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Program: Visualization Toolkit
Module: vtkOpenGLState.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkOpenGLState - Raw OpenGL State.
// .SECTION Description
// A vtkOpenGLState object can record the OpenGL state from OpenGL query calls.
// The only purpose of this class is debugging. It is useful when there is no
// available OpenGL debugging tool of if the existing OpenGL debugging tools
// cannot work in special configurations.
//
// The typical usage, is to dump the state in a file at different points of
// an algorithm. To use it, create an instance of vtkOpenGLState by passing it
// a valid OpenGL context (a vtkOpenGLRenderWindow), call Update(), call
// PrintSelf() on a ofstream. Debugging consists then to perform a diff between
// output text files.
// .SECTION Implementation
// Not all the OpenGL state is covered yet.
#ifndef vtkOpenGLState_h
#define vtkOpenGLState_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkgl.h"
#include <vector>
class vtkOpenGLRenderWindow;
class vtkOpenGLMaterialState
{
public:
GLfloat Ambient[4];
GLfloat Diffuse[4];
GLfloat Specular[4];
GLfloat Shininess;
GLfloat AmbientIndex;
GLfloat DiffuseIndex;
GLfloat SpecularIndex;
};
class vtkOpenGLLightState
{
public:
void Update();
GLfloat Ambient[4];
GLfloat Diffuse[4];
GLfloat Specular[4];
GLfloat Position[4];
GLfloat ConstantAttenuation;
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
GLfloat SpotDirection[4];
GLfloat SpotExponent;
GLfloat SpotCutoff;
};
class vtkOpenGLTextureImageState
{
public:
void Update();
GLvoid *Image;
GLint Width;
GLint Height;
GLint Border;
GLint InternalFormat;
GLint RedSize;
GLint GreenSize;
GLint BlueSize;
GLint AlphaSize;
GLint LuminanceSize;
GLint IntensitySize;
// 1.2.1
GLint Depth;
// 1.3
GLboolean Compressed;
GLint CompressedImageSize;
// 1.4
GLint DepthSize;
};
#if 0
class vtkOpenGLTextureObjectState
{
public:
void Update();
static const int n=10;
vtkOpenGLTextureImageState Texture1D[n];
vtkOpenGLTextureImageState Texture2D[n];
GLfloat BorderColor[4];
GLint MinFilter;
GLint MagFilter;
GLint WrapS;
GLint WrapT;
GLfloat TexturePriority;
GLboolean TextureResident;
// 1.2.1
vtkOpenGLTextureImageState Texture3D[n];
GLint WrapR;
GLint MinLOD;
GLint MaxLOD;
GLint BaseLevel;
GLint MaxLevel;
// 1.3
vtkOpenGLTextureImageState TextureCubeMapPositiveX[n];
vtkOpenGLTextureImageState TextureCubeMapNegativeX[n];
vtkOpenGLTextureImageState TextureCubeMapPositiveY[n];
vtkOpenGLTextureImageState TextureCubeMapNegativeY[n];
vtkOpenGLTextureImageState TextureCubeMapPositiveZ[n];
vtkOpenGLTextureImageState TextureCubeMapNegativeZ[n];
// 1.4
GLfloat LODBias;
GLint DepthTextureMode;
GLint TextureCompareMode;
GLint TextureCompareFunc;
GLboolean GenerateMipmap;
};
#endif
class vtkOpenGLTexGenState
{
public:
void Update();
GLboolean Enabled;
GLfloat EyePlane[4];
GLfloat ObjectPlane[4];
GLint Mode;
};
class vtkOpenGLPixelControl
{
public:
void Update();
void PrintSelf(ostream &os,
vtkIndent indent);
GLboolean SwapBytes;
GLboolean LsbFirst; // Warning: cannot be LSBFirst, as it is defined in X.h
GLint RowLength;
GLint SkipRows;
GLint SkipPixels;
GLint Alignment;
// 1.2.1
GLint ImageHeight;
GLint SkipImages;
};
class vtkOpenGLComponentTransform
{
public:
void Update();
void PrintSelf(ostream &os,
vtkIndent indent);
GLfloat Scale;
GLfloat Bias;
};
class vtkOpenGLRGBAPixelMapState
{
public:
void Update();
GLint Size;
GLfloat *Map; // values
};
class vtkOpenGLIndexPixelMapState
{
public:
void Update();
GLint Size;
GLint *Map; // values
};
class vtkOpenGLTextureCoordinateProcessingUnit
{
public:
GLfloat CurrentMatrix[16];
GLint MatrixStackDepth;
vtkOpenGLTexGenState TextureGenS;
vtkOpenGLTexGenState TextureGenT;
vtkOpenGLTexGenState TextureGenR;
vtkOpenGLTexGenState TextureGenQ;
// Texture environment generation, 2.0
GLboolean CoordReplace;
GLfloat CurrentTextureCoords[4];
GLfloat CurrentRasterTextureCoords[4];
};
class vtkOpenGLTextureImageUnit
{
public:
// Texture object bound to 1D target/sampler
GLint TextureBinding1D;
// Texture object bound to 2D target/sampler
GLint TextureBinding2D;
// 1.2.1
// Texture object bound to 3D target/sampler
GLint TextureBinding3D;
// 1.3
// Texture object bound to cubemap target/sampler
GLint TextureBindingCubeMap;
};
class vtkOpenGLTextureImageUnitFixedPipelineState
{
public:
GLboolean Texture1DEnabled;
GLboolean Texture2DEnabled;
// 1.2.1
GLboolean Texture3DEnabled;
// 1.3
GLboolean TextureCubeMapEnabled;
};
class vtkOpenGLClipPlaneState
{
public:
GLfloat Equation[4];
GLboolean Enabled;
};
// Replaced by shader program
class vtkOpenGLFixePipelineState
{
public:
// Replaced by verter shader
// Transformation state
GLboolean Normalize;
// Transformation state: 1.2.1
GLboolean RescaleNormal;
// Lighting
GLboolean LightingEnabled;
std::vector<GLboolean> *LightEnabled; // MaxLights (ex:8)
// Replaced by fragment shader:
// 1.3
GLint CombineRGB;
GLint CombineAlpha;
GLint Source0RGB;
GLint Source1RGB;
GLint Source2RGB;
GLint Source0Alpha;
GLint Source1Alpha;
GLint Source2Alpha;
GLint Operand0RGB;
GLint Operand1RGB;
GLint Operand2RGB;
GLint Operand0Alpha;
GLint Operand1Alpha;
GLint Operand2Alpha;
GLint RGBScale;
GLint AlphaScale;
std::vector<vtkOpenGLTextureImageUnitFixedPipelineState> *TextureImageUnitEnabled; // MaxTextureUnits (ex: 4)
// Coloring
GLboolean FogEnabled;
// Coloring, 1.4
GLboolean ColorSumEnabled;
};
class vtkOpenGLBufferObjectState
{
public:
void PrintSelf(ostream &os,
vtkIndent indent);
GLuint Id;
GLint Size;
GLenum Usage;
GLenum Access;
GLenum AccessFlags; // in GL 3.1 spec but missing in header files
GLboolean Mapped;
GLvoid *MapPointer;
GLint MapOffset; // in GL 3.1 spec but missing in header files
GLint MapLength; // in GL 3.1 spec but missing in header files
protected:
void BufferAccessFlagsToStream(ostream &os);
const char *BufferUsageToString();
const char *BufferAccessToString();
};
class vtkOpenGLShaderState
{
public:
void PrintSelf(ostream &os,
vtkIndent indent);
GLuint Id;
GLenum Type;
GLboolean DeleteStatus;
GLboolean CompileStatus;
vtkgl::GLchar *InfoLog;
GLint InfoLogLength;
vtkgl::GLchar *Source;
GLint SourceLength;
protected:
const char *ShaderTypeToString();
};
class vtkOpenGLProgramState
{
public:
void PrintSelf(ostream &os,
vtkIndent indent);
GLuint Id;
GLboolean DeleteStatus;
GLboolean LinkStatus;
GLboolean ValidateStatus;
GLint NumberOfAttachedShaders;
GLint InfoLogLength;
GLint ActiveUniforms;
GLint ActiveUniformMaxLength;
GLint ActiveAttributes;
GLint ActiveAttributeMaxLength;
std::vector<vtkOpenGLShaderState> *AttachedShaders;
vtkgl::GLchar *InfoLog;
bool HasVertexShader;
bool HasFragmentShader;
};
class VTKRENDERINGOPENGL_EXPORT vtkOpenGLState
{
public:
vtkOpenGLState(vtkOpenGLRenderWindow *context);
~vtkOpenGLState();
// Save current OpenGL state in the object.
void Update();
void PrintSelf(ostream &os,
vtkIndent indent);
// There are too many variables to make them protected and implement
// a public Get method for each of them. We keep them public.
// I wish C++ would syntaxically forbid construction like c->value=x,
// like Eiffel does...
vtkOpenGLFixePipelineState FixedPipeline;
// OpenGL 1.1 state
// Current values and associated data
GLfloat CurrentColor[4];
GLfloat CurrentIndex;
// CurrentTextureCoords: see vtkOpenGLTextureCoordinateProcessingUnit
GLfloat CurrentNormal[3];
GLfloat CurrentRasterPosition[4];
GLfloat CurrentRasterDistance;
GLfloat CurrentRasterColor[4];
GLfloat CurrentRasterIndex;
// CurrentRasterTextureCoords: see vtkOpenGLTextureCoordinateProcessingUnit
GLboolean CurrentRasterPositionValid;
GLboolean EdgeFlag;
// Current values and associated data, 1.4
GLfloat CurrentSecondaryColor[4];
GLfloat CurrentFogCoordinate[3]; // or scalar?
// Current values and associated data, 2.1
GLfloat CurrentRasterSecondaryColor[4];
// Vertex Array Data
GLboolean VertexArrayEnabled;
GLint VertexArraySize;
GLint VertexArrayType;
GLint VertexArrayStride;
GLvoid *VertexArrayPointer;
GLboolean NormalArrayEnabled;
GLint NormalArrayType;
GLint NormalArrayStride;
GLvoid *NormalArrayPointer;
GLboolean ColorArrayEnabled;
GLint ColorArraySize;
GLint ColorArrayType;
GLint ColorArrayStride;
GLvoid *ColorArrayPointer;
GLboolean IndexArrayEnabled;
GLint IndexArrayType;
GLint IndexArrayStride;
GLvoid *IndexArrayPointer;
GLboolean TextureCoordArrayEnabled;
GLint TextureCoordArraySize;
GLint TextureCoordArrayType;
GLint TextureCoordArrayStride;
GLvoid *TextureCoordArrayPointer;
GLboolean EdgeFlagArray;
GLint EdgeFlagArrayStride;
GLvoid *EdgeFlagArrayPointer;
// Vertex Array Data, 1.3
GLenum ClientActiveTexture;
// Vertex Array Data, 1.4
GLboolean FogCoordinateArrayEnabled;
GLint FogCoordinateArrayType;
GLint FogCoordinateArrayStride;
GLvoid *FogCoordinateArrayPointer;
GLboolean SecondaryColorArrayEnabled;
GLint SecondaryColorArraySize;
GLint SecondaryColorArrayType;
GLint SecondaryColorArrayStride;
GLvoid *SecondaryColorArrayPointer;
// Vertex Array Data, 1.5, VBO
GLint ArrayBufferBinding;
GLint VertexArrayBufferBinding;
GLint NormalArrayBufferBinding;
GLint ColorArrayBufferBinding;
GLint IndexArrayBufferBinding;
GLint TextureCoordArrayBufferBinding;
GLint EdgeFlagArrayBufferBinding;
GLint SecondaryColorArrayBufferBinding;
GLint FogCoordArrayBufferBinding;
GLint ElementArrayBufferBinding;
// Vertex Array Data, 2.0
GLboolean VertexAttribArrayEnabled;
GLint VertexAttribArraySize;
GLint VertexAttribArrayStride;
GLint VertexAttribArrayType;
GLboolean VertexAttribArrayNormalized;
GLvoid *VertexAttribArrayPointer;
// Vertex Array Data, 2.1
GLint VertexAttribArrayBufferBinding;
// Buffer Object State, 1.5
GLint BufferSize;
GLint BufferUsage;
GLint BufferAccess;
GLboolean BufferMapped;
GLvoid *BufferMapPointer;
// Transformation state
GLfloat ModelViewMatrix[16];
GLint ModelViewStackDepth;
GLfloat ProjectionMatrix[16];
GLint ProjectionStackDepth;
// 2.0
GLint MaxTextureCoords; // 8
std::vector<vtkOpenGLTextureCoordinateProcessingUnit> *TCPU;
// 2.0
GLint MaxCombinedTextureImageUnits; // 16
std::vector<vtkOpenGLTextureImageUnit> *TIU;
GLint Viewport[4];
GLfloat DepthRange[2];
GLint MatrixMode;
GLboolean Normalize;
std::vector<vtkOpenGLClipPlaneState> *ClipPlanes; // MaxClipPlanes (ex: 6)
// Transformation state: 1.2.1, optional
GLfloat ColorMatrix[16];
GLint ColorMatrixStackDepth;
// Coloring
GLfloat FogColor[4];
GLfloat FogIndex;
GLfloat FogDensity;
GLfloat FogStart;
GLfloat FogEnd;
GLint FogMode;
GLint ShadeModel; // fixed-pipeline and GLSL
// Coloring, 1.4
GLint FogCoordinateSource; // renamed FogCoordSrc in 1.5
// Lighting
GLboolean ColorMaterialEnabled;
GLint ColorMaterialParameter;
GLint ColorMaterialFace;
vtkOpenGLMaterialState FrontMaterial;
vtkOpenGLMaterialState BackMaterial;
GLfloat LightModelAmbient[4];
GLboolean LightModelLocalViewer;
GLboolean LightModelTwoSide;
std::vector<vtkOpenGLLightState> *Lights; // MaxLights (ex: 8)
// Lighting: 1.2.1
GLint lightModelColorControl;
// Rasterization
GLfloat PointSize;
GLboolean PointSmoothEnabled;
GLfloat LineWidth;
GLboolean LineSmoothEnabled;
GLint LineStipplePattern;
GLint LineStippleRepeat;
GLboolean LineStippleEnabled;
GLboolean CullFaceEnabled;
GLint CullFaceMode;
GLint FrontFace;
GLboolean PolygonSmoothEnabled;
GLint PolygonMode[2]; //0=front, 1=back
GLfloat PolygonOffsetFactor;
GLfloat PolygonOffsetUnits;
GLboolean PolygonOffsetPointEnabled;
GLboolean PolygonOffsetLineEnabled;
GLboolean PolygonOffsetFillEnabled;
GLint PolygonStipple;
GLboolean PolygonStippleEnabled;
// Rasterization, 1.4
GLfloat PointSizeMin;
GLfloat PointSizeMax;
GLfloat PointFadeThresholdSize;
GLfloat PointDistanceAttenuation;
// Rasterization, 2.0
GLboolean PointSpriteEnabled;
GLint PointSpriteCoordOrigin;
// Multisampling (1.2.1)
GLboolean MultiSampleEnabled;
GLboolean SampleAlphaToCoverageEnabled;
GLboolean SampleAlphaToOneEnabled;
GLboolean SampleCoverageEnabled;
GLfloat SampleCoverageValue;
GLboolean SampleCoverageInvert;
// vtkOpenGLTextureObjectState TextureObjects;
// Texture environment generation
GLint TextureEnvMode;
GLfloat TextureEnvColor;
// Texture environment generation, 1.3
GLenum ActiveTexture;
// Texture environment generation, 1.4
GLfloat TextureLODBias;
// Pixel operations
// - Scissor
GLboolean ScissorTestEnabled;
GLint ScissorBox[4];
GLboolean AlphaTestEnabled;
GLint AlphaTestFunc;
GLfloat AlphaTestRef;
GLboolean StencilTestEnabled;
GLint StencilFunc;
GLint StencilValueMask;
GLint StencilRef;
GLint StencilFail;
GLint StencilPassDepthFail;
GLint StencilPassDepthPass;
// - Stencil, 2.0
GLint StencilBackFunc;
GLint StencilBackValueMask;
GLint StencilBackRef;
GLint StencilBackFail;
GLint StencilBackPassDepthFail;
GLint StencilBackPassDepthPass;
GLboolean DepthTestEnabled;
GLint DepthFunc;
GLboolean BlendEnabled;
GLint BlendSrc; // <=1.3
GLint BlendDst; // <=1.3
// Optional in 1.2.1, mandatory in 1.4
GLint BlendEquation; // renamed BlendEquationRGB in 2.0
GLfloat BlendColor[4];
// 1.4
GLint BlendSrcRGB;
GLint BlendSrcAlpha;
GLint BlendDstRGB;
GLint BlendDstAlpha;
// 2.0
GLint BlendEquationRGB;
GLint BlendEquationAlpha;
GLboolean DitherEnabled;
GLboolean IndexLogicOpEnabled;
GLboolean ColorLogicOpEnabled;
GLint LogicOpMode;
// Framebuffer control (drawing)
// 2.0
GLint MaxDrawBuffers;
std::vector<GLint> *DrawBuffers;
GLint IndexWriteMask;
GLboolean ColorWriteMask[4];
GLboolean DepthWriteMask;
GLuint StencilWriteMask;
GLfloat ColorClearValue[4];
GLfloat IndexClearValue;
GLfloat DepthClearValue;
GLint StencilClearValue;
GLfloat AccumClearValue[4];
// Framebuffer control (drawing) 2.0
GLuint StencilBackWriteMask;
// Framebuffer control (drawing) 2.1
GLint DrawBuffer0;
GLint DrawBuffer1;
GLint DrawBuffer3; // <max
// Pixels
vtkOpenGLPixelControl Unpack;
vtkOpenGLPixelControl Pack;
GLboolean MapColor; // see PixelMap
GLboolean MapStencil; // see PixelMap
GLint IndexShift;
GLint IndexOffset;
vtkOpenGLComponentTransform RedTransform;
vtkOpenGLComponentTransform GreenTransform;
vtkOpenGLComponentTransform BlueTransform;
vtkOpenGLComponentTransform AlphaTransform;
vtkOpenGLComponentTransform DepthTransform;
GLfloat ZoomX;
GLfloat ZoomY;
// Size==1 <=> not used.
vtkOpenGLIndexPixelMapState PixelMapColorIndexToColorIndex;
vtkOpenGLIndexPixelMapState PixelMapStencilIndexToStencilIndex;
vtkOpenGLRGBAPixelMapState PixelMapColorIndexToRed;
vtkOpenGLRGBAPixelMapState PixelMapColorIndexToGreen;
vtkOpenGLRGBAPixelMapState PixelMapColorIndexToBlue;
vtkOpenGLRGBAPixelMapState PixelMapColorIndexToAlpha;
vtkOpenGLRGBAPixelMapState PixelMapRedToRed;
vtkOpenGLRGBAPixelMapState PixelMapGreenToGreen;
vtkOpenGLRGBAPixelMapState PixelMapBlueToBlue;
vtkOpenGLRGBAPixelMapState PixelMapAlphaToAlpha;
// Pixels, 2.1
GLenum PixelPackBufferBinding;
GLenum PixelUnpackBufferBinding;
// Relevant only if PixelPackBufferBinding>0
vtkOpenGLBufferObjectState PixelPackBufferObject;
// Relevant only if PixelUnPackBufferBinding>0
vtkOpenGLBufferObjectState PixelUnpackBufferObject;
// 1.2.1, optional
GLboolean ColorTableEnabled;
GLboolean PostConvolutionColorTableEnabled;
GLboolean PostColorMatricColorTableEnabled;
// TODO ...
// Framebuffer control (reading)
GLint ReadBuffer;
// Evaluators
// TODO
// Shader Object State 2.0
vtkOpenGLProgramState *CurrentProgramState;
#if 0
GLint ShaderType;
GLboolean DeleteStatus;
GLboolean CompileStatus;
vtkgl::GLchar *ShaderLogInfo;
GLint InfoLogLength;
vtkgl::GLchar *ShaderSource;
GLint ShaderSourceLength;
#endif
// Program Object State 2.0
GLuint CurrentProgram;
#if 0
GLboolean DeleteStatus;
GLboolean LinkStatus;
GLboolean ValidateStatus;
GLint *AttachedShaders;
GLint InfoLogLength;
GLint ActiveUniforms;
GLint ActiveUniformMaxLength;
GLint ActiveAttributes;
GLint ActiveAttributesMaxLength;
#endif
// Vertex Shader State 2.0
GLboolean VertexProgramTwoSideEnabled;
GLfloat CurrentVertexAttrib[16][4];
GLboolean VertexProgramPointSizeEnabled;
// Hints
GLint PerpectiveCorrectionHint;
GLint PointSmoothHint;
GLint LineSmoothHint;
GLint PolygonSmoothHint;
GLint FogHint;
// Hints: 1.3
GLint TextureCompressionHint;
// Hints: 1.4
GLint GenerateMipMapHint;
// Hints: 2.0
GLint FragmentShaderDerivativeHint;
// Implementation dependent values
// per OpenGL implementation
GLint MaxLights;
GLint MaxClipPlanes;
GLint MaxModelViewStackDepth;
GLint MaxProjectionStackDepth;
GLint MaxTextureStackDepth;
GLint SubpixelBits;
GLint MaxTextureSize;
GLint MaxPixelMapTable;
GLint MaxNameStackDepth;
GLint MaxListNesting;
GLint MaxEvalOrder;
GLint MaxViewportDims;
GLint MaxAttribStackDepth;
GLint MaxClientAttribStackDepth;
// per framebuffer
GLint AuxBuffers;
GLboolean RGBAMode;
GLboolean IndexMode;
GLboolean DoubleBuffer;
GLboolean Stereo;
// per framebuffer object
GLint MaxColorAttachments;
// per OpenGL implementation
GLfloat PointSizeRange[2]; // 1.2.1: renamed SmoothPointSizeRange
GLfloat PointSizeGranularity; // 1.2.1: renamed SmoothPointSizeGranularity
GLfloat LineWidthRange[2]; // 1.2.1: renamed SmoothLineWidthRange
GLfloat LineWidthGranularity; // 1.2.1: renamed SmoothLineWidthGranularity
// per framebuffer (for each color buffer)
GLint RedBits;
GLint GreenBits;
GLint BlueBits;
GLint AlphaBits;
GLint IndexBits;
GLint DepthBits; // depth buffer
GLint StencilBits; // stencil buffer
GLint AccumRedBits;
GLint AccumGreenBits;
GLint AccumBlueBits;
GLint AccumAlphaBits;
// per OpenGL implementation, 1.2.1
GLint Max3DTextureSize;
GLfloat AliasedPointSizeRange[2];
GLfloat AliasedLineWidthRange[2];
GLint MaxElementsIndices;
GLint MaxElementsVertices;
// per OpenGL implementation, 1.2.1, optional
GLint MaxColorMatrixStackDepth;
GLint MaxConvolutionWidth[3];
GLint MaxConvolutionHeight[2];
// per OpenGL implementation, 1.3
GLint MaxCubeMapTextureSize;
GLint MaxTextureUnits;
GLint CompressedTextureFormats;
GLint NumCompressedTextureFormats;
// per framebuffer, 1.3
GLint SampleBuffers;
GLint Samples;
// per OpenGL implementation, 1.4
GLfloat MaxTextureLODBias;
// per OpenGL implementation, 1.5
GLint QueryCounterBits;
// per OpenGL implementations, 2.0
GLubyte *Extensions;
GLubyte *Renderer;
GLubyte *ShadingLanguageVersion;
GLubyte *Vendor;
GLubyte *Version;
GLint MaxVertexAttribs;
GLint MaxVertexUniformComponents;
GLint MaxVaryingFloats;
GLint MaxVertexTextureImageUnits;
GLint MaxTextureImageUnits;
GLint MaxFragmentUniformComponents;
// Misc.
// - Display lists
GLint ListBase;
GLint ListIndex;
GLint ListMode;
// - Current depth of stacks
GLint AttribStackDepth;
GLint ClientAtribStackDepth;
GLint NameStackDepth;
GLint RenderMode;
// - Selection buffer
GLvoid *SelectionBufferPointer;
GLint SelectionBufferSize;
// - Feedback buffer
GLvoid *FeedbackBufferPointer;
GLint FeedbackBufferSize;
GLint FeedbackBufferType;
// - error code
GLenum ErrorCode;
// Misc, 1.5
GLint CurrentQuery;
// Framebuffer, GL_EXT_framebuffer_object
GLint FrameBufferBinding;
GLint Read;
protected:
void UpdateCurrentProgram();
void UpdateShader(size_t i);
void ColorBufferToStream(ostream &os,GLint colorBuffer);
const char *ErrorCodeToString();
const char *BlendFuncToString(GLint blendFunc);
const char *BlendEquationToString(GLint blendEquation);
const char *LogicOpModeToString();
const char *ListModeToString();
const char *BooleanToString(GLint booleanValue);
const char *ShadeModelToString();
const char *CullFaceModeToString();
const char *FrontFaceToString();
const char *PolygonModeToString(GLint polygonMode);
const char *AlphaTestFuncToString();
const char *DepthFuncToString();
const char *RenderModeToString();
const char *MatrixModeToString();
const char *ValueToString(GLint value,
int valueTable[],
const char *stringTable[],
int tableSize);
void PrintMatrix(ostream &os,
vtkIndent indent,
GLfloat matrix[16]);
vtkOpenGLRenderWindow *Context;
};
#endif
// VTK-HeaderTest-Exclude: vtkOpenGLState.h
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