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
glVertex(const Imath::V3f & v)46 inline void glVertex ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z); }
glVertex(const Imath::V2f & v)47 inline void glVertex ( const Imath::V2f &v ) { glVertex2f(v.x,v.y); }
glNormal(const Imath::V3f & n)48 inline void glNormal ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z); }
glColor(const Imath::V3f & c)49 inline void glColor ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z); }
glTranslate(const Imath::V3f & t)50 inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
51
glTexCoord(const Imath::V2f & t)52 inline void glTexCoord( const Imath::V2f &t )
53 {
54 glTexCoord2f(t.x,t.y);
55 }
56
glDisableTexture()57 inline 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
66 namespace {
67
68 const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX)
69
70 inline bool
badFloat(float f)71 badFloat (float f)
72 {
73 return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;
74 }
75
76 } // namespace
77
78 inline void
throwBadMatrix(const Imath::M44f & m)79 throwBadMatrix (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
100 inline void
glMultMatrix(const Imath::M44f & m)101 glMultMatrix( const Imath::M44f& m )
102 {
103 throwBadMatrix (m);
104 glMultMatrixf( (GLfloat*)m[0] );
105 }
106
107 inline void
glMultMatrix(const Imath::M44f * m)108 glMultMatrix( const Imath::M44f* m )
109 {
110 throwBadMatrix (*m);
111 glMultMatrixf( (GLfloat*)(*m)[0] );
112 }
113
114 inline void
glLoadMatrix(const Imath::M44f & m)115 glLoadMatrix( const Imath::M44f& m )
116 {
117 throwBadMatrix (m);
118 glLoadMatrixf( (GLfloat*)m[0] );
119 }
120
121 inline void
glLoadMatrix(const Imath::M44f * m)122 glLoadMatrix( const Imath::M44f* m )
123 {
124 throwBadMatrix (*m);
125 glLoadMatrixf( (GLfloat*)(*m)[0] );
126 }
127
128
129 namespace 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
136 class GLPushMatrix {
137 public:
138
GLPushMatrix()139 GLPushMatrix () { glPushMatrix(); }
~GLPushMatrix()140 ~GLPushMatrix() { glPopMatrix(); }
141 };
142
143 class GLPushAttrib {
144 public:
145
GLPushAttrib(GLbitfield mask)146 GLPushAttrib (GLbitfield mask) { glPushAttrib (mask); }
~GLPushAttrib()147 ~GLPushAttrib() { glPopAttrib(); }
148 };
149
150 class GLBegin {
151 public:
152
GLBegin(GLenum mode)153 GLBegin (GLenum mode) { glBegin (mode); }
~GLBegin()154 ~GLBegin() { glEnd(); }
155 };
156
157 } // namespace Imath
158
159 #endif
160