/*
* Copyright (c) 1993-1997, 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* Unpublished-- rights reserved under the copyright laws of the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 <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.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) {
glColor4fv(couleurBlanc());
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);
manipulateurSouris();
manipulateurClavier();
glColor4fv(couleurVert());
drawTriangle(2.0,2.0,3.0,2.0,2.5,3.0,-5.0);
glColor4fv(couleurRouge());
drawTriangle(2.0,7.0,3.0,7.0,2.5,8.0,-5.0);
glColor4fv(couleurJaune());
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);
glClearColor(0.0,0.0,0.0,0.0);
setManipulateurDistance(10.0F);
}
void selectObjects(void) {
GLuint selectBuf[BUFSIZE];
GLint hits;
glSelectBuffer(BUFSIZE,selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
glPushName((unsigned int) -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 display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
drawScene();
selectObjects();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_SINGLE);
glutInitWindowSize(200,200);
glutInitWindowPosition(50,50);
glutCreateWindow("Sélection d'objets");
creationMenuBasique();
myinit();
glutKeyboardFunc(keyBasique);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}