+++ /dev/null
-///////////////////////////////////////////////////////////////////////////
-//
-// 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