSIZE, selectBuf);   (void) glRenderMode (GL_SELECT);   glInitNames();   glPushName(0);   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, -1.0);   drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -9.0);   glPopMatrix ();   glFlush ();   hits = glRenderMode (GL_RENDER);   processHits (hits, selectBuf);} void init (void) {   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();}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 | GLUT_DEPTH);   glutInitWindowSize (200, 200);   glutInitWindowPosition (100, 100);   glutCreateWindow (argv[0]);   init();   glutDisplayFunc(display);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0; }

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -