root/3rdparty/openexr/Imath/ImathGL.h

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DEFINITIONS

This source file includes following definitions.
  1. glVertex
  2. glVertex
  3. glNormal
  4. glColor
  5. glTranslate
  6. glTexCoord
  7. glDisableTexture
  8. throwBadMatrix
  9. glMultMatrix
  10. glMultMatrix
  11. glLoadMatrix
  12. glLoadMatrix

///////////////////////////////////////////////////////////////////////////
//
// 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

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