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/**
* @file llgldbg.cpp
* @brief Definitions for OpenGL debugging support
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library 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;
* version 2.1 of the License only.
*
* This library 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 this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
// This file sets some global GL parameters, and implements some
// useful functions for GL operations.
#include "linden_common.h"
#include "llgldbg.h"
#include "llgl.h"
#include "llglheaders.h"
#if GL_VERSION_1_1
//------------------------------------------------------------------------
// cmstr()
//------------------------------------------------------------------------
const char *cmstr(int i)
{
switch( i )
{
case GL_EMISSION: return "GL_EMISSION";
case GL_AMBIENT: return "GL_AMBIENT";
case GL_DIFFUSE: return "GL_DIFFUSE";
case GL_SPECULAR: return "GL_SPECULAR";
case GL_AMBIENT_AND_DIFFUSE: return "GL_AMBIENT_AND_DIFFUSE";
}
return "UNKNOWN";
}
#endif
//------------------------------------------------------------------------
// facestr()
//------------------------------------------------------------------------
const char *facestr(int i)
{
switch( i )
{
case GL_FRONT: return "GL_FRONT";
case GL_BACK: return "GL_BACK";
case GL_FRONT_AND_BACK: return "GL_FRONT_AND_BACK";
}
return "UNKNOWN";
}
//------------------------------------------------------------------------
// boolstr()
//------------------------------------------------------------------------
const char *boolstr(int b)
{
return b ? "GL_TRUE" : "GL_FALSE";
}
//------------------------------------------------------------------------
// fv4()
//------------------------------------------------------------------------
const char *fv4(F32 *f)
{
static char str[128];
sprintf(str, "%8.3f %8.3f %8.3f %8.3f", f[0], f[1], f[2], f[3]);
return str;
}
//------------------------------------------------------------------------
// fv3()
//------------------------------------------------------------------------
const char *fv3(F32 *f)
{
static char str[128]; /* Flawfinder: ignore */
snprintf(str, sizeof(str), "%8.3f, %8.3f, %8.3f", f[0], f[1], f[2]); /* Flawfinder: ignore */
return str;
}
//------------------------------------------------------------------------
// fv1()
//------------------------------------------------------------------------
const char *fv1(F32 *f)
{
static char str[128]; /* Flawfinder: ignore */
snprintf(str, sizeof(str), "%8.3f", f[0]); /* Flawfinder: ignore */
return str;
}
//------------------------------------------------------------------------
// llgl_dump()
//------------------------------------------------------------------------
void llgl_dump()
{
int i;
F32 fv[16];
GLboolean b;
LL_INFOS() << "==========================" << LL_ENDL;
LL_INFOS() << "OpenGL State" << LL_ENDL;
LL_INFOS() << "==========================" << LL_ENDL;
#if GL_VERSION_1_1
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "Current Values" << LL_ENDL;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
glGetFloatv(GL_CURRENT_COLOR, fv);
LL_INFOS() << "GL_CURRENT_COLOR : " << fv4(fv) << LL_ENDL;
glGetFloatv(GL_CURRENT_NORMAL, fv);
LL_INFOS() << "GL_CURRENT_NORMAL : " << fv3(fv) << LL_ENDL;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "Lighting" << LL_ENDL;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "GL_LIGHTING : " << boolstr(glIsEnabled(GL_LIGHTING)) << LL_ENDL;
LL_INFOS() << "GL_COLOR_MATERIAL : " << boolstr(glIsEnabled(GL_COLOR_MATERIAL)) << LL_ENDL;
glGetIntegerv(GL_COLOR_MATERIAL_PARAMETER, (GLint*)&i);
LL_INFOS() << "GL_COLOR_MATERIAL_PARAMETER: " << cmstr(i) << LL_ENDL;
glGetIntegerv(GL_COLOR_MATERIAL_FACE, (GLint*)&i);
LL_INFOS() << "GL_COLOR_MATERIAL_FACE : " << facestr(i) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetMaterialfv(GL_FRONT, GL_AMBIENT, fv);
LL_INFOS() << "GL_AMBIENT material : " << fv4(fv) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, fv);
LL_INFOS() << "GL_DIFFUSE material : " << fv4(fv) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetMaterialfv(GL_FRONT, GL_SPECULAR, fv);
LL_INFOS() << "GL_SPECULAR material : " << fv4(fv) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetMaterialfv(GL_FRONT, GL_EMISSION, fv);
LL_INFOS() << "GL_EMISSION material : " << fv4(fv) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetMaterialfv(GL_FRONT, GL_SHININESS, fv);
LL_INFOS() << "GL_SHININESS material : " << fv1(fv) << LL_ENDL;
fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, fv);
LL_INFOS() << "GL_LIGHT_MODEL_AMBIENT : " << fv4(fv) << LL_ENDL;
glGetBooleanv(GL_LIGHT_MODEL_LOCAL_VIEWER, &b);
LL_INFOS() << "GL_LIGHT_MODEL_LOCAL_VIEWER: " << boolstr(b) << LL_ENDL;
glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &b);
LL_INFOS() << "GL_LIGHT_MODEL_TWO_SIDE : " << boolstr(b) << LL_ENDL;
for (int l=0; l<8; l++)
{
b = glIsEnabled(GL_LIGHT0+l);
LL_INFOS() << "GL_LIGHT" << l << " : " << boolstr(b) << LL_ENDL;
if (!b)
continue;
glGetLightfv(GL_LIGHT0+l, GL_AMBIENT, fv);
LL_INFOS() << " GL_AMBIENT light : " << fv4(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_DIFFUSE, fv);
LL_INFOS() << " GL_DIFFUSE light : " << fv4(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_SPECULAR, fv);
LL_INFOS() << " GL_SPECULAR light : " << fv4(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_POSITION, fv);
LL_INFOS() << " GL_POSITION light : " << fv4(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_CONSTANT_ATTENUATION, fv);
LL_INFOS() << " GL_CONSTANT_ATTENUATION : " << fv1(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_QUADRATIC_ATTENUATION, fv);
LL_INFOS() << " GL_QUADRATIC_ATTENUATION : " << fv1(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_SPOT_DIRECTION, fv);
LL_INFOS() << " GL_SPOT_DIRECTION : " << fv4(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_SPOT_EXPONENT, fv);
LL_INFOS() << " GL_SPOT_EXPONENT : " << fv1(fv) << LL_ENDL;
glGetLightfv(GL_LIGHT0+l, GL_SPOT_CUTOFF, fv);
LL_INFOS() << " GL_SPOT_CUTOFF : " << fv1(fv) << LL_ENDL;
}
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "Pixel Operations" << LL_ENDL;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "GL_ALPHA_TEST : " << boolstr(glIsEnabled(GL_ALPHA_TEST)) << LL_ENDL;
#endif
LL_INFOS() << "GL_DEPTH_TEST : " << boolstr(glIsEnabled(GL_DEPTH_TEST)) << LL_ENDL;
glGetBooleanv(GL_DEPTH_WRITEMASK, &b);
LL_INFOS() << "GL_DEPTH_WRITEMASK : " << boolstr(b) << LL_ENDL;
LL_INFOS() << "GL_BLEND : " << boolstr(glIsEnabled(GL_BLEND)) << LL_ENDL;
LL_INFOS() << "GL_DITHER : " << boolstr(glIsEnabled(GL_DITHER)) << LL_ENDL;
}
// End
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