mirror of
https://github.com/opencv/opencv.git
synced 2024-12-23 16:08:00 +08:00
160 lines
4.2 KiB
C++
160 lines
4.2 KiB
C++
///////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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
|