#/* # * 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ require "opengl" require "glut" #/* draw a triangle with vertices at (x1, y1), (x2, y2) # * and (x3, y3) at z units away from the origin. # */ def drawTriangle(x1, y1, x2, y2, x3, y3, z) GL::Begin(GL::TRIANGLES); GL::Vertex(x1, y1, z); GL::Vertex(x2, y2, z); GL::Vertex(x3, y3, z); GL::End(); end #/* draw a rectangular box with these outer x, y, and z values */ def drawViewVolume(x1, x2, y1, y2, z1, z2) GL::Color(1.0, 1.0, 1.0); GL::Begin(GL::LINE_LOOP); GL::Vertex(x1, y1, -z1); GL::Vertex(x2, y1, -z1); GL::Vertex(x2, y2, -z1); GL::Vertex(x1, y2, -z1); GL::End(); GL::Begin(GL::LINE_LOOP); GL::Vertex(x1, y1, -z2); GL::Vertex(x2, y1, -z2); GL::Vertex(x2, y2, -z2); GL::Vertex(x1, y2, -z2); GL::End(); GL::Begin(GL::LINES);# /* 4 lines */ GL::Vertex(x1, y1, -z1); GL::Vertex(x1, y1, -z2); GL::Vertex(x1, y2, -z1); GL::Vertex(x1, y2, -z2); GL::Vertex(x2, y1, -z1); GL::Vertex(x2, y1, -z2); GL::Vertex(x2, y2, -z1); GL::Vertex(x2, y2, -z2); GL::End(); end #/* drawScene draws 4 triangles and a wire frame # * which represents the viewing volume. # */ def drawScene() GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); GLU::Perspective(40.0, 4.0/3.0, 1.0, 100.0); GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); GLU::LookAt(7.5, 7.5, 12.5, 2.5, 2.5, -5.0, 0.0, 1.0, 0.0); GL::Color(0.0, 1.0, 0.0);# /* green triangle */ drawTriangle(2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -5.0); GL::Color(1.0, 0.0, 0.0);# /* red triangle */ drawTriangle(2.0, 7.0, 3.0, 7.0, 2.5, 8.0, -5.0); GL::Color(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); end #/* processHits prints out the contents of the selection array # */ def processHits(hits, buffer) printf("hits = %d\n", hits); ptr = buffer.unpack("I*") p = 0 for i in 0...hits #/* for each hit */ names = ptr[p] printf(" number of names for hit = %d\n", names); p+=1; printf(" z1 is %g;", ptr[p].to_f/0xffffffff); p+=1; printf(" z2 is %g\n", ptr[p].to_f/0xffffffff); p+=1; printf(" the name is "); for j in 0...names # /* for each name */ printf("%d ", ptr[p]); p+=1 end printf("\n"); end end #/* 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. # */ BUFSIZE=512 def selectObjects selectBuf = GL::SelectBuffer(BUFSIZE); GL::RenderMode(GL::SELECT); GL::InitNames(); GL::PushName(0); GL::PushMatrix(); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); GL::Ortho(0.0, 5.0, 0.0, 5.0, 0.0, 10.0); GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); GL::LoadName(1); drawTriangle(2.0, 2.0, 3.0, 2.0, 2.5, 3.0, -5.0); GL::LoadName(2); drawTriangle(2.0, 7.0, 3.0, 7.0, 2.5, 8.0, -5.0); GL::LoadName(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); GL::PopMatrix(); GL::Flush(); hits = GL::RenderMode(GL::RENDER); processHits(hits, selectBuf); end def init GL::Enable(GL::DEPTH_TEST); GL::ShadeModel(GL::FLAT); end display = proc { GL::ClearColor(0.0, 0.0, 0.0, 0.0); GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); drawScene(); selectObjects(); GL::Flush(); } #/* ARGSUSED1 */ keyboard = proc {|key, x, y| case (key) when 27 exit(0); end } #/* Main Loop */ GLUT.Init GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT::InitWindowSize(200, 200); GLUT::InitWindowPosition(100, 100); GLUT::CreateWindow $0 init(); GLUT::DisplayFunc(display); GLUT::KeyboardFunc(keyboard); GLUT::MainLoop();