PBRT
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00001 00002 // 00003 // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas 00004 // Digital Ltd. LLC 00005 // 00006 // All rights reserved. 00007 // 00008 // Redistribution and use in source and binary forms, with or without 00009 // modification, are permitted provided that the following conditions are 00010 // met: 00011 // * Redistributions of source code must retain the above copyright 00012 // notice, this list of conditions and the following disclaimer. 00013 // * Redistributions in binary form must reproduce the above 00014 // copyright notice, this list of conditions and the following disclaimer 00015 // in the documentation and/or other materials provided with the 00016 // distribution. 00017 // * Neither the name of Industrial Light & Magic nor the names of 00018 // its contributors may be used to endorse or promote products derived 00019 // from this software without specific prior written permission. 00020 // 00021 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 00022 // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 00023 // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 00024 // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 00025 // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 00026 // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 00027 // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 00028 // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 00029 // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00030 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00031 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00032 // 00034 00035 00036 00037 #ifndef INCLUDED_IMATHGLU_H 00038 #define INCLUDED_IMATHGLU_H 00039 00040 #include <GL/gl.h> 00041 #include <GL/glu.h> 00042 00043 #include "ImathVec.h" 00044 00045 inline 00046 void 00047 gluLookAt(const Imath::V3f &pos, const Imath::V3f &interest, const Imath::V3f &up) 00048 { 00049 gluLookAt(pos.x, pos.y, pos.z, 00050 interest.x, interest.y, interest.z, 00051 up.x, up.y, up.z); 00052 } 00053 00054 #endif