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//=============================================================================
//
//                               OpenFlipper
//        Copyright (C) 2008 by Computer Graphics Group, RWTH Aachen
//                           www.openflipper.org
//
//-----------------------------------------------------------------------------
//
//                                License
//
//  OpenFlipper is free software: you can redistribute it and/or modify
//  it under the terms of the GNU Lesser General Public License as published by
//  the Free Software Foundation, either version 3 of the License, or
//  (at your option) any later version.
//
//  OpenFlipper is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU Lesser General Public License for more details.
//
//  You should have received a copy of the GNU Lesser General Public License
//  along with OpenFlipper.  If not, see <http://www.gnu.org/licenses/>.
//
//-----------------------------------------------------------------------------
//
//   $Revision$
//   $Author$
//   $Date$
//
//=============================================================================




//=============================================================================
//  overload some GL functions
//=============================================================================


#ifndef ACG_GLTEXT_HH
#define ACG_GLTEXT_HH


//== INCLUDES =================================================================

#include <stdlib.h>


#if defined(ARCH_DARWIN)

  #include <glew.h>
  #include <glut.h>
  #include <gl.h>
  #include <glu.h>

#elif defined(WIN32)

  #include <windows.h>
  // Dont do this anymore! Use dll version. No problems with plugins and dll
  // but a lot with static linking
  // #  define GLEW_STATIC 1
  #include <gl/glew.h>
  #include <gl/glut.h>

#else

  #include <glew.h>
  #include <GL/glut.h>
  #include <GL/gl.h>
  #include <GL/glu.h>

#endif

#include "../Math/VectorT.hh"


//=============================================================================
namespace ACG {
//=============================================================================


//-------------------------------------------------------------------- glVertex

/// Wrapper: glVertex for Vec2i
inline void glVertex(const Vec2i& _v)  { glVertex2i(_v[0], _v[1]); }
/// Wrapper: glVertex for Vec2f
inline void glVertex(const Vec2f& _v)  { glVertex2fv(_v.data()); }
/// Wrapper: glVertex for Vec2d
inline void glVertex(const Vec2d& _v)  { glVertex2dv(_v.data()); }

/// Wrapper: glVertex for Vec3f
inline void glVertex(const Vec3f& _v)  { glVertex3fv(_v.data()); }
/// Wrapper: glVertex for Vec3d
inline void glVertex(const Vec3d& _v)  { glVertex3dv(_v.data()); }

/// Wrapper: glVertex for Vec4f
inline void glVertex(const Vec4f& _v)  { glVertex4fv(_v.data()); }
/// Wrapper: glVertex for Vec4d
inline void glVertex(const Vec4d& _v)  { glVertex4dv(_v.data()); }



//------------------------------------------------------------------- glTexCoord

/// Wrapper: glTexCoord for Vec2f
inline void glTexCoord(const Vec2f& _t) { glTexCoord2fv(_t.data()); }
/// Wrapper: glTexCoord for Vec2d
inline void glTexCoord(const Vec2d& _t) { glTexCoord2dv(_t.data()); }

/// Wrapper: glTexCoord for Vec3f
inline void glTexCoord(const Vec3f& _t) { glTexCoord3fv(_t.data()); }
/// Wrapper: glTexCoord for Vec3d
inline void glTexCoord(const Vec3d& _t) { glTexCoord3dv(_t.data()); }

/// Wrapper: glTexCoord for Vec4f
inline void glTexCoord(const Vec4f& _t) { glTexCoord4fv(_t.data()); }
/// Wrapper: glTexCoord for Vec4d
inline void glTexCoord(const Vec4d& _t) { glTexCoord4dv(_t.data()); }



//--------------------------------------------------------------------- glNormal

/// Wrapper: glNormal for Vec3f
inline void glNormal(const Vec3f& _n)  { glNormal3fv(_n.data()); }
/// Wrapper: glNormal for Vec3d
inline void glNormal(const Vec3d& _n)  { glNormal3dv(_n.data()); }



//---------------------------------------------------------------------- glColor

/// Wrapper: glColor for Vec3f
inline void glColor(const Vec3f&  _v)  { glColor3fv(_v.data()); }
/// Wrapper: glColor for Vec3uc
inline void glColor(const Vec3uc& _v)  { glColor3ubv(_v.data()); }

/// Wrapper: glColor for Vec4f
inline void glColor(const Vec4f&  _v)  { glColor4fv(_v.data()); }
/// Wrapper: glColor for Vec4uc
inline void glColor(const Vec4uc&  _v) { glColor4ubv(_v.data()); }



//-------------------------------------------------------------- glVertexPointer

/// Wrapper: glVertexPointer for Vec2f
inline void glVertexPointer(const Vec2f* _p)
{ ::glVertexPointer(2, GL_FLOAT, 0, _p); }
/// Wrapper: glVertexPointer for Vec2d
inline void glVertexPointer(const Vec2d* _p)
{ ::glVertexPointer(2, GL_DOUBLE, 0, _p); }

/// Wrapper: glVertexPointer for Vec3f
inline void glVertexPointer(const Vec3f* _p)
{ ::glVertexPointer(3, GL_FLOAT, 0, _p); }
/// Wrapper: glVertexPointer for Vec3d
inline void glVertexPointer(const Vec3d* _p)
{ ::glVertexPointer(3, GL_DOUBLE, 0, _p); }

/// Wrapper: glVertexPointer for Vec4f
inline void glVertexPointer(const Vec4f* _p)
{ ::glVertexPointer(4, GL_FLOAT, 0, _p); }
/// Wrapper: glVertexPointer for Vec4d
inline void glVertexPointer(const Vec4d* _p)
{ ::glVertexPointer(4, GL_DOUBLE, 0, _p); }

/// original method
inline void glVertexPointer(GLint n, GLenum t, GLsizei s, const GLvoid *p)
{ ::glVertexPointer(n, t, s, p); }



//-------------------------------------------------------------- glNormalPointer

/// Wrapper: glNormalPointer for Vec3f
inline void glNormalPointer(const Vec3f* _p)
{ ::glNormalPointer(GL_FLOAT, 0, _p); }
/// Wrapper: glNormalPointer for Vec3d
inline void glNormalPointer(const Vec3d* _p)
{ ::glNormalPointer(GL_DOUBLE, 0, _p); }

/// original method
inline void glNormalPointer(GLenum t, GLsizei s, const GLvoid *p)
{ ::glNormalPointer(t, s, p); }



//--------------------------------------------------------------- glColorPointer

/// Wrapper: glColorPointer for Vec3uc
inline void glColorPointer(const Vec3uc* _p)
{ ::glColorPointer(3, GL_UNSIGNED_BYTE, 0, _p); }
/// Wrapper: glColorPointer for Vec3f
inline void glColorPointer(const Vec3f* _p)
{ ::glColorPointer(3, GL_FLOAT, 0, _p); }

/// Wrapper: glColorPointer for Vec4uc
inline void glColorPointer(const Vec4uc* _p)
{ ::glColorPointer(4, GL_UNSIGNED_BYTE, 0, _p); }
/// Wrapper: glColorPointer for Vec4f
inline void glColorPointer(const Vec4f* _p)
{ ::glColorPointer(4, GL_FLOAT, 0, _p); }

/// original method
inline void glColorPointer(GLint n, GLenum t, GLsizei s, const GLvoid *p)
{ ::glColorPointer(n, t, s, p); }



//------------------------------------------------------------ glTexCoordPointer

/// Wrapper: glTexCoordPointer for float
inline void glTexCoordPointer(const float* _p)
{ ::glTexCoordPointer(1, GL_FLOAT, 0, _p); }
/// Wrapper: glTexCoordPointer for Vec2d
inline void glTexCoordPointer(const double* _p)
{ ::glTexCoordPointer(1, GL_DOUBLE, 0, _p); }

/// Wrapper: glTexCoordPointer for Vec2f
inline void glTexCoordPointer(const Vec2f* _p)
{ ::glTexCoordPointer(2, GL_FLOAT, 0, _p); }
/// Wrapper: glTexCoordPointer for Vec2d
inline void glTexCoordPointer(const Vec2d* _p)
{ ::glTexCoordPointer(2, GL_DOUBLE, 0, _p); }

/// Wrapper: glTexCoordPointer for Vec3f
inline void glTexCoordPointer(const Vec3f* _p)
{ ::glTexCoordPointer(3, GL_FLOAT, 0, _p); }
/// Wrapper: glTexCoordPointer for Vec3d
inline void glTexCoordPointer(const Vec3d* _p)
{ ::glTexCoordPointer(3, GL_DOUBLE, 0, _p); }

/// Wrapper: glTexCoordPointer for Vec4f
inline void glTexCoordPointer(const Vec4f* _p)
{ ::glTexCoordPointer(4, GL_FLOAT, 0, _p); }
/// Wrapper: glTexCoordPointer for Vec4d
inline void glTexCoordPointer(const Vec4d* _p)
{ ::glTexCoordPointer(4, GL_DOUBLE, 0, _p); }

/// original method
inline void glTexCoordPointer(GLint n, GLenum t, GLsizei s, const GLvoid *p)
{ ::glTexCoordPointer(n, t, s, p); }



//-----------------------------------------------------------------------------


/** Nice wrapper that outputs all current OpenGL errors to std::cerr.
    If no error is present nothing is printed.
**/
inline void glCheckErrors()
{
  GLenum error;
  while ((error = glGetError()) != GL_NO_ERROR)
  {
    std::cerr << "GL error: " << gluErrorString(error) << std::endl;
  }
}


//=============================================================================
}  // namespace ACG
//=============================================================================
#endif // ACG_GLTEXT_HH defined
//=============================================================================