コード例 #1
0
ファイル: menu.cpp プロジェクト: DrWindu/lof3
void Menu::setEnabled(unsigned i, bool enabled) {
	if(enabled) {
		enableEntry(i);
	} else {
		disableEntry(i);
	}
}
コード例 #2
0
ファイル: getOpenGLState.cpp プロジェクト: A7med-Shoukry/g3d
std::string getOpenGLState(bool showDisabled) {
    {
        debugAssertGLOk();
        glGetInteger(GL_BLEND);
        debugAssertM(glGetError() != GL_INVALID_OPERATION, 
             "Can't call getOpenGLState between glBegin() and glEnd()");
    }

    // The implementation has to be careful not to disrupt any OpenGL state and
    // to produce output code that sets values that interact (e.g. lighting and modelview matrix) in an order
    // so they produce the same results as currently in memory.

    std::string result;

    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                         Matrices                              //\n\n";
    result += getMatrixState();


    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                         Lighting                              //\n\n";
    result += getLightingState(showDisabled);

    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                         Clipping                              //\n\n";
    result += getClippingState();

    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                         Textures                              //\n\n";

    result += getTextureState(showDisabled);

    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                          Other                                //\n\n";
    
    GLdouble d[4];
    GLboolean b[4];

    // Viewport
    glGetDoublev(GL_VIEWPORT, d);
    result += format("glViewport(%g, %g, %g, %g);\n\n", d[0], d[1], d[2], d[3]);

    //color
    result += enableEntry(GL_COLOR_ARRAY);
    result += enableEntry(GL_COLOR_LOGIC_OP);
    result += enableEntry(GL_COLOR_MATERIAL);

    glGetDoublev(GL_COLOR_CLEAR_VALUE, d);
    result += format("glClearColor(%g, %g, %g, %g);\n", d[0], d[1], d[2], d[3]);
    glGetDoublev(GL_CURRENT_COLOR, d);
    result += format("glColor4d(%g, %g, %g, %g);\n", d[0], d[1], d[2], d[3]);
    glGetBooleanv(GL_COLOR_WRITEMASK, b);
    result += format("glColorMask(%d, %d, %d, %d);\n", b[0], b[1], b[2], b[3]);

    result += format("\n");


    //blend
    result += enableEntry(GL_BLEND);

    if (showDisabled || glGetBoolean(GL_BLEND)) {
        result += format("glBlendFunc(%s, %s);\n", 
            GLenumToString(glGetInteger(GL_BLEND_DST)),
            GLenumToString(glGetInteger(GL_BLEND_SRC)));
        result += format("\n");
    }



    //alpha
    result += enableEntry(GL_ALPHA_TEST);

    if (showDisabled || glGetBoolean(GL_ALPHA_TEST)) {
        result += format("glAlphaFunc(%s, %g);\n", 
            GLenumToString(glGetInteger(GL_ALPHA_TEST_FUNC)),
            glGetDouble(GL_ALPHA_TEST_REF));
        result += format("\n");
    }


    //depth stuff
    result += "///////////////////////////////////////////////////////////////////\n";
    result += "//                      Depth Buffer                             //\n\n";
    result += enableEntry(GL_DEPTH_TEST);
    if (showDisabled || glGetBoolean(GL_DEPTH_TEST)) {
        result += format("glDepthFunc(%s);\n", 
            GLenumToString(glGetInteger(GL_DEPTH_FUNC)));
    }

    result += format("glClearDepth(%g);\n", glGetDouble(GL_DEPTH_CLEAR_VALUE));
    result += format("glDepthMask(%d);\n", glGetBoolean(GL_DEPTH_WRITEMASK));

    {
        Vector2 range = glGetVector2(GL_DEPTH_RANGE);
        result += format("glDepthRange(%g, %g);\n", range.x, range.y);
    }

    result += format("\n");


    //stencil stuff
    result += "///////////////////////////////////////////////////////////////////////\n";
    result += "// Stencil\n\n";

    result += enableEntry(GL_STENCIL_TEST);

    result += format("glClearStencil(0x%x);\n", glGetInteger(GL_STENCIL_CLEAR_VALUE));

    if (GLCaps::supports_GL_EXT_stencil_two_side()) {
        result += "glActiveStencilFaceEXT(GL_BACK);\n";
        glActiveStencilFaceEXT(GL_BACK);
    }

    if (showDisabled || glGetBoolean(GL_STENCIL_TEST)) 
        result += format(
            "glStencilFunc(%s, %d, %d);\n",
            GLenumToString(glGetInteger(GL_STENCIL_FUNC)),
            glGetInteger(GL_STENCIL_REF),
            glGetInteger(GL_STENCIL_VALUE_MASK));

    result += format(
        "glStencilOp(%s, %s, %s);\n",
        GLenumToString(glGetInteger(GL_STENCIL_FAIL)),
        GLenumToString(glGetInteger(GL_STENCIL_PASS_DEPTH_FAIL)),
        GLenumToString(glGetInteger(GL_STENCIL_PASS_DEPTH_PASS)));

    result += format("glStencilMask(0x%x);\n", glGetInteger(GL_STENCIL_WRITEMASK));

    if (GLCaps::supports_GL_EXT_stencil_two_side()) {
        result += "\nglActiveStencilFaceEXT(GL_FRONT);\n";
        glActiveStencilFaceEXT(GL_FRONT);

        if (showDisabled || glGetBoolean(GL_STENCIL_TEST)) 
            result += format(
                "glStencilFunc(%s, %d, %d);\n",
                GLenumToString(glGetInteger(GL_STENCIL_FUNC)),
                glGetInteger(GL_STENCIL_REF),
                glGetInteger(GL_STENCIL_VALUE_MASK));

        result += format(
            "glStencilOp(%s, %s, %s);\n",
            GLenumToString(glGetInteger(GL_STENCIL_FAIL)),
            GLenumToString(glGetInteger(GL_STENCIL_PASS_DEPTH_FAIL)),
            GLenumToString(glGetInteger(GL_STENCIL_PASS_DEPTH_PASS)));

        result += format("glStencilMask(0x%x);\n", glGetInteger(GL_STENCIL_WRITEMASK));
    }
    
    result += ("\n");

    //misc
    result += enableEntry(GL_NORMAL_ARRAY);
    result += enableEntry(GL_NORMALIZE);

    glGetDoublev(GL_CURRENT_NORMAL, d);
    result += format("glNormal3d(%g, %g, %g);\n", d[0], d[1], d[2]);

    result += ("\n");

    result += format("glPixelZoom(%g, %g);\n", glGetDouble(GL_ZOOM_X), 
        glGetDouble(GL_ZOOM_Y));

    result += format("glReadBuffer(%s);\n", 
        GLenumToString(glGetInteger(GL_READ_BUFFER)));

    result += enableEntry(GL_POLYGON_SMOOTH);
    result += enableEntry(GL_POLYGON_STIPPLE);
    result += enableEntry(GL_LINE_SMOOTH);
    result += enableEntry(GL_LINE_STIPPLE);
    result += enableEntry(GL_POINT_SMOOTH);

    result += enableEntry(GL_AUTO_NORMAL);
    result += enableEntry(GL_CULL_FACE);

    result += enableEntry(GL_POLYGON_OFFSET_FILL);
    result += enableEntry(GL_POLYGON_OFFSET_LINE);
    result += enableEntry(GL_POLYGON_OFFSET_POINT);

    result += ("\n");

    result += enableEntry(GL_DITHER);
    result += enableEntry(GL_FOG);

    result += enableEntry(GL_VERTEX_ARRAY);
    result += enableEntry(GL_INDEX_ARRAY);
    result += enableEntry(GL_INDEX_LOGIC_OP);

    result += format("\n");

    result += enableEntry(GL_MAP1_COLOR_4);
    result += enableEntry(GL_MAP1_INDEX);
    result += enableEntry(GL_MAP1_NORMAL);
    result += enableEntry(GL_MAP1_TEXTURE_COORD_1);
    result += enableEntry(GL_MAP1_TEXTURE_COORD_2);
    result += enableEntry(GL_MAP1_TEXTURE_COORD_3);
    result += enableEntry(GL_MAP1_TEXTURE_COORD_4);
    result += enableEntry(GL_MAP1_VERTEX_3);
    result += enableEntry(GL_MAP1_VERTEX_4);
    result += enableEntry(GL_MAP2_COLOR_4);
    result += enableEntry(GL_MAP2_INDEX);
    result += enableEntry(GL_MAP2_NORMAL);
    result += enableEntry(GL_MAP2_TEXTURE_COORD_1);
    result += enableEntry(GL_MAP2_TEXTURE_COORD_2);
    result += enableEntry(GL_MAP2_TEXTURE_COORD_3);
    result += enableEntry(GL_MAP2_TEXTURE_COORD_4);
    result += enableEntry(GL_MAP2_VERTEX_3);
    result += enableEntry(GL_MAP2_VERTEX_4);

    result += format("\n");

    result += enableEntry(GL_SCISSOR_TEST);

    return result;
}