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SingularityViewer/indra/llrender/llgldbg.cpp
2010-04-02 02:48:44 -03:00

230 lines
7.7 KiB
C++

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