vcglib/wrap/gl/space.h

88 lines
4.8 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program 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 General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.2 2004/05/13 23:44:47 ponchio
<GL/GL.h> --> <GL/gl.h>
Revision 1.1 2004/04/05 11:56:14 cignoni
First working version!
****************************************************************************/
#ifndef VCG_GL_SPACE_H
#define VCG_GL_SPACE_H
// Please note that this file assume that you have already included your
// gl-extension wrapping utility, and that therefore all the extension symbol are already defined.
#include <vcg/space/point2.h>
#include <vcg/space/point3.h>
#include <vcg/space/color4.h>
namespace vcg {
inline void glVertex(Point2<int> const & p) { glVertex2iv(p.V());}
inline void glVertex(Point2<short> const & p) { glVertex2sv(p.V());}
inline void glVertex(Point2<float> const & p) { glVertex2fv(p.V());}
inline void glVertex(Point2<double> const & p){ glVertex2dv(p.V());}
inline void glTexCoord(Point2<int> const & p) { glTexCoord2iv(p.V());}
inline void glTexCoord(Point2<short> const & p) { glTexCoord2sv(p.V());}
inline void glTexCoord(Point2<float> const & p) { glTexCoord2fv(p.V());}
inline void glTexCoord(Point2<double> const & p){ glTexCoord2dv(p.V());}
inline void glTranslate(Point2<float> const & p) { glTranslatef(p.X(),p.Y(),0);}
inline void glTranslate(Point2<double> const & p){ glTranslated(p.X(),p.Y(),0);}
inline void glScale(Point2<float> const & p) { glScalef(p.X(),p.Y(),0);}
inline void glScale(Point2<double> const & p){ glScaled(p.X(),p.Y(),0);}
inline void glVertex(Point3<int> const & p) { glVertex3iv(p.V());}
inline void glVertex(Point3<short> const & p) { glVertex3sv(p.V());}
inline void glVertex(Point3<float> const & p) { glVertex3fv(p.V());}
inline void glVertex(Point3<double> const & p){ glVertex3dv(p.V());}
inline void glNormal(Point3<int> const & p) { glNormal3iv(p.V());}
inline void glNormal(Point3<short> const & p) { glNormal3sv(p.V());}
inline void glNormal(Point3<float> const & p) { glNormal3fv(p.V());}
inline void glNormal(Point3<double> const & p){ glNormal3dv(p.V());}
inline void glTexCoord(Point3<int> const & p) { glTexCoord3iv(p.V());}
inline void glTexCoord(Point3<short> const & p) { glTexCoord3sv(p.V());}
inline void glTexCoord(Point3<float> const & p) { glTexCoord3fv(p.V());}
inline void glTexCoord(Point3<double> const & p){ glTexCoord3dv(p.V());}
inline void glTranslate(Point3<float> const & p) { glTranslatef(p.X(),p.Y(),p.Z());}
inline void glTranslate(Point3<double> const & p){ glTranslated(p.X(),p.Y(),p.Z());}
inline void glScale(Point3<float> const & p) { glScalef(p.X(),p.Y(),p.Z());}
inline void glScale(Point3<double> const & p){ glScaled(p.X(),p.Y(),p.Z());}
inline void glColor(Color4b const & c) { glColor4ubv(c.V());}
inline void glClearColor(Color4b const &c) { ::glClearColor(float(c[0])/255.0f,float(c[1])/255.0f,float(c[2])/255.0f,1.0f);}
inline void glLight(GLenum light, GLenum pname, Color4b const & c) {
static float cf[4];
cf[0]=float(cf[0]/255.0); cf[1]=float(c[1]/255.0); cf[2]=float(c[2]/255.0); cf[3]=float(c[3]/255.0);
glLightfv(light,pname,cf);
}
}//namespace
#endif