📄 bez2.c
字号:
#include "defs.h"
BOOL hitTest(int x, int y)
{
GLuint selBuf[512];
GLint hits;
GLint viewport[4];
GLdouble fovy = 50.0;
GLdouble aspect = 1.0;
GLdouble znear = 10.0, zfar=500.0;
int i;
glGetIntegerv(GL_VIEWPORT,viewport);
glSelectBuffer(512,selBuf);
(void)glRenderMode(GL_SELECT);
glInitNames();
glPushName(0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPickMatrix((GLdouble)x,(GLdouble)(viewport[3]-y),5.0,5.0,viewport);
gluPerspective(fovy, aspect, znear, zfar);
glMatrixMode(GL_MODELVIEW);
drawScene(GL_SELECT);
hits = glRenderMode(GL_RENDER);
// process hits
if(hits > 0)
{
// for each hit, first element in selBuf is 1,
// since the hit objects are not hierarchial (they are POINTS)
//
for(i=0;i<hits;i++)
{
if(selBuf[4*i+3] != AXES)
{
selected = selBuf[4*i+3];
}
else
selected = -1;
}
}
setTransform();
return hits > 0 ? TRUE : FALSE;
}
GLvoid drawScene(GLenum mode)
{
int i,j,k;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMap2f(GL_MAP2_VERTEX_3,0.0,1.0,3,4,0,1,12,4,&vertices[0].v[0]);
glLoadIdentity();
glTranslatef(0.0,0.0,dist);
glRotatef((GLfloat)theta,0.0,1.0,0.0);
glRotatef((GLfloat)beta,1.0,0.0,0.0);
gluLookAt(150.0,150.0,100.0,0.0,0.0,0.0,0.0,0.0,1.0);
glPushMatrix();
if(mode == GL_SELECT)
glLoadName(AXES);
glTranslatef(0.0,0.0,0.0);
glCallList(axes);
glColor3f(1.0,0.8,0.8);
glEvalMesh2(GL_LINE,0,20,0,20);
glPushMatrix();
for(i=0;i<N;i++)
{
if(mode == GL_SELECT)
glLoadName(i);
glBegin(GL_POINTS);
if(i == selected)
glColor3f(1.0,1.0,1.0);
else
glColor3f(1.0,0.0,0.0);
glVertex3fv(vertices[i].v);
glEnd();
}
glPopMatrix();
glPopMatrix();
SwapBuffers(ghDC);
}
void bezInit(void)
{
int i,j;
for(i=0;i<4;i++)
for(j=0;j<4;j++)
{
vertices[4*i+j].v[0] = 30.0*(GLfloat)(i);
vertices[4*i+j].v[1] = 30.0*(GLfloat)(j);
vertices[4*i+j].v[2] = 5.0;
}
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
}
⌨️ 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 + -