L'exécutable
Le source: Selection.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#define BUFSIZE 512
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();
}
void drawViewVol(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);
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();
}
void drawScene(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0,1.333,0.01,100.0);
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);
drawTriangle(2.0,2.0,3.0,2.0,2.5,3.0,-5.0);
glColor3f(1.0,0.0,0.0);
drawTriangle(2.0,7.0,3.0,7.0,2.5,8.0,-5.0);
glColor3f(1.0,1.0,0.0);
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.);
drawViewVol(0.0,5.0,0.0,5.0,0.0,10.0);
}
void processHits(GLint hits,GLuint buffer[]) {
int i,j;
GLuint names,*ptr;
printf("hits = %d\n",hits);
ptr =(GLuint *) buffer;
for ( i = 0 ; i < hits ; i++ ) {
names = *ptr;
printf("number of names=%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 < (int) names ; j++ )
printf("%d ",*ptr);
ptr++;
printf("\n"); }
}
void myinit(void) {
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void selectObjects(void) {
GLuint selectBuf[BUFSIZE];
GLint hits;
glSelectBuffer(BUFSIZE,selectBuf);
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.);
glPopMatrix();
glFlush();
hits = glRenderMode(GL_RENDER);
processHits(hits,selectBuf);
}
void CALLBACK display(void) {
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawScene();
selectObjects();
glFlush();
}
void main(void) {
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,200,200);
auxInitWindow("Sélection d'objets");
myinit();
auxMainLoop(display);
}
RETOUR