[855] | 1 | /////////////////////////////////////////////////////////////////////////// |
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| 2 | // |
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| 3 | // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
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| 4 | // Digital Ltd. LLC |
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| 5 | // |
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| 6 | // All rights reserved. |
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| 7 | // |
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| 8 | // Redistribution and use in source and binary forms, with or without |
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| 9 | // modification, are permitted provided that the following conditions are |
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| 10 | // met: |
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| 11 | // * Redistributions of source code must retain the above copyright |
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| 12 | // notice, this list of conditions and the following disclaimer. |
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| 13 | // * Redistributions in binary form must reproduce the above |
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| 14 | // copyright notice, this list of conditions and the following disclaimer |
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| 15 | // in the documentation and/or other materials provided with the |
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| 16 | // distribution. |
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| 17 | // * Neither the name of Industrial Light & Magic nor the names of |
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| 18 | // its contributors may be used to endorse or promote products derived |
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| 19 | // from this software without specific prior written permission. |
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| 20 | // |
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| 21 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| 22 | // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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| 23 | // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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| 24 | // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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| 25 | // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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| 26 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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| 27 | // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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| 28 | // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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| 29 | // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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| 30 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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| 31 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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| 32 | // |
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| 33 | /////////////////////////////////////////////////////////////////////////// |
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| 34 | |
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| 35 | |
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| 36 | #ifndef INCLUDED_IMATHGL_H |
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| 37 | #define INCLUDED_IMATHGL_H |
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| 38 | |
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| 39 | #include <GL/gl.h> |
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| 40 | |
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| 41 | #include <ImathVec.h> |
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| 42 | #include <ImathMatrix.h> |
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| 43 | #include <IexMathExc.h> |
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| 44 | #include <ImathFun.h> |
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| 45 | |
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| 46 | inline void glVertex ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z); } |
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| 47 | inline void glVertex ( const Imath::V2f &v ) { glVertex2f(v.x,v.y); } |
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| 48 | inline void glNormal ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z); } |
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| 49 | inline void glColor ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z); } |
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| 50 | inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); } |
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| 51 | |
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| 52 | inline void glTexCoord( const Imath::V2f &t ) |
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| 53 | { |
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| 54 | glTexCoord2f(t.x,t.y); |
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| 55 | #ifndef PLATFORM_IRIX |
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| 56 | glMultiTexCoord2f(GL_TEXTURE1, t.x, t.y); |
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| 57 | #endif |
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| 58 | } |
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| 59 | |
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| 60 | inline void glDisableTexture() |
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| 61 | { |
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| 62 | #ifndef PLATFORM_IRIX |
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| 63 | glActiveTexture(GL_TEXTURE1); |
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| 64 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 65 | glDisable(GL_TEXTURE_2D); |
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| 66 | |
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| 67 | glActiveTexture(GL_TEXTURE0); |
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| 68 | #endif |
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| 69 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 70 | glDisable(GL_TEXTURE_2D); |
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| 71 | } |
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| 72 | |
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| 73 | namespace { |
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| 74 | |
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| 75 | const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX) |
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| 76 | |
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| 77 | inline bool |
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| 78 | badFloat (float f) |
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| 79 | { |
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| 80 | return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX; |
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| 81 | } |
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| 82 | |
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| 83 | } // namespace |
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| 84 | |
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| 85 | inline void |
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| 86 | throwBadMatrix (const Imath::M44f& m) |
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| 87 | { |
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| 88 | if (badFloat (m[0][0]) || |
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| 89 | badFloat (m[0][1]) || |
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| 90 | badFloat (m[0][2]) || |
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| 91 | badFloat (m[0][3]) || |
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| 92 | badFloat (m[1][0]) || |
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| 93 | badFloat (m[1][1]) || |
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| 94 | badFloat (m[1][2]) || |
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| 95 | badFloat (m[1][3]) || |
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| 96 | badFloat (m[2][0]) || |
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| 97 | badFloat (m[2][1]) || |
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| 98 | badFloat (m[2][2]) || |
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| 99 | badFloat (m[2][3]) || |
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| 100 | badFloat (m[3][0]) || |
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| 101 | badFloat (m[3][1]) || |
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| 102 | badFloat (m[3][2]) || |
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| 103 | badFloat (m[3][3])) |
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| 104 | throw Iex::OverflowExc ("GL matrix overflow"); |
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| 105 | } |
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| 106 | |
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| 107 | inline void |
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| 108 | glMultMatrix( const Imath::M44f& m ) |
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| 109 | { |
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| 110 | throwBadMatrix (m); |
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| 111 | glMultMatrixf( (GLfloat*)m[0] ); |
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| 112 | } |
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| 113 | |
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| 114 | inline void |
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| 115 | glMultMatrix( const Imath::M44f* m ) |
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| 116 | { |
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| 117 | throwBadMatrix (*m); |
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| 118 | glMultMatrixf( (GLfloat*)(*m)[0] ); |
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| 119 | } |
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| 120 | |
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| 121 | inline void |
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| 122 | glLoadMatrix( const Imath::M44f& m ) |
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| 123 | { |
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| 124 | throwBadMatrix (m); |
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| 125 | glLoadMatrixf( (GLfloat*)m[0] ); |
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| 126 | } |
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| 127 | |
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| 128 | inline void |
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| 129 | glLoadMatrix( const Imath::M44f* m ) |
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| 130 | { |
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| 131 | throwBadMatrix (*m); |
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| 132 | glLoadMatrixf( (GLfloat*)(*m)[0] ); |
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| 133 | } |
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| 134 | |
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| 135 | |
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| 136 | namespace Imath { |
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| 137 | |
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| 138 | // |
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| 139 | // Class objects that push/pop the GL state. These objects assist with |
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| 140 | // proper cleanup of the state when exceptions are thrown. |
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| 141 | // |
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| 142 | |
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| 143 | class GLPushMatrix { |
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| 144 | public: |
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| 145 | |
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| 146 | GLPushMatrix () { glPushMatrix(); } |
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| 147 | ~GLPushMatrix() { glPopMatrix(); } |
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| 148 | }; |
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| 149 | |
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| 150 | class GLPushAttrib { |
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| 151 | public: |
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| 152 | |
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| 153 | GLPushAttrib (GLbitfield mask) { glPushAttrib (mask); } |
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| 154 | ~GLPushAttrib() { glPopAttrib(); } |
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| 155 | }; |
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| 156 | |
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| 157 | class GLBegin { |
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| 158 | public: |
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| 159 | |
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| 160 | GLBegin (GLenum mode) { glBegin (mode); } |
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| 161 | ~GLBegin() { glEnd(); } |
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| 162 | }; |
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| 163 | |
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| 164 | } // namespace Imath |
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| 165 | |
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| 166 | #endif |
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