📄 imathgl.h
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/////////////////////////////////////////////////////////////////////////////// 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 boolbadFloat (float f){ return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;}} // namespace inline voidthrowBadMatrix (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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