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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 
     46 inline void glVertex    ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z);   }
     47 inline void glVertex    ( const Imath::V2f &v ) { glVertex2f(v.x,v.y);       }
     48 inline void glNormal    ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z);   }
     49 inline void glColor     ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z);    }
     50 inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
     51 
     52 inline void glTexCoord( const Imath::V2f &t )
     53 {
     54     glTexCoord2f(t.x,t.y);
     55 }
     56 
     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
     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
     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
    101 glMultMatrix( const Imath::M44f& m )
    102 {
    103     throwBadMatrix (m);
    104     glMultMatrixf( (GLfloat*)m[0] );
    105 }
    106 
    107 inline void
    108 glMultMatrix( const Imath::M44f* m )
    109 {
    110     throwBadMatrix (*m);
    111     glMultMatrixf( (GLfloat*)(*m)[0] );
    112 }
    113 
    114 inline void
    115 glLoadMatrix( const Imath::M44f& m )
    116 {
    117     throwBadMatrix (m);
    118     glLoadMatrixf( (GLfloat*)m[0] );
    119 }
    120 
    121 inline void
    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 
    139     GLPushMatrix ()			{ glPushMatrix(); }
    140     ~GLPushMatrix()			{ glPopMatrix(); }
    141 };
    142 
    143 class GLPushAttrib {
    144   public:
    145 
    146     GLPushAttrib (GLbitfield mask)	{ glPushAttrib (mask); }
    147     ~GLPushAttrib()			{ glPopAttrib(); }
    148 };
    149 
    150 class GLBegin {
    151   public:
    152 
    153     GLBegin (GLenum mode)		{ glBegin (mode); }
    154     ~GLBegin()				{ glEnd(); }
    155 };
    156 
    157 } // namespace Imath
    158 
    159 #endif
    160