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/src/FreeImage/Source/OpenEXR/Imath/ImathGL.h

https://bitbucket.org/cabalistic/ogredeps/
C++ Header | 159 lines | 94 code | 28 blank | 37 comment | 6 complexity | e9ce2b90ab28921507629cafda1b7ac4 MD5 | raw file
  1///////////////////////////////////////////////////////////////////////////
  2//
  3// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
  4// Digital Ltd. LLC
  5// 
  6// All rights reserved.
  7// 
  8// Redistribution and use in source and binary forms, with or without
  9// modification, are permitted provided that the following conditions are
 10// met:
 11// *       Redistributions of source code must retain the above copyright
 12// notice, this list of conditions and the following disclaimer.
 13// *       Redistributions in binary form must reproduce the above
 14// copyright notice, this list of conditions and the following disclaimer
 15// in the documentation and/or other materials provided with the
 16// distribution.
 17// *       Neither the name of Industrial Light & Magic nor the names of
 18// its contributors may be used to endorse or promote products derived
 19// from this software without specific prior written permission. 
 20// 
 21// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 22// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 23// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 24// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 25// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 26// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 27// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 28// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 29// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 30// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 31// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 32//
 33///////////////////////////////////////////////////////////////////////////
 34
 35
 36#ifndef INCLUDED_IMATHGL_H
 37#define INCLUDED_IMATHGL_H
 38
 39#include <GL/gl.h>
 40
 41#include "ImathVec.h"
 42#include "ImathMatrix.h"
 43#include "IexMathExc.h"
 44#include "ImathFun.h"
 45
 46inline void glVertex    ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z);   }
 47inline void glVertex    ( const Imath::V2f &v ) { glVertex2f(v.x,v.y);       }
 48inline void glNormal    ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z);   }
 49inline void glColor     ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z);    }
 50inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
 51
 52inline void glTexCoord( const Imath::V2f &t )
 53{
 54    glTexCoord2f(t.x,t.y);
 55}
 56
 57inline void glDisableTexture()
 58{
 59    glActiveTexture(GL_TEXTURE1);
 60    glBindTexture(GL_TEXTURE_2D, 0);
 61    glDisable(GL_TEXTURE_2D);
 62
 63    glActiveTexture(GL_TEXTURE0);
 64}
 65
 66namespace {
 67    
 68const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX)
 69
 70inline bool
 71badFloat (float f)
 72{
 73    return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;
 74}
 75
 76} // namespace
 77	
 78inline void
 79throwBadMatrix (const Imath::M44f& m)
 80{
 81    if (badFloat (m[0][0]) ||
 82	badFloat (m[0][1]) ||
 83	badFloat (m[0][2]) ||
 84	badFloat (m[0][3]) || 
 85	badFloat (m[1][0]) ||
 86	badFloat (m[1][1]) ||
 87	badFloat (m[1][2]) ||
 88	badFloat (m[1][3]) || 
 89	badFloat (m[2][0]) ||
 90	badFloat (m[2][1]) ||
 91	badFloat (m[2][2]) ||
 92	badFloat (m[2][3]) || 
 93	badFloat (m[3][0]) ||
 94	badFloat (m[3][1]) ||
 95	badFloat (m[3][2]) ||
 96	badFloat (m[3][3]))
 97	throw Iex::OverflowExc ("GL matrix overflow");
 98}
 99
100inline void 
101glMultMatrix( const Imath::M44f& m ) 
102{ 
103    throwBadMatrix (m);
104    glMultMatrixf( (GLfloat*)m[0] ); 
105}
106
107inline void 
108glMultMatrix( const Imath::M44f* m ) 
109{ 
110    throwBadMatrix (*m);
111    glMultMatrixf( (GLfloat*)(*m)[0] ); 
112}
113
114inline void 
115glLoadMatrix( const Imath::M44f& m ) 
116{ 
117    throwBadMatrix (m);
118    glLoadMatrixf( (GLfloat*)m[0] ); 
119}
120
121inline void 
122glLoadMatrix( const Imath::M44f* m ) 
123{ 
124    throwBadMatrix (*m);
125    glLoadMatrixf( (GLfloat*)(*m)[0] ); 
126}
127
128
129namespace Imath {
130
131//
132// Class objects that push/pop the GL state. These objects assist with
133// proper cleanup of the state when exceptions are thrown.
134//
135
136class GLPushMatrix {
137  public:
138
139    GLPushMatrix ()			{ glPushMatrix(); }
140    ~GLPushMatrix()			{ glPopMatrix(); }
141};
142
143class GLPushAttrib {
144  public:
145
146    GLPushAttrib (GLbitfield mask)	{ glPushAttrib (mask); }
147    ~GLPushAttrib()			{ glPopAttrib(); }
148};
149
150class GLBegin {
151  public:
152
153    GLBegin (GLenum mode)		{ glBegin (mode); }
154    ~GLBegin()				{ glEnd(); }
155};
156
157} // namespace Imath
158
159#endif