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Picking Tutorial
The Name Stack The OpenGL API provides a
mechanism for picking objects in a 3D scene. This tutorial will show you
how to detect which objects are bellow the mouse or in a square region of
the OpenGL window. The steps involved in detecting which objects are at
the location where the mouse was clicked are:
1. Get the window coordinates of the mouse
2. Enter selection mode
3. Redefine the viewing volume so that only a small area of
the window around the cursor is rendered
4. Render the scene, either using all primitives or only
those relevant to the picking operation
5. Exit selection mode and identify the objects which were
rendered on that small part of the screen. In order to
identify the rendered objects using the OpenGL API you must name
all relevant objects in your scene. The OpenGL API allows you to give
names to primitives, or sets of primitives (objects). When in selection
mode, a special rendering mode provided by the OpenGL API, no objects
are actually rendered in the framebuffer. Instead the names of the objects
(plus depth information) are collected in an array. For unnamed objects,
only depth information is collected.
Using the OpenGL terminology, a hit occurs whenever a
primitive is rendered in selection mode. Hit records are
stored in the selection buffer. Upon exiting the selection
mode OpenGL returns the selection buffer with the set of hit
records. Since OpenGL provides depth information for each hit
the application can then easily detect which object is closer to the user.
Introducing the Name Stack
As the title suggests, the names you assign to objects are stored
in a stack. Actually you don't give names to objects, as in a text string.
Instead you number objects. Nevertheless, since in OpenGL the term
name is used, the tutorial will also use the term name
instead of number.
When an object is rendered, if it intersects the new viewing
volume, a hit record is created. The hit record contains the
names currently on the name stack plus the minimum and maximum
depth for the object. Note that a hit record is created even if the
name stack is empty, in which case it only contains depth
information. If more objects are rendered before the name stack is altered
or the application leaves the selection mode, then the depth values
stored on the hit record are altered accordingly.
A hit record is stored on the selection buffer only
when the current contents of the name stack are altered or when the
application leaves the selection mode.
The rendering function for the selection mode therefore is
responsible for the contents of the name stack as well as the rendering of
primitives.
OpenGL provides the following functions to manipulate the Name
Stack:
void glInitNames(void);
This function creates an empty name stack. You are required to call
this function to initialize the stack prior to pushing names.
void glPushName(GLuint name);
Adds name to the top of the stack. The stacks maximum dimension
is implementation dependent, however according to the specs it must
contain at least 64 names which should prove to be more than enough for
the vast majority of applications. Nevertheless if you want to be sure you
may query the state variable GL_NAME_STACK_DEPTH (use
glGetIntegerv(GL_NAME_STACK_DEPTH)). Pushing values onto the stack
beyond its capacity causes an overflow error GL_STACK_OVERFLOW.
void glPopName();
Removes the name from top of the stack. Popping a value from an empty
stack causes an underflow, error GL_STACK_UNDERFLOW.
void glLoadName(GLunit name);
This function replaces the top of the stack with name. It is
the same as calling
glPopName();
glPushName(name);
This function is basically a short cut for the above snippet of code.
Loading a name on an empty stack causes the error
GL_INVALID_OPERATION.
Note: Calls to the above functions are ignored when not in
selection mode. This means that you may have a single rendering
function with all the name stack functions inside it. When in the
normal rendering mode the functions are ignored and when in selection
mode the hit records will be collected.
Note: You can't place these functions inside a glBegin glEnd
construction, which is kind of annoying since that will require a new
rendering function for the selection mode in some cases. For instance if
you have a set of points inside a glBegin glEnd and you want to name them
in such a way that you can tell them apart, then you must create one
glBegin glEnd block for each name.
Rendering for the Selection Mode
An example of a rendering function is now presented.
#define BODY 1
#define HEAD 2
...
void renderInSelectionMode() {
1 glInitNames();
2 glPushName(BODY);
3 drawBody();
4 glPopName();
5 glPushName(HEAD);
6 drawHead();
7 drawEyes();
8 glPopName();
9 drawGround();
}
OK, lets go line by line.
1 glInitNames(); - This function creates an empty
stack. This is required before any other operation on the stack such as
Load, Push or Pop.
2 glPushName(BODY); - A name is pushed onto the stack.
The stack now contains a single name.
3 drawBody(); - A function which calls OpenGL
primitives to draw something. If any of the primitives called in here
intersects the viewing volume a hit record is created. The
contents of the hit record will be the name currently on the name
stack, BODY, plus the minimum and maximum depth values for those
primitives that intersect the viewing volume
4 glPopName(); - Removes the name of the top of the
stack. Since the stack had a single item, it will now be empty. The
name stack has been altered so if a hit record was created in
2 it will be saved in the selection buffer
5 glPushName(HEAD); - A name is pushed onto the stack.
The stack now contains a single name again. The stack has been altered,
but there is no hit record so nothing goes into the selection
buffer
6 drawHead(); - Another function that renders OpenGL
primitives. Again if any of the primitives intersects the viewing volume
a hit record is created
7 drawEyes(); - Yet another function which renders
OpenGL primitives. If any of the primitives in here intersects the
viewing volume and a hit record already exists from 6, the hit
record is updated accordingly. The names currently in the hit
record are kept, but if any of the primitives in drawEyes() has a
smaller minimum, or a larger maximum depth, then these new values are
stored in the hit record. If the primitives in drawEyes() do
intersect the viewing volume but there was no hit record from
drawHead then a new one is created.
8 glPopName(); - The name on the top of the stack is
removed. Since the stack had a single name the stack is now empty. Again
the stack has been altered so if a hit record was created it will be
stored in the selection buffer
9 drawGround(); - If any if the primitives called in
here intersects the viewing volume a hit record is created. The
stack is empty, so no names will be stored in the hit record,
only depth information. If no alteration to the name stack occurs
after this point, then the hit record created will only be stored
in the selection buffer when the application leaves the
selection mode. This will be covered later on the
tutorial.
Note: lines 4 and 5 could have been replaced by
glLoadName(HEAD);
Note that you can push a dummy name (some unused value) right at
the start, and afterwards just use glLoadName, instead of Pushing and
Popping names. However it is faster to disregard objects that don't have a
name than to check if the name is the dummy name. On the other hand it is
probably faster to call glLoadName than it is to Pop followed by Push.
Using multiple names for an object
There is no rule that says that an object must have a single name.
You can give multiple names to an object. Suppose you have a number of
snowmen disposed on a grid. Instead of naming them as 1,2,3,... you could
name each of them with the row and column where they are placed. In this
case each snowman will have two names describing its position: the row and
column of the grid.
The following two functions show the two different approaches.
First using a single name for each snowman.
for(int i = -3; i < 3; i++)
for(int j = -3; j < 3; j++) {
glPushMatrix();
glPushName(i*6+j);
glTranslatef(i*10.0,0,j * 10.0);
glCallList(snowManDL);
glPopName();
glPopMatrix();
}
The following function gives two names to each snowman. In this latter
function if a hit occurs the hit record will have two names.
for(int i = -3; i < 3; i++) {
glPushName(i);
for(int j = -3; j < 3; j++) {
glPushMatrix();
glPushName(j);
glTranslatef(i*10.0,0,j * 10.0);
glCallList(snowManDL);
glPopName();
glPopMatrix();
}
glPopName();
}
Hierarchical Naming
This is a natural extension to multiple naming. It may be of
interest to find out where in a particular object you have clicked. For
instance you may want to know not only in which snowman you clicked but
also if you clicked on the head or the body. The following function
provides this information.
for(int i = -3; i < 3; i++) {
glPushName(i);
for(int j = -3; j < 3; j++) {
glPushMatrix();
glPushName(j);
glTranslatef(i*10.0,0,j * 10.0);
glPushName(HEAD);
glCallList(snowManHeadDL);
glLoadName(BODY);
glCallList(snowManBodyDL);
glPopName();
glPopName();
glPopMatrix();
}
glPopName();
}
In this case you'll have three names when you click on either the body
or head of a snowman: the row, the column and the value BODY or HEAD
respectively.
A Note about Rendering on Selection Mode
As mentioned before, all calls to stack functions are ignored when
not in selection mode, i.e. when rendering to the frame buffer.
This means that you can have a single rendering function for both modes.
However this can result in a serious waste of time. An application may
have only a small number of pickable objects. Using the same function for
both modes will require to render a lot of non-pickable objects when in
selection mode. Not only the rendering time will be longer than required
as will the time required to process the hit records.
Therefore it makes sense to consider writing a special rendering
function for the selection mode in these cases. However you should
take extra care when doing so. Consider for instance an application where
you have several rooms, each room with a potential set of pickable
objects. You must prevent the user from selecting objects through walls,
i.e. objects that are in other rooms and are not visible. If you use the
same rendering function then the walls will cause a hit, and therefore you
can use depth information to disregard objects that are behind the wall.
However if you decide to build a function just with the pickable objects
then there is no way to tell if an object is in the current room, or
behind a wall.
Therefore, when building a special rendering function for the
selection mode you should include not only the pickable objects,
but also all the objects that can cause occlusions, such as walls. For
highly interactive real time applications it is probably a good option to
build simplified representations of the objects that may cause occlusions.
For instance a single polygon may replace a complex wall, or a box may
replace a table.
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