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With so many solutions, how can you tell which solutions are most likely to help you and which ones are not? To provide you with a tool to use, we rate our solutions based on various elements that most accurately determine if a solution is a quality solution. To explain what factors affect the solution rating, here are the elements we take into consideration when formulating our solution rating.
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#include <cstdlib>
#include <iostream>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
using namespace std;
double objx, objy, objz;
void processMouse(int button, int state, int x, int y)
{
double modelview[16], projection[16];
int viewport[4];
float z;
//get the modelview matrix
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
//get the projection matrix
glGetDoublev( GL_PROJECTION_MATRIX, projection );
//get the viewport
glGetIntegerv( GL_VIEWPORT, viewport );
//Read the window z co-ordinate
//(the z value on that point in unit cube)
glReadPixels( x, viewport[3]-y, 1, 1,
GL_DEPTH_COMPONENT, GL_FLOAT, &z );
//Unproject the window co-ordinates to
//find the world co-ordinates.
gluUnProject( x, viewport[3]-y, z, modelview,
projection, viewport, &objx, &objy, &objz );
cout << objx << " , " << objy << " , " << objz << "\n";
}
void processNormalKeys(unsigned char key, int x, int y) {
if (key == 27)//escape key ascii value
exit(0);
}
void processSpecialKeys(int key, int x, int y) {
}
void changeSize(int w, int h) {
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
float ratio = 1.0* w / h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
// Set the correct perspective.
gluPerspective(45,ratio,1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void renderScene(void) {
glClear(GL_COLOR_BUFFER_BIT);
glTranslatef(0,0,-300);
glBegin(GL_LINES);
glVertex3f(-100.0,0.0,0.0);
glVertex3f(100.0,0.0,0.0);
glVertex3f(0.0,-100.0,0.0);
glVertex3f(0.0,100.0,0.0);
glVertex3f(0.0,0.0,-100.0);
glVertex3f(0.0,0.0,100.0);
glEnd();
glFlush();
}
int main(int argc, char **argv) {
glClearColor(0,0,0,0);
glEnable(GL_DEPTH_TEST);//Enable depth testing
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(320,320);
glutCreateWindow("glut");
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(processSpecialKeys);
glutMouseFunc(processMouse);
glutMainLoop();
}
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