/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
- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // 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
- // from this software without specific prior written permission.
- //
- // 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 {
-
- 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
-
- inline void
- throwBadMatrix (const Imath::M44f& m)
- {
- if (badFloat (m[0][0]) ||
- 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");
- }
- inline void
- glMultMatrix( const Imath::M44f& m )
- {
- throwBadMatrix (m);
- glMultMatrixf( (GLfloat*)m[0] );
- }
- inline void
- glMultMatrix( const Imath::M44f* m )
- {
- throwBadMatrix (*m);
- glMultMatrixf( (GLfloat*)(*m)[0] );
- }
- inline void
- glLoadMatrix( const Imath::M44f& m )
- {
- throwBadMatrix (m);
- glLoadMatrixf( (GLfloat*)m[0] );
- }
- inline void
- glLoadMatrix( const Imath::M44f* m )
- {
- throwBadMatrix (*m);
- glLoadMatrixf( (GLfloat*)(*m)[0] );
- }
- 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