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