/* $Id: glstate.c,v 1.1 1999/08/19 00:55:42 jtg Exp $ */ /* * Print GL state information (for debugging) * Copyright (C) 1998 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * 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 * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: glstate.c,v $ * Revision 1.1 1999/08/19 00:55:42 jtg * Initial revision * * Revision 1.4 1999/06/19 01:36:43 brianp * more features added * * Revision 1.3 1999/02/24 05:16:20 brianp * added still more records to EnumTable * * Revision 1.2 1998/11/24 03:47:54 brianp * added more records to EnumTable * * Revision 1.1 1998/11/24 03:41:16 brianp * Initial revision * */ #include #include #include #include #include "glstate.h" #define FLOAT 1 #define INT 2 #define DOUBLE 3 #define BOOLEAN 4 #define ENUM 5 #define VOID 6 #define LAST_TOKEN ~0 struct EnumRecord { GLenum enumerator; /* GLenum constant */ const char *string; /* string name */ int getType; /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */ int getCount; /* number of values returned by the glGet*v() call */ }; /* XXX Lots more records to add here! Help, anyone? */ static struct EnumRecord EnumTable[] = { { GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 }, { GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 }, { GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 }, { GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 }, { GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 }, { GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 }, { GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 }, { GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 }, { GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 }, { GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 }, { GL_ALWAYS, "GL_ALWAYS", ENUM, 0 }, { GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 }, { GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 }, { GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 }, { GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 }, { GL_BLEND, "GL_BLEND", BOOLEAN, 1 }, { GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 }, { GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 }, { GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 }, { GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 }, { GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 }, { GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 }, { GL_CLEAR, "GL_CLEAR", ENUM, 0 }, { GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 }, { GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 }, { GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 }, { GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 }, { GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 }, { GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 }, { GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 }, { GL_COEFF, "GL_COEEF", ENUM, 0 }, { GL_COLOR, "GL_COLOR", ENUM, 0 }, { GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 }, { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 }, { GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 }, { GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 }, { GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 }, { GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 }, { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 }, { GL_COMPILE, "GL_COMPILE", ENUM, 0 }, { GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 }, { GL_COPY, "GL_COPY", ENUM, 0 }, { GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 }, { GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 }, { GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 }, { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 }, { GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 }, { GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 }, { GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 }, { GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 }, { GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 }, { GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 }, { GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 }, { GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 }, { GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 }, { GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 }, { GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 }, { GL_CW, "GL_CW", ENUM, 0 }, { GL_CCW, "GL_CCW", ENUM, 0 }, { GL_DECAL, "GL_DECAL", ENUM, 0 }, { GL_DECR, "GL_DECR", ENUM, 0 }, { GL_DEPTH, "GL_DEPTH", ENUM, 0 }, { GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 }, { GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 }, { GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 }, { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 }, { GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 }, { GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 }, { GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 }, { GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 }, { GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 }, { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 }, { GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 }, /*XXX*/ { GL_DITHER, "GL_DITHER", BOOLEAN, 1 }, { GL_DOMAIN, "GL_DOMAIN", ENUM, 0 }, { GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 }, { GL_DOUBLE, "GL_DOUBLE", ENUM, 0 }, { GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1}, { GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 }, { GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 }, { GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 }, { GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 }, { GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 }, /* XXX GL_EDGE_FLAG_ARRAY_* */ { GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */ { GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 }, { GL_EQUAL, "GL_EQUAL", ENUM, 0 }, { GL_EQUIV, "GL_EQUIV", ENUM, 0 }, { GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 }, { GL_EXP, "GL_EXP", ENUM, 0 }, { GL_EXP2, "GL_EXP2", ENUM, 0 }, { GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 }, { GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 }, { GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 }, { GL_FALSE, "GL_FALSE", ENUM, 0 }, { GL_FASTEST, "GL_FASTEST", ENUM, 0 }, { GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 }, { GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 }, { GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 }, { GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 }, { GL_FILL, "GL_FILL", ENUM, 0 }, { GL_FLAT, "GL_FLAT", ENUM, 0 }, { GL_FLOAT, "GL_FLOAT", ENUM, 0 }, { GL_FOG, "GL_FOG", BOOLEAN, 1 }, { GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 }, { GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 }, { GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 }, { GL_FOG_END, "GL_FOG_END", FLOAT, 1 }, { GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 }, { GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 }, { GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 }, { GL_FOG_START, "GL_FOG_START", FLOAT, 1 }, { GL_FRONT, "GL_FRONT", ENUM, 0 }, { GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 }, { GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 }, { GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 }, { GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 }, { GL_GEQUAL, "GL_GEQUAL", ENUM, 0 }, { GL_GREATER, "GL_GREATER", ENUM, 0 }, { GL_GREEN, "GL_GREEN", ENUM, 0 }, { GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 }, { GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 }, { GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 }, { GL_LESS, "GL_LESS", ENUM, 0 }, { GL_LEQUAL, "GL_LEQUAL", ENUM, 0 }, { GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 }, { GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 }, { GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 }, { GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 }, { GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 }, { GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 }, { GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 }, { GL_NEVER, "GL_NEVER", ENUM, 0 }, { GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 }, { GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 }, { GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 }, { GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 }, { GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 }, { GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 }, { GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 }, { GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 }, { GL_TRUE, "GL_TRUE", ENUM, 0 }, { GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 }, { GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 }, { GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 }, { GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 }, { GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 }, { GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 }, { GL_VIEWPORT, "GL_VIEWPORT", INT, 4 }, /* * Extensions */ #if defined(GL_EXT_blend_minmax) { GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 }, #endif #if defined(GL_EXT_blend_color) { GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 }, #endif #if defined(GL_EXT_point_parameters) { GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 }, #endif #if defined(GL_INGR_blend_func_separate) { GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 }, { GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 }, { GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 }, { GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 }, #endif { LAST_TOKEN, "", 0, 0 } }; static const struct EnumRecord *FindRecord( GLenum var ) { int i; for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) { if (EnumTable[i].enumerator == var) { return &EnumTable[i]; } } return NULL; } /* * Return the string label for the given enum. */ const char *GetEnumString( GLenum var ) { const struct EnumRecord *rec = FindRecord(var); if (rec) return rec->string; else return NULL; } /* * Print current value of the given state variable. */ void PrintState( int indent, GLenum var ) { const struct EnumRecord *rec = FindRecord(var); while (indent-- > 0) putchar(' '); if (rec) { if (rec->getCount <= 0) { assert(rec->getType == ENUM); printf("%s is not a state variable\n", rec->string); } else { switch (rec->getType) { case INT: { GLint values[100]; int i; glGetIntegerv(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) printf("%d ", values[i]); printf("\n"); } break; case FLOAT: { GLfloat values[100]; int i; glGetFloatv(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) printf("%f ", values[i]); printf("\n"); } break; case DOUBLE: { GLdouble values[100]; int i; glGetDoublev(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) printf("%f ", (float) values[i]); printf("\n"); } break; case BOOLEAN: { GLboolean values[100]; int i; glGetBooleanv(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE"); printf("\n"); } break; case ENUM: { GLint values[100]; int i; glGetIntegerv(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) { const char *str = GetEnumString((GLenum) values[i]); if (str) printf("%s ", str); else printf("??? "); } printf("\n"); } break; case VOID: { GLvoid *values[100]; int i; glGetPointerv(rec->enumerator, values); printf("%s = ", rec->string); for (i = 0; i < rec->getCount; i++) { printf("%p ", values[i]); } printf("\n"); } break; default: printf("fatal error in PrintState()\n"); abort(); } } } else { printf("Unknown GLenum passed to PrintState()\n"); } } /* * Print all glPixelStore-related state. * NOTE: Should write similar functions for lighting, texturing, etc. */ void PrintPixelStoreState( void ) { const GLenum enums[] = { GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST, GL_PACK_ROW_LENGTH, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_ALIGNMENT, GL_UNPACK_SWAP_BYTES, GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_ALIGNMENT, 0 }; int i; printf("Pixel pack/unpack state:\n"); for (i = 0; enums[i]; i++) { PrintState(3, enums[i]); } } /* * Print all state for the given attribute group. */ void PrintAttribState( GLbitfield attrib ) { static const GLenum depth_buffer_enums[] = { GL_DEPTH_FUNC, GL_DEPTH_CLEAR_VALUE, GL_DEPTH_TEST, GL_DEPTH_WRITEMASK, 0 }; static const GLenum fog_enums[] = { GL_FOG, GL_FOG_COLOR, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_INDEX, GL_FOG_MODE, 0 }; static const GLenum line_enums[] = { GL_LINE_SMOOTH, GL_LINE_STIPPLE, GL_LINE_STIPPLE_PATTERN, GL_LINE_STIPPLE_REPEAT, GL_LINE_WIDTH, 0 }; const GLenum *enumList = NULL; switch (attrib) { case GL_DEPTH_BUFFER_BIT: enumList = depth_buffer_enums; printf("GL_DEPTH_BUFFER_BIT state:\n"); break; case GL_FOG_BIT: enumList = fog_enums; printf("GL_FOG_BIT state:\n"); break; case GL_LINE_BIT: enumList = line_enums; printf("GL_LINE_BIT state:\n"); break; default: printf("Bad value in PrintAttribState()\n"); } if (enumList) { int i; for (i = 0; enumList[i]; i++) PrintState(3, enumList[i]); } } /*#define TEST*/ #ifdef TEST #include int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition(0, 0); glutInitWindowSize(400, 300); glutInitDisplayMode(GLUT_RGB); glutCreateWindow(argv[0]); PrintAttribState(GL_DEPTH_BUFFER_BIT); PrintAttribState(GL_FOG_BIT); PrintAttribState(GL_LINE_BIT); PrintState(0, GL_ALPHA_BITS); PrintState(0, GL_VIEWPORT); PrintState(0, GL_ALPHA_TEST_FUNC); PrintState(0, GL_MODELVIEW_MATRIX); PrintState(0, GL_ALWAYS); PrintPixelStoreState(); return 0; } #endif