In rendering mode, three overlapping rectangles are drawn. When the left mouse button is pressed, selection mode is entered with the picking matrix. Rectangles which are drawn under the cursor position are "picked."
Pay special attention to the depth value range, which is returned.
/* Copyright (c) Mark J. Kilgard, 1994. */ /* * (c) Copyright 1993, 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. 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Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ #include <GL/openglut.h> #include <stdlib.h> #include <stdio.h> void myinit(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); glDepthRange(0.0, 1.0); /* The default z mapping */ } /* The three rectangles are drawn. In selection mode, * each rectangle is given the same name. Note that * each rectangle is drawn with a different z value. */ void drawRects(GLenum mode) { if (mode == GL_SELECT) glLoadName(1); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 0.0); glVertex3i(2, 0, 0); glVertex3i(2, 6, 0); glVertex3i(6, 6, 0); glVertex3i(6, 0, 0); glEnd(); if (mode == GL_SELECT) glLoadName(2); glBegin(GL_QUADS); glColor3f(0.0, 1.0, 1.0); glVertex3i(3, 2, -1); glVertex3i(3, 8, -1); glVertex3i(8, 8, -1); glVertex3i(8, 2, -1); glEnd(); if (mode == GL_SELECT) glLoadName(3); glBegin(GL_QUADS); glColor3f(1.0, 0.0, 1.0); glVertex3i(0, 2, -2); glVertex3i(0, 7, -2); glVertex3i(5, 7, -2); glVertex3i(5, 2, -2); glEnd(); } /* processHits() prints out the contents of the * selection array. */ void processHits(GLint hits, GLuint buffer[]) { GLint i; GLuint j, 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/0xffffffff); ptr++; printf(" z2 is %g\n", (float) *ptr/0xffffffff); ptr++; printf(" the name is "); for (j = 0; j < names; j++) { /* for each name */ printf("%d ", *ptr); ptr++; } printf("\n"); } } /* pickRects() sets up selection mode, name stack, * and projection matrix for picking. Then the objects * are drawn. */ #define BUFSIZE 512 void pickRects(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(-1); 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); glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5); drawRects(GL_SELECT); glPopMatrix(); glFlush(); hits = glRenderMode(GL_RENDER); processHits(hits, selectBuf); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawRects(GL_RENDER); glutSwapBuffers(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void key(unsigned char k, int x, int y) { switch (k) { case 27: /* Escape */ exit(0); break; default: return; } glutPostRedisplay(); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, depth buffer, and handle input events. */ int main(int argc, char **argv) { glutInitWindowSize(200, 200); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow(argv[0]); myinit(); glutMouseFunc(pickRects); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutKeyboardFunc(key); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }