void OpenGL::pickRects(){ /* GetCursorPos(&mouse); ScreenToClient(hWnd,&mouse); GLuint pickBuffer [32]; GLint nPicks,vpArray[4]; glRenderMode(GL_SELECT); glSelectBuffer(32,pickBuffer); glInitNames(); //glPushName(-1); glMatrixMode(GL_PROJECTION); glPushMatrix(); //glLoadIdentity(); glGetIntegerv(GL_VIEWPORT,vpArray); gluPickMatrix(GLdouble(mouse.x),GLdouble(vpArray[3]-mouse.y),5.0,5.0,vpArray); // glOrtho(0,1,0,1,0,1); //激活拾取区域。 // gluOrtho2D(0,0,Width,Height); rects(GL_SELECT); glMatrixMode(GL_PROJECTION); int j; glGetIntegerv(GL_NAME_STACK_DEPTH,&j); cout<<j<<endl; glPopMatrix(); glFlush(); nPicks=glRenderMode(GL_RENDER); processPicks(nPicks,pickBuffer); //processPicks(nPicks,pickBuffer); */ GetCursorPos(&mouse); ScreenToClient(hWnd,&mouse); GLuint selectBuf[32]; GLint hits; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); glSelectBuffer(32, selectBuf); (void) glRenderMode(GL_SELECT); glInitNames(); glPushName(0); glMatrixMode(GL_PROJECTION);
//下面这段代码可有可无,只是为了确保点击测试和实际绘图用的是同一个投影阵。
glLoadIdentity(); // 重置当前指定的矩阵为单位矩阵 gluPerspective // 设置透视图 ( 53.0f, // 透视角设置为 90 度 (GLfloat)Width/(GLfloat)Height, // 窗口的宽与高比 0.1f, // 视野透视深度:近点1.0f 3000.0f // 视野透视深度:始点0.1f远点1000.0f );
glPushMatrix();
下面的代码是最关键的地方,,注意:据测试:gluPickMatrix()意思并不是仅仅绘制一个拾取窗口。同时,
它也是一个投影矩阵变换!!~~~~如果使用第二个LoadIdentity()那么:前面的拾取矩阵就会失效!!
glLoadIdentity();
/* create 5x5 pixel picking region near cursor location */
gluPickMatrix((GLdouble) mouse.x, (GLdouble) (viewport[3] - mouse.y),
5.0, 5.0, viewport);
//这个会促使上面那个PickMatrix失效!!切记~~~~
//glLoadIdentity(); // 重置当前指定的矩阵为单位矩阵
gluPerspective // 设置透视图
( 53.0f, // 透视角设置为 90 度
(GLfloat)Width/(GLfloat)Height, // 窗口的宽与高比
0.1f, // 视野透视深度:近点1.0f
3000.0f // 视野透视深度:始点0.1f远点1000.0f
);
rects(GL_SELECT);
glPopMatrix();
glFlush();
hits = glRenderMode(GL_RENDER);
processPicks(hits, selectBuf);
int j;
glGetIntegerv(GL_NAME_STACK_DEPTH,&j);
int m;
}
void OpenGL::rects(GLenum mode)
{
if (mode == GL_SELECT)
glLoadName(30);
glPushMatrix();
glTranslatef(-2,-1,-15);
glColor3f(0.6f,0.2f,0.9f);
// glRecti(0,0,100,100);
Font->c3dtext("离开游戏",hFont,0.25f);
glPopMatrix();
/* 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(20);
glPushMatrix();
glTranslatef(-2,1,-15);
glColor3f(0.6f,0.2f,0.9f);
Font->c3dtext("开始游戏",hFont,0.25f);
glPopMatrix();
/*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();
/*
if(mode==GL_SELECT)
glPushName(1);
glPushMatrix();
// glTranslatef(0,0,-Height);
glColor3f(0.0,1.0,0.0);
// glPushName(20);
glTranslatef(-2,-1,-15);
// glColor3f(0.6f,0.2f,0.9f);
// glRecti(0,0,100,100);
Font->c3dtext("离开游戏",hFont,0.25f);
/*glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-Width/2, -Height/2, -0.0f);// 前
glTexCoord2f(1.0f, 0.0f); glVertex3f( Width/2,-Height/2, -0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( Width/2, Height/2, -0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-Width/2, Height/2, -0.0f);
glEnd();
// glColor3f(1.0,0.0,0.0);
// glTranslatef(-2,1,-15);
glColor3f(0.6f,0.2f,0.9f);
// Font->c3dtext("开始游戏",hFont,0.25f);
glPopMatrix();
if(mode==GL_SELECT)
glPushName(2);
glPushMatrix();
// glTranslatef(0,0,-Height);
// glColor3f(0.0,1.0,0.0);
// glPushName(20);
glTranslatef(-2,-1,-15);
glColor3f(0.6f,0.2f,0.9f);
// glRecti(0,0,100,100);
Font->c3dtext("离开游戏",hFont,0.25f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-Width/2, -Height/2, -0.0f);// 前
glTexCoord2f(1.0f, 0.0f); glVertex3f( Width/2,-Height/2, -0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( Width/2, Height/2, -0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-Width/2, Height/2, -0.0f);
glEnd();
glPopMatrix();
*/
}
void OpenGL::processPicks(GLint hits,GLuint buffer[]){
rects(GL_RENDER);
cout<<hits<<endl;
unsigned 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 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++) {
printf("%d ", *ptr); ptr++;
}
printf("\n");
}
}