最終更新: mikk_ni3_92 2008年03月24日(月) 13:07:19履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> マウスとピックアップ処理1 >> マウスとピックアップ処理2
#include <cstdio>
#include <iostream>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
using namespace std;
void display();
void reshape(int w, int h);
void mouse(int button, int state,int x, int y);
void DRAW_QUADS();
void PICK_UP(int x,int y);
int SELECT_HITS(GLuint hits,GLuint *buf);
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここから各種コールバック]****************************************/
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(1.0, 2.0, 4.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
DRAW_QUADS();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void mouse(int button, int state,int x, int y)
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
PICK_UP(x,y);
glutPostRedisplay();
}
}
/**********[ここから、各種関数]***********************/
void DRAW_QUADS()
{
glPushName(2);
glBegin(GL_QUADS);
glColor3f(1.0, 0.0, 1.0);
glVertex2d(-0.5,0.5);
glVertex2d(-0.5,-0.5);
glVertex2d(0.5,-0.5);
glVertex2d(0.5,0.5);
glEnd();
glPopName();
glPushName(1);
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0);
glVertex3d(0,0.8,-0.5);
glVertex3d(0,-0.8,-0.5);
glVertex3d(0.6,-0.8,-0.5);
glVertex3d(0.6,0.8,-0.5);
glEnd();
glPopName();
glPushName(3);
glBegin(GL_QUADS);
glColor3f(0.0, 0.0, 1.0);
glVertex3d(-1,0.4,-1);
glVertex3d(-1,-0.4,-1);
glVertex3d(1,-0.4,-1);
glVertex3d(1,0.4,-1);
glEnd();
glPopName();
}
void PICK_UP(int x, int y)
{
/*ビューポート取得*/
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
/*セレクションバッファ用意*/
#define BUFSIZE 256
GLuint selectBuf[BUFSIZE];
glSelectBuffer(BUFSIZE, selectBuf);
/*レンダリングを切替え*/
glRenderMode(GL_SELECT);
glInitNames();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix(x,viewport[3]-y,5.0,5.0, viewport);
/*視体積再設定*/
gluPerspective( 30.0,(double)viewport[2]/(double)viewport[3] , 1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
DRAW_QUADS();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
int hits;
hits = glRenderMode(GL_RENDER);
SELECT_HITS(hits, selectBuf);
}
int SELECT_HITS(GLuint hits,GLuint *buf)
{
if(hits<=0)
{
cout << "0 hit ..."<< endl;
return -1;
}
GLuint *ptr = buf;
cout <<"=== " <<hits << " hits !! ===" << endl;
GLuint kaisou;
float depth_1_min;
float depth_1_max;
for(GLuint i=0; i<hits; i++,ptr++)
{
/*階層の深さ(今回はすべて1)*/
kaisou=*ptr;
printf("(kaisou is %d)\n",(int)kaisou);
/*デプス最小値*/
ptr++;
depth_1_min=(float) *ptr/0x7fffffff;
printf("depth of minimum %f\n",depth_1_min);
/*デプス最大値*/
ptr++;
depth_1_max=(float) *ptr/0x7fffffff;
printf("depth of max %f\n",depth_1_max);
/*階層番号*/
ptr++;
printf("Name is %d\n",*ptr);
}
return 1;
}
#include <cstdio>
#include <iostream>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
using namespace std;
void display();
void reshape(int w, int h);
void mouse(int button, int state,int x, int y);
void DRAW_QUADS();
void PICK_UP(int x,int y);
int SELECT_HITS(GLuint hits,GLuint *buf);
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここから各種コールバック]****************************************/
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(1.0, 2.0, 4.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
DRAW_QUADS();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void mouse(int button, int state,int x, int y)
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
PICK_UP(x,y);
glutPostRedisplay();
}
}
/**********[ここから、各種関数]***********************/
void DRAW_QUADS()
{
glPushName(2);
glBegin(GL_QUADS);
glColor3f(1.0, 0.0, 1.0);
glVertex2d(-0.5,0.5);
glVertex2d(-0.5,-0.5);
glVertex2d(0.5,-0.5);
glVertex2d(0.5,0.5);
glEnd();
glPopName();
glPushName(1);
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0);
glVertex3d(0,0.8,-0.5);
glVertex3d(0,-0.8,-0.5);
glVertex3d(0.6,-0.8,-0.5);
glVertex3d(0.6,0.8,-0.5);
glEnd();
glPopName();
glPushName(3);
glBegin(GL_QUADS);
glColor3f(0.0, 0.0, 1.0);
glVertex3d(-1,0.4,-1);
glVertex3d(-1,-0.4,-1);
glVertex3d(1,-0.4,-1);
glVertex3d(1,0.4,-1);
glEnd();
glPopName();
}
void PICK_UP(int x, int y)
{
/*ビューポート取得*/
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
/*セレクションバッファ用意*/
#define BUFSIZE 256
GLuint selectBuf[BUFSIZE];
glSelectBuffer(BUFSIZE, selectBuf);
/*レンダリングを切替え*/
glRenderMode(GL_SELECT);
glInitNames();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix(x,viewport[3]-y,5.0,5.0, viewport);
/*視体積再設定*/
gluPerspective( 30.0,(double)viewport[2]/(double)viewport[3] , 1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
DRAW_QUADS();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
int hits;
hits = glRenderMode(GL_RENDER);
SELECT_HITS(hits, selectBuf);
}
int SELECT_HITS(GLuint hits,GLuint *buf)
{
if(hits<=0)
{
cout << "0 hit ..."<< endl;
return -1;
}
GLuint *ptr = buf;
cout <<"=== " <<hits << " hits !! ===" << endl;
GLuint kaisou;
float depth_1_min;
float depth_1_max;
for(GLuint i=0; i<hits; i++,ptr++)
{
/*階層の深さ(今回はすべて1)*/
kaisou=*ptr;
printf("(kaisou is %d)\n",(int)kaisou);
/*デプス最小値*/
ptr++;
depth_1_min=(float) *ptr/0x7fffffff;
printf("depth of minimum %f\n",depth_1_min);
/*デプス最大値*/
ptr++;
depth_1_max=(float) *ptr/0x7fffffff;
printf("depth of max %f\n",depth_1_max);
/*階層番号*/
ptr++;
printf("Name is %d\n",*ptr);
}
return 1;
}