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