230 lines
7.7 KiB
C++
230 lines
7.7 KiB
C++
/**
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* @file llgldbg.cpp
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* @brief Definitions for OpenGL debugging support
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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// This file sets some global GL parameters, and implements some
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// useful functions for GL operations.
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#include "linden_common.h"
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#include "llgldbg.h"
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#include "llgl.h"
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#include "llglheaders.h"
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//------------------------------------------------------------------------
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// cmstr()
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//------------------------------------------------------------------------
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const char *cmstr(int i)
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{
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switch( i )
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{
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case GL_EMISSION: return "GL_EMISSION";
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case GL_AMBIENT: return "GL_AMBIENT";
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case GL_DIFFUSE: return "GL_DIFFUSE";
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case GL_SPECULAR: return "GL_SPECULAR";
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case GL_AMBIENT_AND_DIFFUSE: return "GL_AMBIENT_AND_DIFFUSE";
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}
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return "UNKNOWN";
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}
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//------------------------------------------------------------------------
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// facestr()
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//------------------------------------------------------------------------
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const char *facestr(int i)
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{
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switch( i )
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{
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case GL_FRONT: return "GL_FRONT";
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case GL_BACK: return "GL_BACK";
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case GL_FRONT_AND_BACK: return "GL_FRONT_AND_BACK";
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}
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return "UNKNOWN";
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}
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//------------------------------------------------------------------------
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// boolstr()
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//------------------------------------------------------------------------
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const char *boolstr(int b)
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{
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return b ? "GL_TRUE" : "GL_FALSE";
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}
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//------------------------------------------------------------------------
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// fv4()
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//------------------------------------------------------------------------
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const char *fv4(F32 *f)
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{
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static char str[128];
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sprintf(str, "%8.3f %8.3f %8.3f %8.3f", f[0], f[1], f[2], f[3]);
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return str;
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}
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//------------------------------------------------------------------------
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// fv3()
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//------------------------------------------------------------------------
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const char *fv3(F32 *f)
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{
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static char str[128]; /* Flawfinder: ignore */
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snprintf(str, sizeof(str), "%8.3f, %8.3f, %8.3f", f[0], f[1], f[2]); /* Flawfinder: ignore */
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return str;
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}
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//------------------------------------------------------------------------
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// fv1()
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//------------------------------------------------------------------------
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const char *fv1(F32 *f)
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{
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static char str[128]; /* Flawfinder: ignore */
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snprintf(str, sizeof(str), "%8.3f", f[0]); /* Flawfinder: ignore */
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return str;
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}
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//------------------------------------------------------------------------
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// llgl_dump()
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//------------------------------------------------------------------------
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void llgl_dump()
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{
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int i;
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F32 fv[16];
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GLboolean b;
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llinfos << "==========================" << llendl;
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llinfos << "OpenGL State" << llendl;
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llinfos << "==========================" << llendl;
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llinfos << "-----------------------------------" << llendl;
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llinfos << "Current Values" << llendl;
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llinfos << "-----------------------------------" << llendl;
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glGetFloatv(GL_CURRENT_COLOR, fv);
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llinfos << "GL_CURRENT_COLOR : " << fv4(fv) << llendl;
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glGetFloatv(GL_CURRENT_NORMAL, fv);
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llinfos << "GL_CURRENT_NORMAL : " << fv3(fv) << llendl;
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llinfos << "-----------------------------------" << llendl;
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llinfos << "Lighting" << llendl;
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llinfos << "-----------------------------------" << llendl;
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llinfos << "GL_LIGHTING : " << boolstr(glIsEnabled(GL_LIGHTING)) << llendl;
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llinfos << "GL_COLOR_MATERIAL : " << boolstr(glIsEnabled(GL_COLOR_MATERIAL)) << llendl;
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glGetIntegerv(GL_COLOR_MATERIAL_PARAMETER, (GLint*)&i);
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llinfos << "GL_COLOR_MATERIAL_PARAMETER: " << cmstr(i) << llendl;
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glGetIntegerv(GL_COLOR_MATERIAL_FACE, (GLint*)&i);
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llinfos << "GL_COLOR_MATERIAL_FACE : " << facestr(i) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetMaterialfv(GL_FRONT, GL_AMBIENT, fv);
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llinfos << "GL_AMBIENT material : " << fv4(fv) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetMaterialfv(GL_FRONT, GL_DIFFUSE, fv);
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llinfos << "GL_DIFFUSE material : " << fv4(fv) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetMaterialfv(GL_FRONT, GL_SPECULAR, fv);
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llinfos << "GL_SPECULAR material : " << fv4(fv) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetMaterialfv(GL_FRONT, GL_EMISSION, fv);
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llinfos << "GL_EMISSION material : " << fv4(fv) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetMaterialfv(GL_FRONT, GL_SHININESS, fv);
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llinfos << "GL_SHININESS material : " << fv1(fv) << llendl;
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fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
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glGetFloatv(GL_LIGHT_MODEL_AMBIENT, fv);
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llinfos << "GL_LIGHT_MODEL_AMBIENT : " << fv4(fv) << llendl;
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glGetBooleanv(GL_LIGHT_MODEL_LOCAL_VIEWER, &b);
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llinfos << "GL_LIGHT_MODEL_LOCAL_VIEWER: " << boolstr(b) << llendl;
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glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &b);
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llinfos << "GL_LIGHT_MODEL_TWO_SIDE : " << boolstr(b) << llendl;
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for (int l=0; l<8; l++)
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{
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b = glIsEnabled(GL_LIGHT0+l);
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llinfos << "GL_LIGHT" << l << " : " << boolstr(b) << llendl;
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if (!b)
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continue;
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glGetLightfv(GL_LIGHT0+l, GL_AMBIENT, fv);
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llinfos << " GL_AMBIENT light : " << fv4(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_DIFFUSE, fv);
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llinfos << " GL_DIFFUSE light : " << fv4(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_SPECULAR, fv);
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llinfos << " GL_SPECULAR light : " << fv4(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_POSITION, fv);
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llinfos << " GL_POSITION light : " << fv4(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_CONSTANT_ATTENUATION, fv);
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llinfos << " GL_CONSTANT_ATTENUATION : " << fv1(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_QUADRATIC_ATTENUATION, fv);
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llinfos << " GL_QUADRATIC_ATTENUATION : " << fv1(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_SPOT_DIRECTION, fv);
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llinfos << " GL_SPOT_DIRECTION : " << fv4(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_SPOT_EXPONENT, fv);
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llinfos << " GL_SPOT_EXPONENT : " << fv1(fv) << llendl;
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glGetLightfv(GL_LIGHT0+l, GL_SPOT_CUTOFF, fv);
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llinfos << " GL_SPOT_CUTOFF : " << fv1(fv) << llendl;
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}
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llinfos << "-----------------------------------" << llendl;
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llinfos << "Pixel Operations" << llendl;
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llinfos << "-----------------------------------" << llendl;
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llinfos << "GL_ALPHA_TEST : " << boolstr(glIsEnabled(GL_ALPHA_TEST)) << llendl;
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llinfos << "GL_DEPTH_TEST : " << boolstr(glIsEnabled(GL_DEPTH_TEST)) << llendl;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &b);
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llinfos << "GL_DEPTH_WRITEMASK : " << boolstr(b) << llendl;
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llinfos << "GL_BLEND : " << boolstr(glIsEnabled(GL_BLEND)) << llendl;
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llinfos << "GL_DITHER : " << boolstr(glIsEnabled(GL_DITHER)) << llendl;
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}
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// End
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