/////////////////////////////////////////////////////////////////////////// // // 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 #include "ImathVec.h" #include "ImathMatrix.h" #include "IexMathExc.h" #include "ImathFun.h" #include "ImathNamespace.h" inline void glVertex ( const IMATH_INTERNAL_NAMESPACE::V3f &v ) { glVertex3f(v.x,v.y,v.z); } inline void glVertex ( const IMATH_INTERNAL_NAMESPACE::V2f &v ) { glVertex2f(v.x,v.y); } inline void glNormal ( const IMATH_INTERNAL_NAMESPACE::V3f &n ) { glNormal3f(n.x,n.y,n.z); } inline void glColor ( const IMATH_INTERNAL_NAMESPACE::V3f &c ) { glColor3f(c.x,c.y,c.z); } inline void glTranslate ( const IMATH_INTERNAL_NAMESPACE::V3f &t ) { glTranslatef(t.x,t.y,t.z); } inline void glTexCoord( const IMATH_INTERNAL_NAMESPACE::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_INTERNAL_NAMESPACE::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX; } } // namespace inline void throwBadMatrix (const IMATH_INTERNAL_NAMESPACE::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_NAMESPACE::OverflowExc ("GL matrix overflow"); } inline void glMultMatrix( const IMATH_INTERNAL_NAMESPACE::M44f& m ) { throwBadMatrix (m); glMultMatrixf( (GLfloat*)m[0] ); } inline void glMultMatrix( const IMATH_INTERNAL_NAMESPACE::M44f* m ) { throwBadMatrix (*m); glMultMatrixf( (GLfloat*)(*m)[0] ); } inline void glLoadMatrix( const IMATH_INTERNAL_NAMESPACE::M44f& m ) { throwBadMatrix (m); glLoadMatrixf( (GLfloat*)m[0] ); } inline void glLoadMatrix( const IMATH_INTERNAL_NAMESPACE::M44f* m ) { throwBadMatrix (*m); glLoadMatrixf( (GLfloat*)(*m)[0] ); } IMATH_INTERNAL_NAMESPACE_HEADER_ENTER // // 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(); } }; IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif