/* ** License Applicability. Except to the extent portions of this file are ** made subject to an alternative license as permitted in the SGI Free ** Software License B, Version 1.1 (the "License"), the contents of this ** file are subject only to the provisions of the License. You may not use ** this file except in compliance with the License. You may obtain a copy ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: ** ** http://oss.sgi.com/projects/FreeB ** ** Note that, as provided in the License, the Software is distributed on an ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. ** ** Original Code. The Original Code is: OpenGL Sample Implementation, ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. ** Copyright in any portions created by third parties is as indicated ** elsewhere herein. All Rights Reserved. ** ** Additional Notice Provisions: The application programming interfaces ** established by SGI in conjunction with the Original Code are The ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X ** Window System(R) (Version 1.3), released October 19, 1998. This software ** was created using the OpenGL(R) version 1.2.1 Sample Implementation ** published by SGI, but has not been independently verified as being ** compliant with the OpenGL(R) version 1.2.1 Specification. */ /* * glrenderer.h * * $Date: 2004/02/26 14:58:11 $ $Revision: 1.4 $ * $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libnurbs/interface/glrenderer.h,v 1.4 2004/02/26 14:58:11 brianp Exp $ */ #ifndef __gluglrenderer_h_ #define __gluglrenderer_h_ #include #include #include "nurbstess.h" #include "glsurfeval.h" #include "glcurveval.h" #include extern "C" { typedef void (APIENTRY *errorCallbackType)( GLenum ); } class GLUnurbs : public NurbsTessellator { public: GLUnurbs( struct GLContextIFace *Self ); void loadGLMatrices( void ); void useGLMatrices( const GLfloat modelMatrix[16], const GLfloat projMatrix[16], const GLint viewport[4] ); void setSamplingMatrixIdentity( void ); void errorHandler( int ); void bgnrender( void ); void endrender( void ); void setautoloadmode( INREAL value ) { if (value) autoloadmode = GL_TRUE; else autoloadmode = GL_FALSE; } GLboolean getautoloadmode( void ) { return autoloadmode; } errorCallbackType errorCallback; void postError( int which ) { if (errorCallback) (errorCallback)( (GLenum)which ); } #ifdef _WIN32 void putSurfCallBack(GLenum which, void (GLAPIENTRY *fn)() ) #else void putSurfCallBack(GLenum which, _GLUfuncptr fn ) #endif { curveEvaluator.putCallBack(which, fn); surfaceEvaluator.putCallBack(which, fn); } int get_vertices_call_back() { return surfaceEvaluator.get_vertices_call_back(); } void put_vertices_call_back(int flag) { surfaceEvaluator.put_vertices_call_back(flag); } int get_callback_auto_normal() { return surfaceEvaluator.get_callback_auto_normal(); } void put_callback_auto_normal(int flag) { surfaceEvaluator.put_callback_auto_normal(flag); } void setNurbsCallbackData(void* userData) { curveEvaluator.set_callback_userData(userData); surfaceEvaluator.set_callback_userData(userData); } //for LOD void LOD_eval_list(int level) { surfaceEvaluator.LOD_eval_list(level); } //NEWCALLBACK int is_callback() { return callbackFlag; } void put_callbackFlag(int flag) { callbackFlag = flag; surfaceEvaluator.put_vertices_call_back(flag); curveEvaluator.put_vertices_call_back(flag); } struct GLContextIFace *m_Self; private: GLboolean autoloadmode; OpenGLSurfaceEvaluator surfaceEvaluator; OpenGLCurveEvaluator curveEvaluator; void loadSamplingMatrix( const GLfloat vmat[4][4], const GLint viewport[4] ); void loadCullingMatrix( GLfloat vmat[4][4] ); static void grabGLMatrix( GLContextIFace *Self, GLfloat vmat[4][4] ); static void transform4d( GLfloat A[4], GLfloat B[4], GLfloat mat[4][4] ); static void multmatrix4d( GLfloat n[4][4], const GLfloat left[4][4], const GLfloat right[4][4] ); int callbackFlag; }; #endif /* __gluglrenderer_h_ */