opencv/3rdparty/openexr/Imath/ImathGL.h

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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHGL_H
#define INCLUDED_IMATHGL_H
#include <GL/gl.h>
#include "ImathVec.h"
#include "ImathMatrix.h"
#include "IexMathExc.h"
#include "ImathFun.h"
inline void glVertex ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z); }
inline void glVertex ( const Imath::V2f &v ) { glVertex2f(v.x,v.y); }
inline void glNormal ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z); }
inline void glColor ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z); }
inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
inline void glTexCoord( const Imath::V2f &t )
{
glTexCoord2f(t.x,t.y);
}
inline void glDisableTexture()
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
namespace {
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const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX)
inline bool
badFloat (float f)
{
return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;
}
} // namespace
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inline void
throwBadMatrix (const Imath::M44f& m)
{
if (badFloat (m[0][0]) ||
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badFloat (m[0][1]) ||
badFloat (m[0][2]) ||
badFloat (m[0][3]) ||
badFloat (m[1][0]) ||
badFloat (m[1][1]) ||
badFloat (m[1][2]) ||
badFloat (m[1][3]) ||
badFloat (m[2][0]) ||
badFloat (m[2][1]) ||
badFloat (m[2][2]) ||
badFloat (m[2][3]) ||
badFloat (m[3][0]) ||
badFloat (m[3][1]) ||
badFloat (m[3][2]) ||
badFloat (m[3][3]))
throw Iex::OverflowExc ("GL matrix overflow");
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}
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inline void
glMultMatrix( const Imath::M44f& m )
{
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throwBadMatrix (m);
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glMultMatrixf( (GLfloat*)m[0] );
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}
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inline void
glMultMatrix( const Imath::M44f* m )
{
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throwBadMatrix (*m);
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glMultMatrixf( (GLfloat*)(*m)[0] );
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}
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inline void
glLoadMatrix( const Imath::M44f& m )
{
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throwBadMatrix (m);
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glLoadMatrixf( (GLfloat*)m[0] );
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}
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inline void
glLoadMatrix( const Imath::M44f* m )
{
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throwBadMatrix (*m);
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glLoadMatrixf( (GLfloat*)(*m)[0] );
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}
namespace Imath {
//
// Class objects that push/pop the GL state. These objects assist with
// proper cleanup of the state when exceptions are thrown.
//
class GLPushMatrix {
public:
GLPushMatrix () { glPushMatrix(); }
~GLPushMatrix() { glPopMatrix(); }
};
class GLPushAttrib {
public:
GLPushAttrib (GLbitfield mask) { glPushAttrib (mask); }
~GLPushAttrib() { glPopAttrib(); }
};
class GLBegin {
public:
GLBegin (GLenum mode) { glBegin (mode); }
~GLBegin() { glEnd(); }
};
} // namespace Imath
#endif