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.
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Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. */ #include <GL/openglut.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, 0.0); drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -10.0); 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[]) { 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/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 512 void 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, 0.0); drawTriangle (2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -10.0); 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(); } /* ARGSUSED1 */ 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; }