Blame Imath/ImathGL.h

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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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// 
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// All rights reserved.
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// 
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// *       Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// *       Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// *       Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission. 
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// 
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_IMATHGL_H
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#define INCLUDED_IMATHGL_H
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#include <GL/gl.h>
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#include "ImathVec.h"
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#include "ImathMatrix.h"
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#include "IexMathExc.h"
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#include "ImathFun.h"
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#include "ImathNamespace.h"
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inline void glVertex    ( const IMATH_INTERNAL_NAMESPACE::V3f &v ) { glVertex3f(v.x,v.y,v.z);   }
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inline void glVertex    ( const IMATH_INTERNAL_NAMESPACE::V2f &v ) { glVertex2f(v.x,v.y);       }
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inline void glNormal    ( const IMATH_INTERNAL_NAMESPACE::V3f &n ) { glNormal3f(n.x,n.y,n.z);   }
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inline void glColor     ( const IMATH_INTERNAL_NAMESPACE::V3f &c ) { glColor3f(c.x,c.y,c.z);    }
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inline void glTranslate ( const IMATH_INTERNAL_NAMESPACE::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
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inline void glTexCoord( const IMATH_INTERNAL_NAMESPACE::V2f &t )
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{
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    glTexCoord2f(t.x,t.y);
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}
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inline void glDisableTexture()
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{
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    glActiveTexture(GL_TEXTURE1);
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    glBindTexture(GL_TEXTURE_2D, 0);
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    glDisable(GL_TEXTURE_2D);
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    glActiveTexture(GL_TEXTURE0);
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}
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namespace {
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const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX)
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inline bool
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badFloat (float f)
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{
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    return !IMATH_INTERNAL_NAMESPACE::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;
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}
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} // namespace
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inline void
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throwBadMatrix (const IMATH_INTERNAL_NAMESPACE::M44f& m)
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{
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    if (badFloat (m[0][0]) ||
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	badFloat (m[0][1]) ||
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	badFloat (m[0][2]) ||
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	badFloat (m[0][3]) || 
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	badFloat (m[1][0]) ||
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	badFloat (m[1][1]) ||
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	badFloat (m[1][2]) ||
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	badFloat (m[1][3]) || 
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	badFloat (m[2][0]) ||
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	badFloat (m[2][1]) ||
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	badFloat (m[2][2]) ||
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	badFloat (m[2][3]) || 
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	badFloat (m[3][0]) ||
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	badFloat (m[3][1]) ||
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	badFloat (m[3][2]) ||
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	badFloat (m[3][3]))
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	throw IEX_NAMESPACE::OverflowExc ("GL matrix overflow");
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}
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inline void 
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glMultMatrix( const IMATH_INTERNAL_NAMESPACE::M44f& m ) 
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{ 
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    throwBadMatrix (m);
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    glMultMatrixf( (GLfloat*)m[0] ); 
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}
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inline void 
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glMultMatrix( const IMATH_INTERNAL_NAMESPACE::M44f* m ) 
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{ 
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    throwBadMatrix (*m);
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    glMultMatrixf( (GLfloat*)(*m)[0] ); 
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}
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inline void 
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glLoadMatrix( const IMATH_INTERNAL_NAMESPACE::M44f& m ) 
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{ 
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    throwBadMatrix (m);
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    glLoadMatrixf( (GLfloat*)m[0] ); 
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}
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inline void 
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glLoadMatrix( const IMATH_INTERNAL_NAMESPACE::M44f* m ) 
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{ 
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    throwBadMatrix (*m);
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    glLoadMatrixf( (GLfloat*)(*m)[0] ); 
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}
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IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
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//
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// Class objects that push/pop the GL state. These objects assist with
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// proper cleanup of the state when exceptions are thrown.
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//
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class GLPushMatrix {
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  public:
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    GLPushMatrix ()			{ glPushMatrix(); }
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    ~GLPushMatrix()			{ glPopMatrix(); }
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};
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class GLPushAttrib {
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  public:
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    GLPushAttrib (GLbitfield mask)	{ glPushAttrib (mask); }
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    ~GLPushAttrib()			{ glPopAttrib(); }
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};
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class GLBegin {
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  public:
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    GLBegin (GLenum mode)		{ glBegin (mode); }
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    ~GLBegin()				{ glEnd(); }
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};
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IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
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#endif