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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