diff options
author | David Nusinow <[email protected]> | 2005-11-09 02:46:07 +0000 |
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committer | David Nusinow <[email protected]> | 2005-11-09 02:46:07 +0000 |
commit | c37d6b4ca8a9a7ac42a2e0082cf1bb0acbbff3cc (patch) | |
tree | 85b03b216318e1c3c138fd1f4371df3d3ac2dd35 /progs |
Commit Mesa 6.4 sources and packaging
Diffstat (limited to 'progs')
-rw-r--r-- | progs/Makefile | 30 | ||||
-rw-r--r-- | progs/util/README | 22 | ||||
-rw-r--r-- | progs/util/dumpstate.c | 1959 | ||||
-rw-r--r-- | progs/util/errcheck.c | 27 | ||||
-rw-r--r-- | progs/util/glstate.c | 504 | ||||
-rw-r--r-- | progs/util/glstate.h | 53 | ||||
-rw-r--r-- | progs/util/glutskel.c | 157 | ||||
-rw-r--r-- | progs/util/idproj.c | 26 | ||||
-rw-r--r-- | progs/util/imagesgi.h | 55 | ||||
-rw-r--r-- | progs/util/matrix.c | 181 | ||||
-rw-r--r-- | progs/util/mwmborder.c | 91 | ||||
-rw-r--r-- | progs/util/readtex.c | 451 | ||||
-rw-r--r-- | progs/util/readtex.h | 26 | ||||
-rw-r--r-- | progs/util/sampleMakefile | 49 | ||||
-rw-r--r-- | progs/util/showbuffer.c | 192 | ||||
-rw-r--r-- | progs/util/showbuffer.h | 36 | ||||
-rw-r--r-- | progs/util/winpos.c | 42 |
17 files changed, 3901 insertions, 0 deletions
diff --git a/progs/Makefile b/progs/Makefile new file mode 100644 index 00000000000..858d628c0a5 --- /dev/null +++ b/progs/Makefile @@ -0,0 +1,30 @@ +# progs/Makefile + +TOP = .. + +include $(TOP)/configs/current + +SUBDIRS = $(PROGRAM_DIRS) + + +default: message subdirs + + +message: + @echo "Making programs for" $(CONFIG_NAME) + + +subdirs: + @for dir in $(SUBDIRS) ; do \ + if [ -d $$dir ] ; then \ + (cd $$dir ; $(MAKE)) || exit 1 ; \ + fi \ + done + + +clean: + @for dir in $(SUBDIRS) tests ; do \ + if [ -d $$dir ] ; then \ + (cd $$dir ; $(MAKE) clean) ; \ + fi \ + done diff --git a/progs/util/README b/progs/util/README new file mode 100644 index 00000000000..8c143142e41 --- /dev/null +++ b/progs/util/README @@ -0,0 +1,22 @@ + +This directory is a collection of function which may be useful to +OpenGL/Mesa programmers. + + +errcheck.c - an OpenGL error check/report function +glutskel.c - handy skeleton for GLUT programs +idproj.c - setup an identity projection +mwmborder.c - remove Motif window decoration/border +winpos.c - set absolute window raster position +readtex.c - load textures/mipmaps from an .rgb file +showbuffer.[ch] - show depth, alpha, or stencil buffer contents +glstate.[ch] - query/print GL state variables, for debugging, etc. +sampleMakefile - example Makefile for making OpenGL/Mesa apps on Unix +dumpsate.c - dump all OpenGL state, from Stephane Rehel +imagesgi.cpp,.h - read SGI image files + + +more to come... + +---------------------------------------------------------------------- +$Id: README,v 1.1.1.1 1999/08/19 00:55:42 jtg Exp $ diff --git a/progs/util/dumpstate.c b/progs/util/dumpstate.c new file mode 100644 index 00000000000..4c039a40f97 --- /dev/null +++ b/progs/util/dumpstate.c @@ -0,0 +1,1959 @@ + +/* + * + * From: Stephane Rehel <[email protected]> + * Date: Mon, 31 May 1999 18:40:54 -0400 + * To: Paul Brian <[email protected]> + * Subject: OpenGL State Dump Function + * + * Here is a function that dumps the current OpenGL state. I wrote it + * some time ago. + * + * In the attachment: + * + the code itself + * + its output + * + * I think Mesa is wrong on some getBooleanv(). For example, GL_VERTEX_ARRAY + * is queried by IsEnabled() (cf. p. 196 of the spec). But on page 193 + * we can read that all the boolean attribs that can be queried by IsEnabled() + * can also be queried by IsEnabled(). + * + * I had duplicated all the enums (LOCAL_*) so that the code can run on any + * OpenGL version, even if an enum is not recognized. + * + * The code can be shipped in the public domain. + * + * Stephane. + */ + + +/* + * Stephane Rehel + * Creation: February 5 1999 + */ + +#include <stdio.h> +#include <GL/gl.h> + +/***************************************************************************/ + +enum { + /* Data types */ + LOCAL_GL_BYTE = 0x1400, + LOCAL_GL_UNSIGNED_BYTE = 0x1401, + LOCAL_GL_SHORT = 0x1402, + LOCAL_GL_UNSIGNED_SHORT = 0x1403, + LOCAL_GL_INT = 0x1404, + LOCAL_GL_UNSIGNED_INT = 0x1405, + LOCAL_GL_FLOAT = 0x1406, + LOCAL_GL_DOUBLE = 0x140A, + LOCAL_GL_2_BYTES = 0x1407, + LOCAL_GL_3_BYTES = 0x1408, + LOCAL_GL_4_BYTES = 0x1409, + + /* Primitives */ + LOCAL_GL_LINES = 0x0001, + LOCAL_GL_POINTS = 0x0000, + LOCAL_GL_LINE_STRIP = 0x0003, + LOCAL_GL_LINE_LOOP = 0x0002, + LOCAL_GL_TRIANGLES = 0x0004, + LOCAL_GL_TRIANGLE_STRIP = 0x0005, + LOCAL_GL_TRIANGLE_FAN = 0x0006, + LOCAL_GL_QUADS = 0x0007, + LOCAL_GL_QUAD_STRIP = 0x0008, + LOCAL_GL_POLYGON = 0x0009, + LOCAL_GL_EDGE_FLAG = 0x0B43, + + /* Vertex Arrays */ + LOCAL_GL_VERTEX_ARRAY = 0x8074, + LOCAL_GL_NORMAL_ARRAY = 0x8075, + LOCAL_GL_COLOR_ARRAY = 0x8076, + LOCAL_GL_INDEX_ARRAY = 0x8077, + LOCAL_GL_TEXTURE_COORD_ARRAY = 0x8078, + LOCAL_GL_EDGE_FLAG_ARRAY = 0x8079, + LOCAL_GL_VERTEX_ARRAY_SIZE = 0x807A, + LOCAL_GL_VERTEX_ARRAY_TYPE = 0x807B, + LOCAL_GL_VERTEX_ARRAY_STRIDE = 0x807C, + LOCAL_GL_NORMAL_ARRAY_TYPE = 0x807E, + LOCAL_GL_NORMAL_ARRAY_STRIDE = 0x807F, + LOCAL_GL_COLOR_ARRAY_SIZE = 0x8081, + LOCAL_GL_COLOR_ARRAY_TYPE = 0x8082, + LOCAL_GL_COLOR_ARRAY_STRIDE = 0x8083, + LOCAL_GL_INDEX_ARRAY_TYPE = 0x8085, + LOCAL_GL_INDEX_ARRAY_STRIDE = 0x8086, + LOCAL_GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088, + LOCAL_GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089, + LOCAL_GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A, + LOCAL_GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C, + LOCAL_GL_VERTEX_ARRAY_POINTER = 0x808E, + LOCAL_GL_NORMAL_ARRAY_POINTER = 0x808F, + LOCAL_GL_COLOR_ARRAY_POINTER = 0x8090, + LOCAL_GL_INDEX_ARRAY_POINTER = 0x8091, + LOCAL_GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092, + LOCAL_GL_EDGE_FLAG_ARRAY_POINTER = 0x8093, + LOCAL_GL_V2F = 0x2A20, + LOCAL_GL_V3F = 0x2A21, + LOCAL_GL_C4UB_V2F = 0x2A22, + LOCAL_GL_C4UB_V3F = 0x2A23, + LOCAL_GL_C3F_V3F = 0x2A24, + LOCAL_GL_N3F_V3F = 0x2A25, + LOCAL_GL_C4F_N3F_V3F = 0x2A26, + LOCAL_GL_T2F_V3F = 0x2A27, + LOCAL_GL_T4F_V4F = 0x2A28, + LOCAL_GL_T2F_C4UB_V3F = 0x2A29, + LOCAL_GL_T2F_C3F_V3F = 0x2A2A, + LOCAL_GL_T2F_N3F_V3F = 0x2A2B, + LOCAL_GL_T2F_C4F_N3F_V3F = 0x2A2C, + LOCAL_GL_T4F_C4F_N3F_V4F = 0x2A2D, + + /* Matrix Mode */ + LOCAL_GL_MATRIX_MODE = 0x0BA0, + LOCAL_GL_MODELVIEW = 0x1700, + LOCAL_GL_PROJECTION = 0x1701, + LOCAL_GL_TEXTURE = 0x1702, + + /* Points */ + LOCAL_GL_POINT_SMOOTH = 0x0B10, + LOCAL_GL_POINT_SIZE = 0x0B11, + LOCAL_GL_POINT_SIZE_GRANULARITY = 0x0B13, + LOCAL_GL_POINT_SIZE_RANGE = 0x0B12, + + /* Lines */ + LOCAL_GL_LINE_SMOOTH = 0x0B20, + LOCAL_GL_LINE_STIPPLE = 0x0B24, + LOCAL_GL_LINE_STIPPLE_PATTERN = 0x0B25, + LOCAL_GL_LINE_STIPPLE_REPEAT = 0x0B26, + LOCAL_GL_LINE_WIDTH = 0x0B21, + LOCAL_GL_LINE_WIDTH_GRANULARITY = 0x0B23, + LOCAL_GL_LINE_WIDTH_RANGE = 0x0B22, + + /* Polygons */ + LOCAL_GL_POINT = 0x1B00, + LOCAL_GL_LINE = 0x1B01, + LOCAL_GL_FILL = 0x1B02, + LOCAL_GL_CCW = 0x0901, + LOCAL_GL_CW = 0x0900, + LOCAL_GL_FRONT = 0x0404, + LOCAL_GL_BACK = 0x0405, + LOCAL_GL_CULL_FACE = 0x0B44, + LOCAL_GL_CULL_FACE_MODE = 0x0B45, + LOCAL_GL_POLYGON_SMOOTH = 0x0B41, + LOCAL_GL_POLYGON_STIPPLE = 0x0B42, + LOCAL_GL_FRONT_FACE = 0x0B46, + LOCAL_GL_POLYGON_MODE = 0x0B40, + LOCAL_GL_POLYGON_OFFSET_FACTOR = 0x8038, + LOCAL_GL_POLYGON_OFFSET_UNITS = 0x2A00, + LOCAL_GL_POLYGON_OFFSET_POINT = 0x2A01, + LOCAL_GL_POLYGON_OFFSET_LINE = 0x2A02, + LOCAL_GL_POLYGON_OFFSET_FILL = 0x8037, + + /* Display Lists */ + LOCAL_GL_COMPILE = 0x1300, + LOCAL_GL_COMPILE_AND_EXECUTE = 0x1301, + LOCAL_GL_LIST_BASE = 0x0B32, + LOCAL_GL_LIST_INDEX = 0x0B33, + LOCAL_GL_LIST_MODE = 0x0B30, + + /* Depth buffer */ + LOCAL_GL_NEVER = 0x0200, + LOCAL_GL_LESS = 0x0201, + LOCAL_GL_GEQUAL = 0x0206, + LOCAL_GL_LEQUAL = 0x0203, + LOCAL_GL_GREATER = 0x0204, + LOCAL_GL_NOTEQUAL = 0x0205, + LOCAL_GL_EQUAL = 0x0202, + LOCAL_GL_ALWAYS = 0x0207, + LOCAL_GL_DEPTH_TEST = 0x0B71, + LOCAL_GL_DEPTH_BITS = 0x0D56, + LOCAL_GL_DEPTH_CLEAR_VALUE = 0x0B73, + LOCAL_GL_DEPTH_FUNC = 0x0B74, + LOCAL_GL_DEPTH_RANGE = 0x0B70, + LOCAL_GL_DEPTH_WRITEMASK = 0x0B72, + LOCAL_GL_DEPTH_COMPONENT = 0x1902, + + /* Lighting */ + LOCAL_GL_LIGHTING = 0x0B50, + LOCAL_GL_LIGHT0 = 0x4000, + LOCAL_GL_LIGHT1 = 0x4001, + LOCAL_GL_LIGHT2 = 0x4002, + LOCAL_GL_LIGHT3 = 0x4003, + LOCAL_GL_LIGHT4 = 0x4004, + LOCAL_GL_LIGHT5 = 0x4005, + LOCAL_GL_LIGHT6 = 0x4006, + LOCAL_GL_LIGHT7 = 0x4007, + LOCAL_GL_SPOT_EXPONENT = 0x1205, + LOCAL_GL_SPOT_CUTOFF = 0x1206, + LOCAL_GL_CONSTANT_ATTENUATION = 0x1207, + LOCAL_GL_LINEAR_ATTENUATION = 0x1208, + LOCAL_GL_QUADRATIC_ATTENUATION = 0x1209, + LOCAL_GL_AMBIENT = 0x1200, + LOCAL_GL_DIFFUSE = 0x1201, + LOCAL_GL_SPECULAR = 0x1202, + LOCAL_GL_SHININESS = 0x1601, + LOCAL_GL_EMISSION = 0x1600, + LOCAL_GL_POSITION = 0x1203, + LOCAL_GL_SPOT_DIRECTION = 0x1204, + LOCAL_GL_AMBIENT_AND_DIFFUSE = 0x1602, + LOCAL_GL_COLOR_INDEXES = 0x1603, + LOCAL_GL_LIGHT_MODEL_TWO_SIDE = 0x0B52, + LOCAL_GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51, + LOCAL_GL_LIGHT_MODEL_AMBIENT = 0x0B53, + LOCAL_GL_FRONT_AND_BACK = 0x0408, + LOCAL_GL_SHADE_MODEL = 0x0B54, + LOCAL_GL_FLAT = 0x1D00, + LOCAL_GL_SMOOTH = 0x1D01, + LOCAL_GL_COLOR_MATERIAL = 0x0B57, + LOCAL_GL_COLOR_MATERIAL_FACE = 0x0B55, + LOCAL_GL_COLOR_MATERIAL_PARAMETER = 0x0B56, + LOCAL_GL_NORMALIZE = 0x0BA1, + + /* User clipping planes */ + LOCAL_GL_CLIP_PLANE0 = 0x3000, + LOCAL_GL_CLIP_PLANE1 = 0x3001, + LOCAL_GL_CLIP_PLANE2 = 0x3002, + LOCAL_GL_CLIP_PLANE3 = 0x3003, + LOCAL_GL_CLIP_PLANE4 = 0x3004, + LOCAL_GL_CLIP_PLANE5 = 0x3005, + + /* Accumulation buffer */ + LOCAL_GL_ACCUM_RED_BITS = 0x0D58, + LOCAL_GL_ACCUM_GREEN_BITS = 0x0D59, + LOCAL_GL_ACCUM_BLUE_BITS = 0x0D5A, + LOCAL_GL_ACCUM_ALPHA_BITS = 0x0D5B, + LOCAL_GL_ACCUM_CLEAR_VALUE = 0x0B80, + LOCAL_GL_ACCUM = 0x0100, + LOCAL_GL_ADD = 0x0104, + LOCAL_GL_LOAD = 0x0101, + LOCAL_GL_MULT = 0x0103, + LOCAL_GL_RETURN = 0x0102, + + /* Alpha testing */ + LOCAL_GL_ALPHA_TEST = 0x0BC0, + LOCAL_GL_ALPHA_TEST_REF = 0x0BC2, + LOCAL_GL_ALPHA_TEST_FUNC = 0x0BC1, + + /* Blending */ + LOCAL_GL_BLEND = 0x0BE2, + LOCAL_GL_BLEND_SRC = 0x0BE1, + LOCAL_GL_BLEND_DST = 0x0BE0, + LOCAL_GL_ZERO = 0, + LOCAL_GL_ONE = 1, + LOCAL_GL_SRC_COLOR = 0x0300, + LOCAL_GL_ONE_MINUS_SRC_COLOR = 0x0301, + LOCAL_GL_DST_COLOR = 0x0306, + LOCAL_GL_ONE_MINUS_DST_COLOR = 0x0307, + LOCAL_GL_SRC_ALPHA = 0x0302, + LOCAL_GL_ONE_MINUS_SRC_ALPHA = 0x0303, + LOCAL_GL_DST_ALPHA = 0x0304, + LOCAL_GL_ONE_MINUS_DST_ALPHA = 0x0305, + LOCAL_GL_SRC_ALPHA_SATURATE = 0x0308, + LOCAL_GL_CONSTANT_COLOR = 0x8001, + LOCAL_GL_ONE_MINUS_CONSTANT_COLOR = 0x8002, + LOCAL_GL_CONSTANT_ALPHA = 0x8003, + LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004, + + /* Render Mode */ + LOCAL_GL_FEEDBACK = 0x1C01, + LOCAL_GL_RENDER = 0x1C00, + LOCAL_GL_SELECT = 0x1C02, + + /* Feedback */ + LOCAL_GL_2D = 0x0600, + LOCAL_GL_3D = 0x0601, + LOCAL_GL_3D_COLOR = 0x0602, + LOCAL_GL_3D_COLOR_TEXTURE = 0x0603, + LOCAL_GL_4D_COLOR_TEXTURE = 0x0604, + LOCAL_GL_POINT_TOKEN = 0x0701, + LOCAL_GL_LINE_TOKEN = 0x0702, + LOCAL_GL_LINE_RESET_TOKEN = 0x0707, + LOCAL_GL_POLYGON_TOKEN = 0x0703, + LOCAL_GL_BITMAP_TOKEN = 0x0704, + LOCAL_GL_DRAW_PIXEL_TOKEN = 0x0705, + LOCAL_GL_COPY_PIXEL_TOKEN = 0x0706, + LOCAL_GL_PASS_THROUGH_TOKEN = 0x0700, + LOCAL_GL_FEEDBACK_BUFFER_POINTER = 0x0DF0, + LOCAL_GL_FEEDBACK_BUFFER_SIZE = 0x0DF1, + LOCAL_GL_FEEDBACK_BUFFER_TYPE = 0x0DF2, + + /* Selection */ + LOCAL_GL_SELECTION_BUFFER_POINTER = 0x0DF3, + LOCAL_GL_SELECTION_BUFFER_SIZE = 0x0DF4, + + /* Fog */ + LOCAL_GL_FOG = 0x0B60, + LOCAL_GL_FOG_MODE = 0x0B65, + LOCAL_GL_FOG_DENSITY = 0x0B62, + LOCAL_GL_FOG_COLOR = 0x0B66, + LOCAL_GL_FOG_INDEX = 0x0B61, + LOCAL_GL_FOG_START = 0x0B63, + LOCAL_GL_FOG_END = 0x0B64, + LOCAL_GL_LINEAR = 0x2601, + LOCAL_GL_EXP = 0x0800, + LOCAL_GL_EXP2 = 0x0801, + + /* Logic Ops */ + LOCAL_GL_LOGIC_OP = 0x0BF1, + LOCAL_GL_INDEX_LOGIC_OP = 0x0BF1, + LOCAL_GL_COLOR_LOGIC_OP = 0x0BF2, + LOCAL_GL_LOGIC_OP_MODE = 0x0BF0, + LOCAL_GL_CLEAR = 0x1500, + LOCAL_GL_SET = 0x150F, + LOCAL_GL_COPY = 0x1503, + LOCAL_GL_COPY_INVERTED = 0x150C, + LOCAL_GL_NOOP = 0x1505, + LOCAL_GL_INVERT = 0x150A, + LOCAL_GL_AND = 0x1501, + LOCAL_GL_NAND = 0x150E, + LOCAL_GL_OR = 0x1507, + LOCAL_GL_NOR = 0x1508, + LOCAL_GL_XOR = 0x1506, + LOCAL_GL_EQUIV = 0x1509, + LOCAL_GL_AND_REVERSE = 0x1502, + LOCAL_GL_AND_INVERTED = 0x1504, + LOCAL_GL_OR_REVERSE = 0x150B, + LOCAL_GL_OR_INVERTED = 0x150D, + + /* Stencil */ + LOCAL_GL_STENCIL_TEST = 0x0B90, + LOCAL_GL_STENCIL_WRITEMASK = 0x0B98, + LOCAL_GL_STENCIL_BITS = 0x0D57, + LOCAL_GL_STENCIL_FUNC = 0x0B92, + LOCAL_GL_STENCIL_VALUE_MASK = 0x0B93, + LOCAL_GL_STENCIL_REF = 0x0B97, + LOCAL_GL_STENCIL_FAIL = 0x0B94, + LOCAL_GL_STENCIL_PASS_DEPTH_PASS = 0x0B96, + LOCAL_GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95, + LOCAL_GL_STENCIL_CLEAR_VALUE = 0x0B91, + LOCAL_GL_STENCIL_INDEX = 0x1901, + LOCAL_GL_KEEP = 0x1E00, + LOCAL_GL_REPLACE = 0x1E01, + LOCAL_GL_INCR = 0x1E02, + LOCAL_GL_DECR = 0x1E03, + + /* Buffers, Pixel Drawing/Reading */ + LOCAL_GL_NONE = 0, + LOCAL_GL_LEFT = 0x0406, + LOCAL_GL_RIGHT = 0x0407, + /*LOCAL_GL_FRONT = 0x0404, */ + /*LOCAL_GL_BACK = 0x0405, */ + /*LOCAL_GL_FRONT_AND_BACK = 0x0408, */ + LOCAL_GL_FRONT_LEFT = 0x0400, + LOCAL_GL_FRONT_RIGHT = 0x0401, + LOCAL_GL_BACK_LEFT = 0x0402, + LOCAL_GL_BACK_RIGHT = 0x0403, + LOCAL_GL_AUX0 = 0x0409, + LOCAL_GL_AUX1 = 0x040A, + LOCAL_GL_AUX2 = 0x040B, + LOCAL_GL_AUX3 = 0x040C, + LOCAL_GL_COLOR_INDEX = 0x1900, + LOCAL_GL_RED = 0x1903, + LOCAL_GL_GREEN = 0x1904, + LOCAL_GL_BLUE = 0x1905, + LOCAL_GL_ALPHA = 0x1906, + LOCAL_GL_LUMINANCE = 0x1909, + LOCAL_GL_LUMINANCE_ALPHA = 0x190A, + LOCAL_GL_ALPHA_BITS = 0x0D55, + LOCAL_GL_RED_BITS = 0x0D52, + LOCAL_GL_GREEN_BITS = 0x0D53, + LOCAL_GL_BLUE_BITS = 0x0D54, + LOCAL_GL_INDEX_BITS = 0x0D51, + LOCAL_GL_SUBPIXEL_BITS = 0x0D50, + LOCAL_GL_AUX_BUFFERS = 0x0C00, + LOCAL_GL_READ_BUFFER = 0x0C02, + LOCAL_GL_DRAW_BUFFER = 0x0C01, + LOCAL_GL_DOUBLEBUFFER = 0x0C32, + LOCAL_GL_STEREO = 0x0C33, + LOCAL_GL_BITMAP = 0x1A00, + LOCAL_GL_COLOR = 0x1800, + LOCAL_GL_DEPTH = 0x1801, + LOCAL_GL_STENCIL = 0x1802, + LOCAL_GL_DITHER = 0x0BD0, + LOCAL_GL_RGB = 0x1907, + LOCAL_GL_RGBA = 0x1908, + + /* Implementation limits */ + LOCAL_GL_MAX_LIST_NESTING = 0x0B31, + LOCAL_GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35, + LOCAL_GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36, + LOCAL_GL_MAX_NAME_STACK_DEPTH = 0x0D37, + LOCAL_GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38, + LOCAL_GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39, + LOCAL_GL_MAX_EVAL_ORDER = 0x0D30, + LOCAL_GL_MAX_LIGHTS = 0x0D31, + LOCAL_GL_MAX_CLIP_PLANES = 0x0D32, + LOCAL_GL_MAX_TEXTURE_SIZE = 0x0D33, + LOCAL_GL_MAX_PIXEL_MAP_TABLE = 0x0D34, + LOCAL_GL_MAX_VIEWPORT_DIMS = 0x0D3A, + LOCAL_GL_MAX_CLIENT_ATTRIB_STACK_DEPTH= 0x0D3B, + + /* Gets */ + LOCAL_GL_ATTRIB_STACK_DEPTH = 0x0BB0, + LOCAL_GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1, + LOCAL_GL_COLOR_CLEAR_VALUE = 0x0C22, + LOCAL_GL_COLOR_WRITEMASK = 0x0C23, + LOCAL_GL_CURRENT_INDEX = 0x0B01, + LOCAL_GL_CURRENT_COLOR = 0x0B00, + LOCAL_GL_CURRENT_NORMAL = 0x0B02, + LOCAL_GL_CURRENT_RASTER_COLOR = 0x0B04, + LOCAL_GL_CURRENT_RASTER_DISTANCE = 0x0B09, + LOCAL_GL_CURRENT_RASTER_INDEX = 0x0B05, + LOCAL_GL_CURRENT_RASTER_POSITION = 0x0B07, + LOCAL_GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06, + LOCAL_GL_CURRENT_RASTER_POSITION_VALID = 0x0B08, + LOCAL_GL_CURRENT_TEXTURE_COORDS = 0x0B03, + LOCAL_GL_INDEX_CLEAR_VALUE = 0x0C20, + LOCAL_GL_INDEX_MODE = 0x0C30, + LOCAL_GL_INDEX_WRITEMASK = 0x0C21, + LOCAL_GL_MODELVIEW_MATRIX = 0x0BA6, + LOCAL_GL_MODELVIEW_STACK_DEPTH = 0x0BA3, + LOCAL_GL_NAME_STACK_DEPTH = 0x0D70, + LOCAL_GL_PROJECTION_MATRIX = 0x0BA7, + LOCAL_GL_PROJECTION_STACK_DEPTH = 0x0BA4, + LOCAL_GL_RENDER_MODE = 0x0C40, + LOCAL_GL_RGBA_MODE = 0x0C31, + LOCAL_GL_TEXTURE_MATRIX = 0x0BA8, + LOCAL_GL_TEXTURE_STACK_DEPTH = 0x0BA5, + LOCAL_GL_VIEWPORT = 0x0BA2, + + + /* Evaluators */ + LOCAL_GL_AUTO_NORMAL = 0x0D80, + LOCAL_GL_MAP1_COLOR_4 = 0x0D90, + LOCAL_GL_MAP1_GRID_DOMAIN = 0x0DD0, + LOCAL_GL_MAP1_GRID_SEGMENTS = 0x0DD1, + LOCAL_GL_MAP1_INDEX = 0x0D91, + LOCAL_GL_MAP1_NORMAL = 0x0D92, + LOCAL_GL_MAP1_TEXTURE_COORD_1 = 0x0D93, + LOCAL_GL_MAP1_TEXTURE_COORD_2 = 0x0D94, + LOCAL_GL_MAP1_TEXTURE_COORD_3 = 0x0D95, + LOCAL_GL_MAP1_TEXTURE_COORD_4 = 0x0D96, + LOCAL_GL_MAP1_VERTEX_3 = 0x0D97, + LOCAL_GL_MAP1_VERTEX_4 = 0x0D98, + LOCAL_GL_MAP2_COLOR_4 = 0x0DB0, + LOCAL_GL_MAP2_GRID_DOMAIN = 0x0DD2, + LOCAL_GL_MAP2_GRID_SEGMENTS = 0x0DD3, + LOCAL_GL_MAP2_INDEX = 0x0DB1, + LOCAL_GL_MAP2_NORMAL = 0x0DB2, + LOCAL_GL_MAP2_TEXTURE_COORD_1 = 0x0DB3, + LOCAL_GL_MAP2_TEXTURE_COORD_2 = 0x0DB4, + LOCAL_GL_MAP2_TEXTURE_COORD_3 = 0x0DB5, + LOCAL_GL_MAP2_TEXTURE_COORD_4 = 0x0DB6, + LOCAL_GL_MAP2_VERTEX_3 = 0x0DB7, + LOCAL_GL_MAP2_VERTEX_4 = 0x0DB8, + LOCAL_GL_COEFF = 0x0A00, + LOCAL_GL_DOMAIN = 0x0A02, + LOCAL_GL_ORDER = 0x0A01, + + /* Hints */ + LOCAL_GL_FOG_HINT = 0x0C54, + LOCAL_GL_LINE_SMOOTH_HINT = 0x0C52, + LOCAL_GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50, + LOCAL_GL_POINT_SMOOTH_HINT = 0x0C51, + LOCAL_GL_POLYGON_SMOOTH_HINT = 0x0C53, + LOCAL_GL_DONT_CARE = 0x1100, + LOCAL_GL_FASTEST = 0x1101, + LOCAL_GL_NICEST = 0x1102, + + /* Scissor box */ + LOCAL_GL_SCISSOR_TEST = 0x0C11, + LOCAL_GL_SCISSOR_BOX = 0x0C10, + + /* Pixel Mode / Transfer */ + LOCAL_GL_MAP_COLOR = 0x0D10, + LOCAL_GL_MAP_STENCIL = 0x0D11, + LOCAL_GL_INDEX_SHIFT = 0x0D12, + LOCAL_GL_INDEX_OFFSET = 0x0D13, + LOCAL_GL_RED_SCALE = 0x0D14, + LOCAL_GL_RED_BIAS = 0x0D15, + LOCAL_GL_GREEN_SCALE = 0x0D18, + LOCAL_GL_GREEN_BIAS = 0x0D19, + LOCAL_GL_BLUE_SCALE = 0x0D1A, + LOCAL_GL_BLUE_BIAS = 0x0D1B, + LOCAL_GL_ALPHA_SCALE = 0x0D1C, + LOCAL_GL_ALPHA_BIAS = 0x0D1D, + LOCAL_GL_DEPTH_SCALE = 0x0D1E, + LOCAL_GL_DEPTH_BIAS = 0x0D1F, + LOCAL_GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1, + LOCAL_GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0, + LOCAL_GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2, + LOCAL_GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3, + LOCAL_GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4, + LOCAL_GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5, + LOCAL_GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6, + LOCAL_GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7, + LOCAL_GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8, + LOCAL_GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9, + LOCAL_GL_PIXEL_MAP_S_TO_S = 0x0C71, + LOCAL_GL_PIXEL_MAP_I_TO_I = 0x0C70, + LOCAL_GL_PIXEL_MAP_I_TO_R = 0x0C72, + LOCAL_GL_PIXEL_MAP_I_TO_G = 0x0C73, + LOCAL_GL_PIXEL_MAP_I_TO_B = 0x0C74, + LOCAL_GL_PIXEL_MAP_I_TO_A = 0x0C75, + LOCAL_GL_PIXEL_MAP_R_TO_R = 0x0C76, + LOCAL_GL_PIXEL_MAP_G_TO_G = 0x0C77, + LOCAL_GL_PIXEL_MAP_B_TO_B = 0x0C78, + LOCAL_GL_PIXEL_MAP_A_TO_A = 0x0C79, + LOCAL_GL_PACK_ALIGNMENT = 0x0D05, + LOCAL_GL_PACK_LSB_FIRST = 0x0D01, + LOCAL_GL_PACK_ROW_LENGTH = 0x0D02, + LOCAL_GL_PACK_SKIP_PIXELS = 0x0D04, + LOCAL_GL_PACK_SKIP_ROWS = 0x0D03, + LOCAL_GL_PACK_SWAP_BYTES = 0x0D00, + LOCAL_GL_UNPACK_ALIGNMENT = 0x0CF5, + LOCAL_GL_UNPACK_LSB_FIRST = 0x0CF1, + LOCAL_GL_UNPACK_ROW_LENGTH = 0x0CF2, + LOCAL_GL_UNPACK_SKIP_PIXELS = 0x0CF4, + LOCAL_GL_UNPACK_SKIP_ROWS = 0x0CF3, + LOCAL_GL_UNPACK_SWAP_BYTES = 0x0CF0, + LOCAL_GL_ZOOM_X = 0x0D16, + LOCAL_GL_ZOOM_Y = 0x0D17, + + /* Texture mapping */ + LOCAL_GL_TEXTURE_ENV = 0x2300, + LOCAL_GL_TEXTURE_ENV_MODE = 0x2200, + LOCAL_GL_TEXTURE_1D = 0x0DE0, + LOCAL_GL_TEXTURE_2D = 0x0DE1, + LOCAL_GL_TEXTURE_WRAP_S = 0x2802, + LOCAL_GL_TEXTURE_WRAP_T = 0x2803, + LOCAL_GL_TEXTURE_MAG_FILTER = 0x2800, + LOCAL_GL_TEXTURE_MIN_FILTER = 0x2801, + LOCAL_GL_TEXTURE_ENV_COLOR = 0x2201, + LOCAL_GL_TEXTURE_GEN_S = 0x0C60, + LOCAL_GL_TEXTURE_GEN_T = 0x0C61, + LOCAL_GL_TEXTURE_GEN_MODE = 0x2500, + LOCAL_GL_TEXTURE_BORDER_COLOR = 0x1004, + LOCAL_GL_TEXTURE_WIDTH = 0x1000, + LOCAL_GL_TEXTURE_HEIGHT = 0x1001, + LOCAL_GL_TEXTURE_BORDER = 0x1005, + LOCAL_GL_TEXTURE_COMPONENTS = 0x1003, + LOCAL_GL_TEXTURE_RED_SIZE = 0x805C, + LOCAL_GL_TEXTURE_GREEN_SIZE = 0x805D, + LOCAL_GL_TEXTURE_BLUE_SIZE = 0x805E, + LOCAL_GL_TEXTURE_ALPHA_SIZE = 0x805F, + LOCAL_GL_TEXTURE_LUMINANCE_SIZE = 0x8060, + LOCAL_GL_TEXTURE_INTENSITY_SIZE = 0x8061, + LOCAL_GL_NEAREST_MIPMAP_NEAREST = 0x2700, + LOCAL_GL_NEAREST_MIPMAP_LINEAR = 0x2702, + LOCAL_GL_LINEAR_MIPMAP_NEAREST = 0x2701, + LOCAL_GL_LINEAR_MIPMAP_LINEAR = 0x2703, + LOCAL_GL_OBJECT_LINEAR = 0x2401, + LOCAL_GL_OBJECT_PLANE = 0x2501, + LOCAL_GL_EYE_LINEAR = 0x2400, + LOCAL_GL_EYE_PLANE = 0x2502, + LOCAL_GL_SPHERE_MAP = 0x2402, + LOCAL_GL_DECAL = 0x2101, + LOCAL_GL_MODULATE = 0x2100, + LOCAL_GL_NEAREST = 0x2600, + LOCAL_GL_REPEAT = 0x2901, + LOCAL_GL_CLAMP = 0x2900, + LOCAL_GL_S = 0x2000, + LOCAL_GL_T = 0x2001, + LOCAL_GL_R = 0x2002, + LOCAL_GL_Q = 0x2003, + LOCAL_GL_TEXTURE_GEN_R = 0x0C62, + LOCAL_GL_TEXTURE_GEN_Q = 0x0C63, + + /* GL 1.1 texturing */ + LOCAL_GL_PROXY_TEXTURE_1D = 0x8063, + LOCAL_GL_PROXY_TEXTURE_2D = 0x8064, + LOCAL_GL_TEXTURE_PRIORITY = 0x8066, + LOCAL_GL_TEXTURE_RESIDENT = 0x8067, + LOCAL_GL_TEXTURE_BINDING_1D = 0x8068, + LOCAL_GL_TEXTURE_BINDING_2D = 0x8069, + LOCAL_GL_TEXTURE_INTERNAL_FORMAT = 0x1003, + + /* GL 1.2 texturing */ + LOCAL_GL_PACK_SKIP_IMAGES = 0x806B, + LOCAL_GL_PACK_IMAGE_HEIGHT = 0x806C, + LOCAL_GL_UNPACK_SKIP_IMAGES = 0x806D, + LOCAL_GL_UNPACK_IMAGE_HEIGHT = 0x806E, + LOCAL_GL_TEXTURE_3D = 0x806F, + LOCAL_GL_PROXY_TEXTURE_3D = 0x8070, + LOCAL_GL_TEXTURE_DEPTH = 0x8071, + LOCAL_GL_TEXTURE_WRAP_R = 0x8072, + LOCAL_GL_MAX_3D_TEXTURE_SIZE = 0x8073, + LOCAL_GL_TEXTURE_BINDING_3D = 0x806A, + + /* Internal texture formats (GL 1.1) */ + LOCAL_GL_ALPHA4 = 0x803B, + LOCAL_GL_ALPHA8 = 0x803C, + LOCAL_GL_ALPHA12 = 0x803D, + LOCAL_GL_ALPHA16 = 0x803E, + LOCAL_GL_LUMINANCE4 = 0x803F, + LOCAL_GL_LUMINANCE8 = 0x8040, + LOCAL_GL_LUMINANCE12 = 0x8041, + LOCAL_GL_LUMINANCE16 = 0x8042, + LOCAL_GL_LUMINANCE4_ALPHA4 = 0x8043, + LOCAL_GL_LUMINANCE6_ALPHA2 = 0x8044, + LOCAL_GL_LUMINANCE8_ALPHA8 = 0x8045, + LOCAL_GL_LUMINANCE12_ALPHA4 = 0x8046, + LOCAL_GL_LUMINANCE12_ALPHA12 = 0x8047, + LOCAL_GL_LUMINANCE16_ALPHA16 = 0x8048, + LOCAL_GL_INTENSITY = 0x8049, + LOCAL_GL_INTENSITY4 = 0x804A, + LOCAL_GL_INTENSITY8 = 0x804B, + LOCAL_GL_INTENSITY12 = 0x804C, + LOCAL_GL_INTENSITY16 = 0x804D, + LOCAL_GL_R3_G3_B2 = 0x2A10, + LOCAL_GL_RGB4 = 0x804F, + LOCAL_GL_RGB5 = 0x8050, + LOCAL_GL_RGB8 = 0x8051, + LOCAL_GL_RGB10 = 0x8052, + LOCAL_GL_RGB12 = 0x8053, + LOCAL_GL_RGB16 = 0x8054, + LOCAL_GL_RGBA2 = 0x8055, + LOCAL_GL_RGBA4 = 0x8056, + LOCAL_GL_RGB5_A1 = 0x8057, + LOCAL_GL_RGBA8 = 0x8058, + LOCAL_GL_RGB10_A2 = 0x8059, + LOCAL_GL_RGBA12 = 0x805A, + LOCAL_GL_RGBA16 = 0x805B, + + /* Utility */ + LOCAL_GL_VENDOR = 0x1F00, + LOCAL_GL_RENDERER = 0x1F01, + LOCAL_GL_VERSION = 0x1F02, + LOCAL_GL_EXTENSIONS = 0x1F03, + + /* Errors */ + LOCAL_GL_INVALID_VALUE = 0x0501, + LOCAL_GL_INVALID_ENUM = 0x0500, + LOCAL_GL_INVALID_OPERATION = 0x0502, + LOCAL_GL_STACK_OVERFLOW = 0x0503, + LOCAL_GL_STACK_UNDERFLOW = 0x0504, + LOCAL_GL_OUT_OF_MEMORY = 0x0505, + + /* + * Extensions + */ + + /* LOCAL_GL_EXT_blend_minmax and LOCAL_GL_EXT_blend_color */ + LOCAL_GL_CONSTANT_COLOR_EXT = 0x8001, + LOCAL_GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002, + LOCAL_GL_CONSTANT_ALPHA_EXT = 0x8003, + LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004, + LOCAL_GL_BLEND_EQUATION_EXT = 0x8009, + LOCAL_GL_MIN_EXT = 0x8007, + LOCAL_GL_MAX_EXT = 0x8008, + LOCAL_GL_FUNC_ADD_EXT = 0x8006, + LOCAL_GL_FUNC_SUBTRACT_EXT = 0x800A, + LOCAL_GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B, + LOCAL_GL_BLEND_COLOR_EXT = 0x8005, + + /* LOCAL_GL_EXT_polygon_offset */ + LOCAL_GL_POLYGON_OFFSET_EXT = 0x8037, + LOCAL_GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038, + LOCAL_GL_POLYGON_OFFSET_BIAS_EXT = 0x8039, + + /* LOCAL_GL_EXT_vertex_array */ + LOCAL_GL_VERTEX_ARRAY_EXT = 0x8074, + LOCAL_GL_NORMAL_ARRAY_EXT = 0x8075, + LOCAL_GL_COLOR_ARRAY_EXT = 0x8076, + LOCAL_GL_INDEX_ARRAY_EXT = 0x8077, + LOCAL_GL_TEXTURE_COORD_ARRAY_EXT = 0x8078, + LOCAL_GL_EDGE_FLAG_ARRAY_EXT = 0x8079, + LOCAL_GL_VERTEX_ARRAY_SIZE_EXT = 0x807A, + LOCAL_GL_VERTEX_ARRAY_TYPE_EXT = 0x807B, + LOCAL_GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C, + LOCAL_GL_VERTEX_ARRAY_COUNT_EXT = 0x807D, + LOCAL_GL_NORMAL_ARRAY_TYPE_EXT = 0x807E, + LOCAL_GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F, + LOCAL_GL_NORMAL_ARRAY_COUNT_EXT = 0x8080, + LOCAL_GL_COLOR_ARRAY_SIZE_EXT = 0x8081, + LOCAL_GL_COLOR_ARRAY_TYPE_EXT = 0x8082, + LOCAL_GL_COLOR_ARRAY_STRIDE_EXT = 0x8083, + LOCAL_GL_COLOR_ARRAY_COUNT_EXT = 0x8084, + LOCAL_GL_INDEX_ARRAY_TYPE_EXT = 0x8085, + LOCAL_GL_INDEX_ARRAY_STRIDE_EXT = 0x8086, + LOCAL_GL_INDEX_ARRAY_COUNT_EXT = 0x8087, + LOCAL_GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088, + LOCAL_GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089, + LOCAL_GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = 0x808A, + LOCAL_GL_TEXTURE_COORD_ARRAY_COUNT_EXT = 0x808B, + LOCAL_GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C, + LOCAL_GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D, + LOCAL_GL_VERTEX_ARRAY_POINTER_EXT = 0x808E, + LOCAL_GL_NORMAL_ARRAY_POINTER_EXT = 0x808F, + LOCAL_GL_COLOR_ARRAY_POINTER_EXT = 0x8090, + LOCAL_GL_INDEX_ARRAY_POINTER_EXT = 0x8091, + LOCAL_GL_TEXTURE_COORD_ARRAY_POINTER_EXT = 0x8092, + LOCAL_GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093, + + /* LOCAL_GL_EXT_texture_object */ + LOCAL_GL_TEXTURE_PRIORITY_EXT = 0x8066, + LOCAL_GL_TEXTURE_RESIDENT_EXT = 0x8067, + LOCAL_GL_TEXTURE_1D_BINDING_EXT = 0x8068, + LOCAL_GL_TEXTURE_2D_BINDING_EXT = 0x8069, + + /* LOCAL_GL_EXT_texture3D */ + LOCAL_GL_PACK_SKIP_IMAGES_EXT = 0x806B, + LOCAL_GL_PACK_IMAGE_HEIGHT_EXT = 0x806C, + LOCAL_GL_UNPACK_SKIP_IMAGES_EXT = 0x806D, + LOCAL_GL_UNPACK_IMAGE_HEIGHT_EXT = 0x806E, + LOCAL_GL_TEXTURE_3D_EXT = 0x806F, + LOCAL_GL_PROXY_TEXTURE_3D_EXT = 0x8070, + LOCAL_GL_TEXTURE_DEPTH_EXT = 0x8071, + LOCAL_GL_TEXTURE_WRAP_R_EXT = 0x8072, + LOCAL_GL_MAX_3D_TEXTURE_SIZE_EXT = 0x8073, + LOCAL_GL_TEXTURE_3D_BINDING_EXT = 0x806A, + + /* LOCAL_GL_EXT_paletted_texture */ + LOCAL_GL_TABLE_TOO_LARGE_EXT = 0x8031, + LOCAL_GL_COLOR_TABLE_FORMAT_EXT = 0x80D8, + LOCAL_GL_COLOR_TABLE_WIDTH_EXT = 0x80D9, + LOCAL_GL_COLOR_TABLE_RED_SIZE_EXT = 0x80DA, + LOCAL_GL_COLOR_TABLE_GREEN_SIZE_EXT = 0x80DB, + LOCAL_GL_COLOR_TABLE_BLUE_SIZE_EXT = 0x80DC, + LOCAL_GL_COLOR_TABLE_ALPHA_SIZE_EXT = 0x80DD, + LOCAL_GL_COLOR_TABLE_LUMINANCE_SIZE_EXT = 0x80DE, + LOCAL_GL_COLOR_TABLE_INTENSITY_SIZE_EXT = 0x80DF, + LOCAL_GL_TEXTURE_INDEX_SIZE_EXT = 0x80ED, + LOCAL_GL_COLOR_INDEX1_EXT = 0x80E2, + LOCAL_GL_COLOR_INDEX2_EXT = 0x80E3, + LOCAL_GL_COLOR_INDEX4_EXT = 0x80E4, + LOCAL_GL_COLOR_INDEX8_EXT = 0x80E5, + LOCAL_GL_COLOR_INDEX12_EXT = 0x80E6, + LOCAL_GL_COLOR_INDEX16_EXT = 0x80E7, + + /* LOCAL_GL_EXT_shared_texture_palette */ + LOCAL_GL_SHARED_TEXTURE_PALETTE_EXT = 0x81FB, + + /* LOCAL_GL_EXT_point_parameters */ + LOCAL_GL_POINT_SIZE_MIN_EXT = 0x8126, + LOCAL_GL_POINT_SIZE_MAX_EXT = 0x8127, + LOCAL_GL_POINT_FADE_THRESHOLD_SIZE_EXT = 0x8128, + LOCAL_GL_DISTANCE_ATTENUATION_EXT = 0x8129, + + /* LOCAL_GL_EXT_rescale_normal */ + LOCAL_GL_RESCALE_NORMAL_EXT = 0x803A, + + /* LOCAL_GL_EXT_abgr */ + LOCAL_GL_ABGR_EXT = 0x8000, + + /* LOCAL_GL_SGIS_multitexture */ + LOCAL_GL_SELECTED_TEXTURE_SGIS = 0x835C, + LOCAL_GL_SELECTED_TEXTURE_COORD_SET_SGIS = 0x835D, + LOCAL_GL_MAX_TEXTURES_SGIS = 0x835E, + LOCAL_GL_TEXTURE0_SGIS = 0x835F, + LOCAL_GL_TEXTURE1_SGIS = 0x8360, + LOCAL_GL_TEXTURE2_SGIS = 0x8361, + LOCAL_GL_TEXTURE3_SGIS = 0x8362, + LOCAL_GL_TEXTURE_COORD_SET_SOURCE_SGIS = 0x8363, + + /* LOCAL_GL_EXT_multitexture */ + LOCAL_GL_SELECTED_TEXTURE_EXT = 0x83C0, + LOCAL_GL_SELECTED_TEXTURE_COORD_SET_EXT = 0x83C1, + LOCAL_GL_SELECTED_TEXTURE_TRANSFORM_EXT = 0x83C2, + LOCAL_GL_MAX_TEXTURES_EXT = 0x83C3, + LOCAL_GL_MAX_TEXTURE_COORD_SETS_EXT = 0x83C4, + LOCAL_GL_TEXTURE_ENV_COORD_SET_EXT = 0x83C5, + LOCAL_GL_TEXTURE0_EXT = 0x83C6, + LOCAL_GL_TEXTURE1_EXT = 0x83C7, + LOCAL_GL_TEXTURE2_EXT = 0x83C8, + LOCAL_GL_TEXTURE3_EXT = 0x83C9, + + /* LOCAL_GL_SGIS_texture_edge_clamp */ + LOCAL_GL_CLAMP_TO_EDGE_SGIS = 0x812F, + + /* OpenGL 1.2 */ + LOCAL_GL_RESCALE_NORMAL = 0x803A, + LOCAL_GL_CLAMP_TO_EDGE = 0x812F, + LOCAL_GL_MAX_ELEMENTS_VERTICES = 0xF0E8, + LOCAL_GL_MAX_ELEMENTS_INDICES = 0xF0E9, + LOCAL_GL_BGR = 0x80E0, + LOCAL_GL_BGRA = 0x80E1, + LOCAL_GL_UNSIGNED_BYTE_3_3_2 = 0x8032, + LOCAL_GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362, + LOCAL_GL_UNSIGNED_SHORT_5_6_5 = 0x8363, + LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364, + LOCAL_GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033, + LOCAL_GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365, + LOCAL_GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034, + LOCAL_GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366, + LOCAL_GL_UNSIGNED_INT_8_8_8_8 = 0x8035, + LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367, + LOCAL_GL_UNSIGNED_INT_10_10_10_2 = 0x8036, + LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368, + LOCAL_GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8, + LOCAL_GL_SINGLE_COLOR = 0x81F9, + LOCAL_GL_SEPARATE_SPECULAR_COLOR = 0x81FA, + LOCAL_GL_TEXTURE_MIN_LOD = 0x813A, + LOCAL_GL_TEXTURE_MAX_LOD = 0x813B, + LOCAL_GL_TEXTURE_BASE_LEVEL = 0x813C, + LOCAL_GL_TEXTURE_MAX_LEVEL = 0x813D +}; + +typedef struct { GLenum e; const char* name; } ENUM; +#define EDEF(VAR) { (GLenum)(LOCAL_GL_##VAR), #VAR } + +static ENUM enums[] = + { + EDEF(BYTE), + EDEF(UNSIGNED_BYTE), + EDEF(SHORT), + EDEF(UNSIGNED_SHORT), + EDEF(INT), + EDEF(UNSIGNED_INT), + EDEF(FLOAT), + EDEF(DOUBLE), + EDEF(2_BYTES), + EDEF(3_BYTES), + EDEF(4_BYTES), +/* + EDEF(LINES), + EDEF(POINTS), + EDEF(LINE_STRIP), + EDEF(LINE_LOOP), + EDEF(TRIANGLES), + EDEF(TRIANGLE_STRIP), + EDEF(TRIANGLE_FAN), + EDEF(QUADS), + EDEF(QUAD_STRIP), + EDEF(POLYGON), + EDEF(EDGE_FLAG), +*/ + EDEF(VERTEX_ARRAY), + EDEF(NORMAL_ARRAY), + EDEF(COLOR_ARRAY), + EDEF(INDEX_ARRAY), + EDEF(TEXTURE_COORD_ARRAY), + EDEF(EDGE_FLAG_ARRAY), + EDEF(VERTEX_ARRAY_SIZE), + EDEF(VERTEX_ARRAY_TYPE), + EDEF(VERTEX_ARRAY_STRIDE), + EDEF(NORMAL_ARRAY_TYPE), + EDEF(NORMAL_ARRAY_STRIDE), + EDEF(COLOR_ARRAY_SIZE), + EDEF(COLOR_ARRAY_TYPE), + EDEF(COLOR_ARRAY_STRIDE), + EDEF(INDEX_ARRAY_TYPE), + EDEF(INDEX_ARRAY_STRIDE), + EDEF(TEXTURE_COORD_ARRAY_SIZE), + EDEF(TEXTURE_COORD_ARRAY_TYPE), + EDEF(TEXTURE_COORD_ARRAY_STRIDE), + EDEF(EDGE_FLAG_ARRAY_STRIDE), + EDEF(VERTEX_ARRAY_POINTER), + EDEF(NORMAL_ARRAY_POINTER), + EDEF(COLOR_ARRAY_POINTER), + EDEF(INDEX_ARRAY_POINTER), + EDEF(TEXTURE_COORD_ARRAY_POINTER), + EDEF(EDGE_FLAG_ARRAY_POINTER), + EDEF(V2F), + EDEF(V3F), + EDEF(C4UB_V2F), + EDEF(C4UB_V3F), + EDEF(C3F_V3F), + EDEF(N3F_V3F), + EDEF(C4F_N3F_V3F), + EDEF(T2F_V3F), + EDEF(T4F_V4F), + EDEF(T2F_C4UB_V3F), + EDEF(T2F_C3F_V3F), + EDEF(T2F_N3F_V3F), + EDEF(T2F_C4F_N3F_V3F), + EDEF(T4F_C4F_N3F_V4F), + EDEF(MATRIX_MODE), + EDEF(MODELVIEW), + EDEF(PROJECTION), + EDEF(TEXTURE), + EDEF(POINT_SMOOTH), + EDEF(POINT_SIZE), + EDEF(POINT_SIZE_GRANULARITY), + EDEF(POINT_SIZE_RANGE), + EDEF(LINE_SMOOTH), + EDEF(LINE_STIPPLE), + EDEF(LINE_STIPPLE_PATTERN), + EDEF(LINE_STIPPLE_REPEAT), + EDEF(LINE_WIDTH), + EDEF(LINE_WIDTH_GRANULARITY), + EDEF(LINE_WIDTH_RANGE), + EDEF(POINT), + EDEF(LINE), + EDEF(FILL), + EDEF(CCW), + EDEF(CW), + EDEF(FRONT), + EDEF(BACK), + EDEF(CULL_FACE), + EDEF(CULL_FACE_MODE), + EDEF(POLYGON_SMOOTH), + EDEF(POLYGON_STIPPLE), + EDEF(FRONT_FACE), + EDEF(POLYGON_MODE), + EDEF(POLYGON_OFFSET_FACTOR), + EDEF(POLYGON_OFFSET_UNITS), + EDEF(POLYGON_OFFSET_POINT), + EDEF(POLYGON_OFFSET_LINE), + EDEF(POLYGON_OFFSET_FILL), + EDEF(COMPILE), + EDEF(COMPILE_AND_EXECUTE), + EDEF(LIST_BASE), + EDEF(LIST_INDEX), + EDEF(LIST_MODE), + EDEF(NEVER), + EDEF(LESS), + EDEF(GEQUAL), + EDEF(LEQUAL), + EDEF(GREATER), + EDEF(NOTEQUAL), + EDEF(EQUAL), + EDEF(ALWAYS), + EDEF(DEPTH_TEST), + EDEF(DEPTH_BITS), + EDEF(DEPTH_CLEAR_VALUE), + EDEF(DEPTH_FUNC), + EDEF(DEPTH_RANGE), + EDEF(DEPTH_WRITEMASK), + EDEF(DEPTH_COMPONENT), + EDEF(LIGHTING), + EDEF(LIGHT0), + EDEF(LIGHT1), + EDEF(LIGHT2), + EDEF(LIGHT3), + EDEF(LIGHT4), + EDEF(LIGHT5), + EDEF(LIGHT6), + EDEF(LIGHT7), + EDEF(SPOT_EXPONENT), + EDEF(SPOT_CUTOFF), + EDEF(CONSTANT_ATTENUATION), + EDEF(LINEAR_ATTENUATION), + EDEF(QUADRATIC_ATTENUATION), + EDEF(AMBIENT), + EDEF(DIFFUSE), + EDEF(SPECULAR), + EDEF(SHININESS), + EDEF(EMISSION), + EDEF(POSITION), + EDEF(SPOT_DIRECTION), + EDEF(AMBIENT_AND_DIFFUSE), + EDEF(COLOR_INDEXES), + EDEF(LIGHT_MODEL_TWO_SIDE), + EDEF(LIGHT_MODEL_LOCAL_VIEWER), + EDEF(LIGHT_MODEL_AMBIENT), + EDEF(FRONT_AND_BACK), + EDEF(SHADE_MODEL), + EDEF(FLAT), + EDEF(SMOOTH), + EDEF(COLOR_MATERIAL), + EDEF(COLOR_MATERIAL_FACE), + EDEF(COLOR_MATERIAL_PARAMETER), + EDEF(NORMALIZE), + EDEF(CLIP_PLANE0), + EDEF(CLIP_PLANE1), + EDEF(CLIP_PLANE2), + EDEF(CLIP_PLANE3), + EDEF(CLIP_PLANE4), + EDEF(CLIP_PLANE5), + EDEF(ACCUM_RED_BITS), + EDEF(ACCUM_GREEN_BITS), + EDEF(ACCUM_BLUE_BITS), + EDEF(ACCUM_ALPHA_BITS), + EDEF(ACCUM_CLEAR_VALUE), + EDEF(ACCUM), + EDEF(ADD), + EDEF(LOAD), + EDEF(MULT), + EDEF(RETURN), + EDEF(ALPHA_TEST), + EDEF(ALPHA_TEST_REF), + EDEF(ALPHA_TEST_FUNC), + EDEF(BLEND), + EDEF(BLEND_SRC), + EDEF(BLEND_DST), + EDEF(ZERO), + EDEF(ONE), + EDEF(SRC_COLOR), + EDEF(ONE_MINUS_SRC_COLOR), + EDEF(DST_COLOR), + EDEF(ONE_MINUS_DST_COLOR), + EDEF(SRC_ALPHA), + EDEF(ONE_MINUS_SRC_ALPHA), + EDEF(DST_ALPHA), + EDEF(ONE_MINUS_DST_ALPHA), + EDEF(SRC_ALPHA_SATURATE), + EDEF(CONSTANT_COLOR), + EDEF(ONE_MINUS_CONSTANT_COLOR), + EDEF(CONSTANT_ALPHA), + EDEF(ONE_MINUS_CONSTANT_ALPHA), + EDEF(FEEDBACK), + EDEF(RENDER), + EDEF(SELECT), + EDEF(2D), + EDEF(3D), + EDEF(3D_COLOR), + EDEF(3D_COLOR_TEXTURE), + EDEF(4D_COLOR_TEXTURE), + EDEF(POINT_TOKEN), + EDEF(LINE_TOKEN), + EDEF(LINE_RESET_TOKEN), + EDEF(POLYGON_TOKEN), + EDEF(BITMAP_TOKEN), + EDEF(DRAW_PIXEL_TOKEN), + EDEF(COPY_PIXEL_TOKEN), + EDEF(PASS_THROUGH_TOKEN), + EDEF(FEEDBACK_BUFFER_POINTER), + EDEF(FEEDBACK_BUFFER_SIZE), + EDEF(FEEDBACK_BUFFER_TYPE), + EDEF(SELECTION_BUFFER_POINTER), + EDEF(SELECTION_BUFFER_SIZE), + EDEF(FOG), + EDEF(FOG_MODE), + EDEF(FOG_DENSITY), + EDEF(FOG_COLOR), + EDEF(FOG_INDEX), + EDEF(FOG_START), + EDEF(FOG_END), + EDEF(LINEAR), + EDEF(EXP), + EDEF(EXP2), + EDEF(LOGIC_OP), + EDEF(INDEX_LOGIC_OP), + EDEF(COLOR_LOGIC_OP), + EDEF(LOGIC_OP_MODE), + EDEF(CLEAR), + EDEF(SET), + EDEF(COPY), + EDEF(COPY_INVERTED), + EDEF(NOOP), + EDEF(INVERT), + EDEF(AND), + EDEF(NAND), + EDEF(OR), + EDEF(NOR), + EDEF(XOR), + EDEF(EQUIV), + EDEF(AND_REVERSE), + EDEF(AND_INVERTED), + EDEF(OR_REVERSE), + EDEF(OR_INVERTED), + EDEF(STENCIL_TEST), + EDEF(STENCIL_WRITEMASK), + EDEF(STENCIL_BITS), + EDEF(STENCIL_FUNC), + EDEF(STENCIL_VALUE_MASK), + EDEF(STENCIL_REF), + EDEF(STENCIL_FAIL), + EDEF(STENCIL_PASS_DEPTH_PASS), + EDEF(STENCIL_PASS_DEPTH_FAIL), + EDEF(STENCIL_CLEAR_VALUE), + EDEF(STENCIL_INDEX), + EDEF(KEEP), + EDEF(REPLACE), + EDEF(INCR), + EDEF(DECR), + EDEF(NONE), + EDEF(LEFT), + EDEF(RIGHT), + EDEF(FRONT_LEFT), + EDEF(FRONT_RIGHT), + EDEF(BACK_LEFT), + EDEF(BACK_RIGHT), + EDEF(AUX0), + EDEF(AUX1), + EDEF(AUX2), + EDEF(AUX3), + EDEF(COLOR_INDEX), + EDEF(RED), + EDEF(GREEN), + EDEF(BLUE), + EDEF(ALPHA), + EDEF(LUMINANCE), + EDEF(LUMINANCE_ALPHA), + EDEF(ALPHA_BITS), + EDEF(RED_BITS), + EDEF(GREEN_BITS), + EDEF(BLUE_BITS), + EDEF(INDEX_BITS), + EDEF(SUBPIXEL_BITS), + EDEF(AUX_BUFFERS), + EDEF(READ_BUFFER), + EDEF(DRAW_BUFFER), + EDEF(DOUBLEBUFFER), + EDEF(STEREO), + EDEF(BITMAP), + EDEF(COLOR), + EDEF(DEPTH), + EDEF(STENCIL), + EDEF(DITHER), + EDEF(RGB), + EDEF(RGBA), + EDEF(MAX_LIST_NESTING), + EDEF(MAX_ATTRIB_STACK_DEPTH), + EDEF(MAX_MODELVIEW_STACK_DEPTH), + EDEF(MAX_NAME_STACK_DEPTH), + EDEF(MAX_PROJECTION_STACK_DEPTH), + EDEF(MAX_TEXTURE_STACK_DEPTH), + EDEF(MAX_EVAL_ORDER), + EDEF(MAX_LIGHTS), + EDEF(MAX_CLIP_PLANES), + EDEF(MAX_TEXTURE_SIZE), + EDEF(MAX_PIXEL_MAP_TABLE), + EDEF(MAX_VIEWPORT_DIMS), + EDEF(MAX_CLIENT_ATTRIB_STACK_DEPTH), + EDEF(ATTRIB_STACK_DEPTH), + EDEF(CLIENT_ATTRIB_STACK_DEPTH), + EDEF(COLOR_CLEAR_VALUE), + EDEF(COLOR_WRITEMASK), + EDEF(CURRENT_INDEX), + EDEF(CURRENT_COLOR), + EDEF(CURRENT_NORMAL), + EDEF(CURRENT_RASTER_COLOR), + EDEF(CURRENT_RASTER_DISTANCE), + EDEF(CURRENT_RASTER_INDEX), + EDEF(CURRENT_RASTER_POSITION), + EDEF(CURRENT_RASTER_TEXTURE_COORDS), + EDEF(CURRENT_RASTER_POSITION_VALID), + EDEF(CURRENT_TEXTURE_COORDS), + EDEF(INDEX_CLEAR_VALUE), + EDEF(INDEX_MODE), + EDEF(INDEX_WRITEMASK), + EDEF(MODELVIEW_MATRIX), + EDEF(MODELVIEW_STACK_DEPTH), + EDEF(NAME_STACK_DEPTH), + EDEF(PROJECTION_MATRIX), + EDEF(PROJECTION_STACK_DEPTH), + EDEF(RENDER_MODE), + EDEF(RGBA_MODE), + EDEF(TEXTURE_MATRIX), + EDEF(TEXTURE_STACK_DEPTH), + EDEF(VIEWPORT), + EDEF(AUTO_NORMAL), + EDEF(MAP1_COLOR_4), + EDEF(MAP1_GRID_DOMAIN), + EDEF(MAP1_GRID_SEGMENTS), + EDEF(MAP1_INDEX), + EDEF(MAP1_NORMAL), + EDEF(MAP1_TEXTURE_COORD_1), + EDEF(MAP1_TEXTURE_COORD_2), + EDEF(MAP1_TEXTURE_COORD_3), + EDEF(MAP1_TEXTURE_COORD_4), + EDEF(MAP1_VERTEX_3), + EDEF(MAP1_VERTEX_4), + EDEF(MAP2_COLOR_4), + EDEF(MAP2_GRID_DOMAIN), + EDEF(MAP2_GRID_SEGMENTS), + EDEF(MAP2_INDEX), + EDEF(MAP2_NORMAL), + EDEF(MAP2_TEXTURE_COORD_1), + EDEF(MAP2_TEXTURE_COORD_2), + EDEF(MAP2_TEXTURE_COORD_3), + EDEF(MAP2_TEXTURE_COORD_4), + EDEF(MAP2_VERTEX_3), + EDEF(MAP2_VERTEX_4), + EDEF(COEFF), + EDEF(DOMAIN), + EDEF(ORDER), + EDEF(FOG_HINT), + EDEF(LINE_SMOOTH_HINT), + EDEF(PERSPECTIVE_CORRECTION_HINT), + EDEF(POINT_SMOOTH_HINT), + EDEF(POLYGON_SMOOTH_HINT), + EDEF(DONT_CARE), + EDEF(FASTEST), + EDEF(NICEST), + EDEF(SCISSOR_TEST), + EDEF(SCISSOR_BOX), + EDEF(MAP_COLOR), + EDEF(MAP_STENCIL), + EDEF(INDEX_SHIFT), + EDEF(INDEX_OFFSET), + EDEF(RED_SCALE), + EDEF(RED_BIAS), + EDEF(GREEN_SCALE), + EDEF(GREEN_BIAS), + EDEF(BLUE_SCALE), + EDEF(BLUE_BIAS), + EDEF(ALPHA_SCALE), + EDEF(ALPHA_BIAS), + EDEF(DEPTH_SCALE), + EDEF(DEPTH_BIAS), + EDEF(PIXEL_MAP_S_TO_S_SIZE), + EDEF(PIXEL_MAP_I_TO_I_SIZE), + EDEF(PIXEL_MAP_I_TO_R_SIZE), + EDEF(PIXEL_MAP_I_TO_G_SIZE), + EDEF(PIXEL_MAP_I_TO_B_SIZE), + EDEF(PIXEL_MAP_I_TO_A_SIZE), + EDEF(PIXEL_MAP_R_TO_R_SIZE), + EDEF(PIXEL_MAP_G_TO_G_SIZE), + EDEF(PIXEL_MAP_B_TO_B_SIZE), + EDEF(PIXEL_MAP_A_TO_A_SIZE), + EDEF(PIXEL_MAP_S_TO_S), + EDEF(PIXEL_MAP_I_TO_I), + EDEF(PIXEL_MAP_I_TO_R), + EDEF(PIXEL_MAP_I_TO_G), + EDEF(PIXEL_MAP_I_TO_B), + EDEF(PIXEL_MAP_I_TO_A), + EDEF(PIXEL_MAP_R_TO_R), + EDEF(PIXEL_MAP_G_TO_G), + EDEF(PIXEL_MAP_B_TO_B), + EDEF(PIXEL_MAP_A_TO_A), + EDEF(PACK_ALIGNMENT), + EDEF(PACK_LSB_FIRST), + EDEF(PACK_ROW_LENGTH), + EDEF(PACK_SKIP_PIXELS), + EDEF(PACK_SKIP_ROWS), + EDEF(PACK_SWAP_BYTES), + EDEF(UNPACK_ALIGNMENT), + EDEF(UNPACK_LSB_FIRST), + EDEF(UNPACK_ROW_LENGTH), + EDEF(UNPACK_SKIP_PIXELS), + EDEF(UNPACK_SKIP_ROWS), + EDEF(UNPACK_SWAP_BYTES), + EDEF(ZOOM_X), + EDEF(ZOOM_Y), + EDEF(TEXTURE_ENV), + EDEF(TEXTURE_ENV_MODE), + EDEF(TEXTURE_1D), + EDEF(TEXTURE_2D), + EDEF(TEXTURE_WRAP_S), + EDEF(TEXTURE_WRAP_T), + EDEF(TEXTURE_MAG_FILTER), + EDEF(TEXTURE_MIN_FILTER), + EDEF(TEXTURE_ENV_COLOR), + EDEF(TEXTURE_GEN_S), + EDEF(TEXTURE_GEN_T), + EDEF(TEXTURE_GEN_MODE), + EDEF(TEXTURE_BORDER_COLOR), + EDEF(TEXTURE_WIDTH), + EDEF(TEXTURE_HEIGHT), + EDEF(TEXTURE_BORDER), + EDEF(TEXTURE_COMPONENTS), + EDEF(TEXTURE_RED_SIZE), + EDEF(TEXTURE_GREEN_SIZE), + EDEF(TEXTURE_BLUE_SIZE), + EDEF(TEXTURE_ALPHA_SIZE), + EDEF(TEXTURE_LUMINANCE_SIZE), + EDEF(TEXTURE_INTENSITY_SIZE), + EDEF(NEAREST_MIPMAP_NEAREST), + EDEF(NEAREST_MIPMAP_LINEAR), + EDEF(LINEAR_MIPMAP_NEAREST), + EDEF(LINEAR_MIPMAP_LINEAR), + EDEF(OBJECT_LINEAR), + EDEF(OBJECT_PLANE), + EDEF(EYE_LINEAR), + EDEF(EYE_PLANE), + EDEF(SPHERE_MAP), + EDEF(DECAL), + EDEF(MODULATE), + EDEF(NEAREST), + EDEF(REPEAT), + EDEF(CLAMP), + EDEF(S), + EDEF(T), + EDEF(R), + EDEF(Q), + EDEF(TEXTURE_GEN_R), + EDEF(TEXTURE_GEN_Q), + EDEF(PROXY_TEXTURE_1D), + EDEF(PROXY_TEXTURE_2D), + EDEF(TEXTURE_PRIORITY), + EDEF(TEXTURE_RESIDENT), + EDEF(TEXTURE_BINDING_1D), + EDEF(TEXTURE_BINDING_2D), + EDEF(TEXTURE_INTERNAL_FORMAT), + EDEF(PACK_SKIP_IMAGES), + EDEF(PACK_IMAGE_HEIGHT), + EDEF(UNPACK_SKIP_IMAGES), + EDEF(UNPACK_IMAGE_HEIGHT), + EDEF(TEXTURE_3D), + EDEF(PROXY_TEXTURE_3D), + EDEF(TEXTURE_DEPTH), + EDEF(TEXTURE_WRAP_R), + EDEF(MAX_3D_TEXTURE_SIZE), + EDEF(TEXTURE_BINDING_3D), + EDEF(ALPHA4), + EDEF(ALPHA8), + EDEF(ALPHA12), + EDEF(ALPHA16), + EDEF(LUMINANCE4), + EDEF(LUMINANCE8), + EDEF(LUMINANCE12), + EDEF(LUMINANCE16), + EDEF(LUMINANCE4_ALPHA4), + EDEF(LUMINANCE6_ALPHA2), + EDEF(LUMINANCE8_ALPHA8), + EDEF(LUMINANCE12_ALPHA4), + EDEF(LUMINANCE12_ALPHA12), + EDEF(LUMINANCE16_ALPHA16), + EDEF(INTENSITY), + EDEF(INTENSITY4), + EDEF(INTENSITY8), + EDEF(INTENSITY12), + EDEF(INTENSITY16), + EDEF(R3_G3_B2), + EDEF(RGB4), + EDEF(RGB5), + EDEF(RGB8), + EDEF(RGB10), + EDEF(RGB12), + EDEF(RGB16), + EDEF(RGBA2), + EDEF(RGBA4), + EDEF(RGB5_A1), + EDEF(RGBA8), + EDEF(RGB10_A2), + EDEF(RGBA12), + EDEF(RGBA16), + EDEF(VENDOR), + EDEF(RENDERER), + EDEF(VERSION), + EDEF(EXTENSIONS), + EDEF(INVALID_VALUE), + EDEF(INVALID_ENUM), + EDEF(INVALID_OPERATION), + EDEF(STACK_OVERFLOW), + EDEF(STACK_UNDERFLOW), + EDEF(OUT_OF_MEMORY), + + /* extensions */ + EDEF(CONSTANT_COLOR_EXT), + EDEF(ONE_MINUS_CONSTANT_COLOR_EXT), + EDEF(CONSTANT_ALPHA_EXT), + EDEF(ONE_MINUS_CONSTANT_ALPHA_EXT), + EDEF(BLEND_EQUATION_EXT), + EDEF(MIN_EXT), + EDEF(MAX_EXT), + EDEF(FUNC_ADD_EXT), + EDEF(FUNC_SUBTRACT_EXT), + EDEF(FUNC_REVERSE_SUBTRACT_EXT), + EDEF(BLEND_COLOR_EXT), + EDEF(POLYGON_OFFSET_EXT), + EDEF(POLYGON_OFFSET_FACTOR_EXT), + EDEF(POLYGON_OFFSET_BIAS_EXT), + EDEF(VERTEX_ARRAY_EXT), + EDEF(NORMAL_ARRAY_EXT), + EDEF(COLOR_ARRAY_EXT), + EDEF(INDEX_ARRAY_EXT), + EDEF(TEXTURE_COORD_ARRAY_EXT), + EDEF(EDGE_FLAG_ARRAY_EXT), + EDEF(VERTEX_ARRAY_SIZE_EXT), + EDEF(VERTEX_ARRAY_TYPE_EXT), + EDEF(VERTEX_ARRAY_STRIDE_EXT), + EDEF(VERTEX_ARRAY_COUNT_EXT), + EDEF(NORMAL_ARRAY_TYPE_EXT), + EDEF(NORMAL_ARRAY_STRIDE_EXT), + EDEF(NORMAL_ARRAY_COUNT_EXT), + EDEF(COLOR_ARRAY_SIZE_EXT), + EDEF(COLOR_ARRAY_TYPE_EXT), + EDEF(COLOR_ARRAY_STRIDE_EXT), + EDEF(COLOR_ARRAY_COUNT_EXT), + EDEF(INDEX_ARRAY_TYPE_EXT), + EDEF(INDEX_ARRAY_STRIDE_EXT), + EDEF(INDEX_ARRAY_COUNT_EXT), + EDEF(TEXTURE_COORD_ARRAY_SIZE_EXT), + EDEF(TEXTURE_COORD_ARRAY_TYPE_EXT), + EDEF(TEXTURE_COORD_ARRAY_STRIDE_EXT), + EDEF(TEXTURE_COORD_ARRAY_COUNT_EXT), + EDEF(EDGE_FLAG_ARRAY_STRIDE_EXT), + EDEF(EDGE_FLAG_ARRAY_COUNT_EXT), + EDEF(VERTEX_ARRAY_POINTER_EXT), + EDEF(NORMAL_ARRAY_POINTER_EXT), + EDEF(COLOR_ARRAY_POINTER_EXT), + EDEF(INDEX_ARRAY_POINTER_EXT), + EDEF(TEXTURE_COORD_ARRAY_POINTER_EXT), + EDEF(EDGE_FLAG_ARRAY_POINTER_EXT), + EDEF(TEXTURE_PRIORITY_EXT), + EDEF(TEXTURE_RESIDENT_EXT), + EDEF(TEXTURE_1D_BINDING_EXT), + EDEF(TEXTURE_2D_BINDING_EXT), + EDEF(PACK_SKIP_IMAGES_EXT), + EDEF(PACK_IMAGE_HEIGHT_EXT), + EDEF(UNPACK_SKIP_IMAGES_EXT), + EDEF(UNPACK_IMAGE_HEIGHT_EXT), + EDEF(TEXTURE_3D_EXT), + EDEF(PROXY_TEXTURE_3D_EXT), + EDEF(TEXTURE_DEPTH_EXT), + EDEF(TEXTURE_WRAP_R_EXT), + EDEF(MAX_3D_TEXTURE_SIZE_EXT), + EDEF(TEXTURE_3D_BINDING_EXT), + EDEF(TABLE_TOO_LARGE_EXT), + EDEF(COLOR_TABLE_FORMAT_EXT), + EDEF(COLOR_TABLE_WIDTH_EXT), + EDEF(COLOR_TABLE_RED_SIZE_EXT), + EDEF(COLOR_TABLE_GREEN_SIZE_EXT), + EDEF(COLOR_TABLE_BLUE_SIZE_EXT), + EDEF(COLOR_TABLE_ALPHA_SIZE_EXT), + EDEF(COLOR_TABLE_LUMINANCE_SIZE_EXT), + EDEF(COLOR_TABLE_INTENSITY_SIZE_EXT), + EDEF(TEXTURE_INDEX_SIZE_EXT), + EDEF(COLOR_INDEX1_EXT), + EDEF(COLOR_INDEX2_EXT), + EDEF(COLOR_INDEX4_EXT), + EDEF(COLOR_INDEX8_EXT), + EDEF(COLOR_INDEX12_EXT), + EDEF(COLOR_INDEX16_EXT), + EDEF(SHARED_TEXTURE_PALETTE_EXT), + EDEF(POINT_SIZE_MIN_EXT), + EDEF(POINT_SIZE_MAX_EXT), + EDEF(POINT_FADE_THRESHOLD_SIZE_EXT), + EDEF(DISTANCE_ATTENUATION_EXT), + EDEF(RESCALE_NORMAL_EXT), + EDEF(ABGR_EXT), + EDEF(SELECTED_TEXTURE_SGIS), + EDEF(SELECTED_TEXTURE_COORD_SET_SGIS), + EDEF(MAX_TEXTURES_SGIS), + EDEF(TEXTURE0_SGIS), + EDEF(TEXTURE1_SGIS), + EDEF(TEXTURE2_SGIS), + EDEF(TEXTURE3_SGIS), + EDEF(TEXTURE_COORD_SET_SOURCE_SGIS), + EDEF(SELECTED_TEXTURE_EXT), + EDEF(SELECTED_TEXTURE_COORD_SET_EXT), + EDEF(SELECTED_TEXTURE_TRANSFORM_EXT), + EDEF(MAX_TEXTURES_EXT), + EDEF(MAX_TEXTURE_COORD_SETS_EXT), + EDEF(TEXTURE_ENV_COORD_SET_EXT), + EDEF(TEXTURE0_EXT), + EDEF(TEXTURE1_EXT), + EDEF(TEXTURE2_EXT), + EDEF(TEXTURE3_EXT), + EDEF(CLAMP_TO_EDGE_SGIS), + EDEF(RESCALE_NORMAL), + EDEF(CLAMP_TO_EDGE), + EDEF(MAX_ELEMENTS_VERTICES), + EDEF(MAX_ELEMENTS_INDICES), + EDEF(BGR), + EDEF(BGRA), + EDEF(UNSIGNED_BYTE_3_3_2), + EDEF(UNSIGNED_BYTE_2_3_3_REV), + EDEF(UNSIGNED_SHORT_5_6_5), + EDEF(UNSIGNED_SHORT_5_6_5_REV), + EDEF(UNSIGNED_SHORT_4_4_4_4), + EDEF(UNSIGNED_SHORT_4_4_4_4_REV), + EDEF(UNSIGNED_SHORT_5_5_5_1), + EDEF(UNSIGNED_SHORT_1_5_5_5_REV), + EDEF(UNSIGNED_INT_8_8_8_8), + EDEF(UNSIGNED_INT_8_8_8_8_REV), + EDEF(UNSIGNED_INT_10_10_10_2), + EDEF(UNSIGNED_INT_2_10_10_10_REV), + EDEF(LIGHT_MODEL_COLOR_CONTROL), + EDEF(SINGLE_COLOR), + EDEF(SEPARATE_SPECULAR_COLOR), + EDEF(TEXTURE_MIN_LOD), + EDEF(TEXTURE_MAX_LOD), + EDEF(TEXTURE_BASE_LEVEL), + EDEF(TEXTURE_MAX_LEVEL) +}; + +#undef EDEF + +#define N_ENUMS (sizeof(enums) / sizeof(ENUM)) + +/***************************************************************************/ + +static void print_enum_name( FILE* OUT, GLenum e ) +{ + int i, found= 0; + for( i= 0; i < N_ENUMS; ++i ) + { + if( enums[i].e == e ) + { + if( found ) + fprintf( OUT, "/" ); + found= 1; + fprintf( OUT, "%s", enums[i].name ); + } + } + if( ! found ) + fprintf( OUT, "*UNKNOWN* [%04x]", (int)e ); + fprintf( OUT, "\n" ); +} + +#define BOOL_STRING(b) (b ? "true" : "false") + +#define VAR_ENUM(VAR) \ + { \ + GLint e= 0; \ + glGetIntegerv(GL_##VAR,&e); \ + fprintf( OUT, "%s: ", #VAR ); \ + print_enum_name( OUT, (GLenum) e ); \ + } + +#define VAR_FLOAT4(VAR) \ + { \ + GLfloat f[4]; \ + f[0]= f[1]= f[2]= f[3]= 0.0; \ + glGetFloatv(GL_##VAR,f); \ + fprintf( OUT, "%s: [%f %f %f %f]\n", \ + #VAR, f[0], f[1], f[2], f[3] ); \ + } + +#define VAR_MAT_FLOAT4(VAR) \ + { \ + GLfloat f[4]; \ + f[0]= f[1]= f[2]= f[3]= 0.0; \ + glGetMaterialfv(GL_FRONT,GL_##VAR,f); \ + fprintf( OUT, "FRONT_%s: [%f %f %f %f]\n", \ + #VAR, f[0], f[1], f[2], f[3] ); \ + glGetMaterialfv(GL_BACK,GL_##VAR,f); \ + fprintf( OUT, " BACK_%s: [%f %f %f %f]\n", \ + #VAR, f[0], f[1], f[2], f[3] ); \ + } + +#define VAR_LIGHT_FLOAT4(LIGHT,VAR) \ + { \ + GLfloat f[4]; \ + f[0]= f[1]= f[2]= f[3]= 0.0; \ + glGetLightfv(GL_LIGHT0+LIGHT,GL_##VAR,f); \ + fprintf( OUT, "LIGHT%d.%s: [%f %f %f %f]\n", \ + LIGHT, #VAR, f[0], f[1], f[2], f[3] ); \ + } + +#define VAR_LIGHT_FLOAT3(LIGHT,VAR) \ + { \ + GLfloat f[3]; \ + f[0]= f[1]= f[2]= 0.0; \ + glGetLightfv(GL_LIGHT0+LIGHT,GL_##VAR,f); \ + fprintf( OUT, "LIGHT%d.%s: [%f %f %f]\n", \ + LIGHT, #VAR, f[0], f[1], f[2] ); \ + } + +#define VAR_FLOAT3(VAR) \ + { \ + GLfloat f[3]; \ + f[0]= f[1]= f[2]= 0.0; \ + glGetFloatv(GL_##VAR,f) ; \ + fprintf( OUT, "%s: [%f %f %f]\n", \ + #VAR, f[0], f[1], f[2] ); \ + } +#define VAR_FLOAT2(VAR) \ + { \ + GLfloat f[2]; \ + f[0]= f[1]= 0.0; \ + glGetFloatv(GL_##VAR,f); \ + fprintf( OUT, "%s: [%f %f]\n", \ + #VAR, f[0], f[1] ); \ + } + +#define VAR_COLOR(VAR) VAR_FLOAT4(VAR) +#define VAR_TEXCOORD(VAR) VAR_FLOAT4(VAR) +#define VAR_NORMAL(VAR) VAR_FLOAT3(VAR) + +#define VAR_MAT_COLOR(VAR) VAR_MAT_FLOAT4(VAR) +#define VAR_LIGHT_COLOR(LIGHT,VAR) VAR_LIGHT_FLOAT4(LIGHT,VAR) + +#define VAR_FLOAT(VAR) \ + { \ + GLfloat f= 0.0; \ + glGetFloatv(GL_##VAR,&f); \ + fprintf( OUT, "%s: %f\n", #VAR, f ); \ + } + +#define VAR_MAT_FLOAT(VAR) \ + { \ + GLfloat f= 0.0; \ + glGetMaterialfv(GL_FRONT,GL_##VAR,&f); \ + fprintf( OUT, "FRONT_%s: %f\n", #VAR, f ); \ + glGetMaterialfv(GL_BACK,GL_##VAR,&f); \ + fprintf( OUT, " BACK_%s: %f\n", #VAR, f ); \ + } + +#define VAR_LIGHT_FLOAT(LIGHT,VAR) \ + { \ + GLfloat f= 0.0; \ + glGetLightfv(GL_LIGHT0+LIGHT,GL_##VAR,&f); \ + fprintf( OUT, "LIGHT%d.%s: %f\n", \ + LIGHT, #VAR, f ); \ + } + +#define VAR_INT(VAR) \ + { \ + GLint i= 0; \ + glGetIntegerv(GL_##VAR,&i); \ + fprintf( OUT, "%s: %d\n", #VAR, (int)i ); \ + } +#define VAR_INTEGER(VAR) VAR_INT(VAR) +#define VAR_INDEX(VAR) VAR_INT(VAR) +#define VAR_HEXINT(VAR) \ + { \ + GLint i= 0; \ + glGetIntegerv(GL_##VAR,&i); \ + fprintf( OUT, "%s: 0x%04x\n", #VAR, (int)i ); \ + } +#define VAR_INT4(VAR) \ + { \ + GLint i[4]; \ + i[0]= i[1]= i[2]= i[3]= 0; \ + glGetIntegerv(GL_##VAR,i); \ + fprintf( OUT, "%s: [%d %d %d %d]\n", \ + #VAR, (int)i[0], (int)i[1], (int)i[2], (int)i[3] ); \ + } +#define VAR_BOOL(VAR) \ + { \ + GLboolean b= 0; \ + glGetBooleanv(GL_##VAR,&b); \ + fprintf( OUT, "%s: %s\n", #VAR, BOOL_STRING(b) ); \ + } +#define VAR_BOOL4(VAR) \ + { \ + GLboolean b[4]; \ + b[0]= b[1]= b[2]= b[3]= 0; \ + glGetBooleanv(GL_##VAR,b); \ + fprintf( OUT, "%s: [%s %s %s %s]\n", \ + #VAR, \ + BOOL_STRING(b[0]), \ + BOOL_STRING(b[1]), \ + BOOL_STRING(b[2]), \ + BOOL_STRING(b[3]) ); \ + } +#define VAR_PTR(VAR) \ + { \ + GLvoid* p= 0; \ + glGetPointerv(GL_##VAR,&p); \ + fprintf( OUT, "%s: %p\n", #VAR, p ); \ + } +#define VAR_MATRIX(VAR) \ + { \ + GLfloat m[16]; \ + int i; \ + for( i= 0; i < 16; ++i ) m[i]= 0.0; \ + glGetFloatv(GL_##VAR,m); \ + fprintf( OUT, \ + "%s:\n\t[%+.6f %+.6f %+.6f %+.6f]\n\t[%+.6f %+.6f %+.6f +%+.6f]\n\t[%+.6f %+.6f %+.6f %+.6f]\n\t[%+.6f %+.6f %+.6f %+.6f]\n", \ + #VAR, \ + m[0+0*4], m[0+1*4], m[0+2*4], m[0+3*4], \ + m[1+0*4], m[1+1*4], m[1+2*4], m[1+3*4], \ + m[2+0*4], m[2+1*4], m[2+2*4], m[2+3*4], \ + m[3+0*4], m[3+1*4], m[3+2*4], m[3+3*4] ); \ + } + +/***************************************************************************/ + +/* +#define OUT stderr +*/ +void dump_opengl_state( FILE* OUT ) +{ + int i; + GLint n_lights= 0; + + glGetIntegerv( GL_MAX_LIGHTS, &n_lights ); + + VAR_COLOR(CURRENT_COLOR) + VAR_INDEX(CURRENT_INDEX) + VAR_TEXCOORD(CURRENT_TEXTURE_COORDS) + VAR_NORMAL(CURRENT_NORMAL) + VAR_FLOAT4(CURRENT_RASTER_POSITION) + VAR_FLOAT(CURRENT_RASTER_DISTANCE) + VAR_COLOR(CURRENT_RASTER_COLOR) + VAR_INDEX(CURRENT_RASTER_INDEX) + VAR_TEXCOORD(CURRENT_RASTER_TEXTURE_COORDS) + VAR_BOOL(CURRENT_RASTER_POSITION_VALID) + VAR_BOOL(EDGE_FLAG) + + VAR_BOOL (VERTEX_ARRAY) + VAR_INTEGER(VERTEX_ARRAY_SIZE) + VAR_ENUM (VERTEX_ARRAY_TYPE) + VAR_INTEGER(VERTEX_ARRAY_STRIDE) + VAR_PTR (VERTEX_ARRAY_POINTER) + + VAR_BOOL (NORMAL_ARRAY) + VAR_ENUM (NORMAL_ARRAY_TYPE) + VAR_INTEGER(NORMAL_ARRAY_STRIDE) + VAR_PTR (NORMAL_ARRAY_POINTER) + + VAR_BOOL (COLOR_ARRAY) + VAR_INTEGER(COLOR_ARRAY_SIZE) + VAR_ENUM (COLOR_ARRAY_TYPE) + VAR_INTEGER(COLOR_ARRAY_STRIDE) + VAR_PTR (COLOR_ARRAY_POINTER) + + VAR_BOOL (INDEX_ARRAY) + VAR_ENUM (INDEX_ARRAY_TYPE) + VAR_INTEGER(INDEX_ARRAY_STRIDE) + VAR_PTR (INDEX_ARRAY_POINTER) + + VAR_BOOL (TEXTURE_COORD_ARRAY) + VAR_INTEGER(TEXTURE_COORD_ARRAY_SIZE) + VAR_ENUM (TEXTURE_COORD_ARRAY_TYPE) + VAR_INTEGER(TEXTURE_COORD_ARRAY_STRIDE) + VAR_PTR (TEXTURE_COORD_ARRAY_POINTER) + + VAR_BOOL (EDGE_FLAG_ARRAY) + VAR_INTEGER(EDGE_FLAG_ARRAY_STRIDE) + VAR_PTR (EDGE_FLAG_ARRAY_POINTER) + + VAR_MATRIX(MODELVIEW_MATRIX) + VAR_MATRIX(PROJECTION_MATRIX) + VAR_MATRIX(TEXTURE_MATRIX) + VAR_INT4(VIEWPORT) + VAR_FLOAT2(DEPTH_RANGE) + VAR_INT(MODELVIEW_STACK_DEPTH) + VAR_INT(PROJECTION_STACK_DEPTH) + VAR_INT(TEXTURE_STACK_DEPTH) + VAR_ENUM(MATRIX_MODE) + VAR_BOOL(NORMALIZE) + VAR_BOOL(RESCALE_NORMAL_EXT) + VAR_BOOL(CLIP_PLANE0) + VAR_BOOL(CLIP_PLANE1) + VAR_BOOL(CLIP_PLANE2) + VAR_BOOL(CLIP_PLANE3) + VAR_BOOL(CLIP_PLANE4) + VAR_BOOL(CLIP_PLANE5) + /* + glGetClipPlane() */ + + VAR_COLOR(FOG_COLOR) + VAR_INDEX(FOG_INDEX) + VAR_FLOAT(FOG_DENSITY) + VAR_FLOAT(FOG_START) + VAR_FLOAT(FOG_END) + VAR_ENUM(FOG_MODE) + VAR_BOOL(FOG) + VAR_ENUM(SHADE_MODEL) + + VAR_BOOL(LIGHTING) + VAR_BOOL(COLOR_MATERIAL) + VAR_ENUM(COLOR_MATERIAL_PARAMETER) + VAR_ENUM(COLOR_MATERIAL_FACE) + + VAR_MAT_COLOR(AMBIENT) + VAR_MAT_COLOR(DIFFUSE) + VAR_MAT_COLOR(SPECULAR) + VAR_MAT_COLOR(EMISSION) + VAR_MAT_FLOAT(SHININESS) + + VAR_COLOR(LIGHT_MODEL_AMBIENT) + VAR_BOOL(LIGHT_MODEL_LOCAL_VIEWER) + VAR_BOOL(LIGHT_MODEL_TWO_SIDE) +/* VAR_ENUM(LIGHT_MODEL_COLOR_CONTROL)*/ + + for( i= 0; i < n_lights; ++i ) + { + GLboolean b= 0; + + glGetBooleanv( GL_LIGHT0 + i, &b ); + fprintf( OUT, "LIGHT%d: %s\n", i, BOOL_STRING(b) ); + + if( ! b ) + continue; + + VAR_LIGHT_COLOR(i,AMBIENT) + VAR_LIGHT_COLOR(i,DIFFUSE) + VAR_LIGHT_COLOR(i,SPECULAR) + VAR_LIGHT_FLOAT4(i,POSITION) + VAR_LIGHT_FLOAT(i,CONSTANT_ATTENUATION) + VAR_LIGHT_FLOAT(i,LINEAR_ATTENUATION) + VAR_LIGHT_FLOAT(i,QUADRATIC_ATTENUATION) + VAR_LIGHT_FLOAT3(i,SPOT_DIRECTION) + VAR_LIGHT_FLOAT(i,SPOT_EXPONENT) + VAR_LIGHT_FLOAT(i,SPOT_CUTOFF) + /* COLOR_INDEXES */ + } + + VAR_FLOAT(POINT_SIZE) + VAR_BOOL(POINT_SMOOTH) + VAR_FLOAT(LINE_WIDTH) + VAR_BOOL(LINE_SMOOTH) + VAR_HEXINT(LINE_STIPPLE_PATTERN) + VAR_INT(LINE_STIPPLE_REPEAT) + VAR_BOOL(LINE_STIPPLE) + VAR_BOOL(CULL_FACE) + VAR_ENUM(CULL_FACE_MODE) + VAR_ENUM(FRONT_FACE) + VAR_BOOL(POLYGON_SMOOTH) + VAR_ENUM(POLYGON_MODE) + VAR_FLOAT(POLYGON_OFFSET_FACTOR) + VAR_FLOAT(POLYGON_OFFSET_UNITS) + VAR_BOOL(POLYGON_OFFSET_POINT) + VAR_BOOL(POLYGON_OFFSET_LINE) + VAR_BOOL(POLYGON_OFFSET_FILL) + /* GetPolygonStipple */ + VAR_BOOL(POLYGON_STIPPLE) + + VAR_BOOL(TEXTURE_1D) + VAR_BOOL(TEXTURE_2D) +/* VAR_BOOL(TEXTURE_3D)*/ + + VAR_INT(TEXTURE_BINDING_1D) + VAR_INT(TEXTURE_BINDING_2D) +/* VAR_INT(TEXTURE_BINDING_3D)*/ + + /* GetTexImage() */ + /* GetTexLevelParameter() */ + /* GetTexEnv() */ + + VAR_BOOL(TEXTURE_GEN_S) + VAR_BOOL(TEXTURE_GEN_T) + VAR_BOOL(TEXTURE_GEN_R) + VAR_BOOL(TEXTURE_GEN_Q) + + /* GetTexGen() */ + + VAR_BOOL(SCISSOR_TEST) + VAR_INT4(SCISSOR_BOX) + VAR_BOOL(ALPHA_TEST) + VAR_ENUM(ALPHA_TEST_FUNC) + VAR_FLOAT(ALPHA_TEST_REF) + VAR_BOOL(STENCIL_TEST) + VAR_ENUM(STENCIL_FUNC) + VAR_HEXINT(STENCIL_VALUE_MASK) + VAR_INT(STENCIL_REF) + VAR_ENUM(STENCIL_FAIL) + VAR_ENUM(STENCIL_PASS_DEPTH_FAIL) + VAR_ENUM(STENCIL_PASS_DEPTH_PASS) + VAR_BOOL(DEPTH_TEST) + VAR_ENUM(DEPTH_FUNC) + VAR_BOOL(BLEND) + VAR_ENUM(BLEND_SRC) + VAR_ENUM(BLEND_DST) + + VAR_BOOL(DITHER) + VAR_BOOL(LOGIC_OP) /* INDEX_LOGIC_OP */ + VAR_BOOL(COLOR_LOGIC_OP) + + VAR_ENUM(DRAW_BUFFER) + VAR_INT(INDEX_WRITEMASK) + VAR_BOOL4(COLOR_WRITEMASK) + VAR_BOOL(DEPTH_WRITEMASK) + VAR_HEXINT(STENCIL_WRITEMASK) + VAR_COLOR(COLOR_CLEAR_VALUE) + VAR_INDEX(INDEX_CLEAR_VALUE) + VAR_FLOAT(DEPTH_CLEAR_VALUE) + VAR_INT(STENCIL_CLEAR_VALUE) + VAR_FLOAT(ACCUM_CLEAR_VALUE) + + VAR_BOOL(UNPACK_SWAP_BYTES) + VAR_BOOL(UNPACK_LSB_FIRST) +#ifdef UNPACK_IMAGE_HEIGHT + VAR_INT(UNPACK_IMAGE_HEIGHT) +#endif +#ifdef UNPACK_SKIP_IMAGES + VAR_INT(UNPACK_SKIP_IMAGES) +#endif + VAR_INT(UNPACK_ROW_LENGTH) + VAR_INT(UNPACK_SKIP_ROWS) + VAR_INT(UNPACK_SKIP_PIXELS) + VAR_INT(UNPACK_ALIGNMENT) + + VAR_BOOL(PACK_SWAP_BYTES) + VAR_BOOL(PACK_LSB_FIRST) +#ifdef PACK_IMAGE_HEIGHT + VAR_INT(PACK_IMAGE_HEIGHT) +#endif +#ifdef PACK_SKIP_IMAGES + VAR_INT(PACK_SKIP_IMAGES) +#endif + VAR_INT(PACK_ROW_LENGTH) + VAR_INT(PACK_SKIP_ROWS) + VAR_INT(PACK_SKIP_PIXELS) + VAR_INT(PACK_ALIGNMENT) + + VAR_BOOL(MAP_COLOR) + VAR_BOOL(MAP_STENCIL) + VAR_INT(INDEX_SHIFT) + VAR_INT(INDEX_OFFSET) + VAR_FLOAT(RED_SCALE) + VAR_FLOAT(GREEN_SCALE) + VAR_FLOAT(BLUE_SCALE) + VAR_FLOAT(ALPHA_SCALE) + VAR_FLOAT(DEPTH_SCALE) + VAR_FLOAT(RED_BIAS) + VAR_FLOAT(GREEN_BIAS) + VAR_FLOAT(BLUE_BIAS) + VAR_FLOAT(ALPHA_BIAS) + VAR_FLOAT(DEPTH_BIAS) + + VAR_FLOAT(ZOOM_X) + VAR_FLOAT(ZOOM_Y) + + VAR_ENUM(READ_BUFFER) + + VAR_BOOL(AUTO_NORMAL) + + VAR_ENUM(PERSPECTIVE_CORRECTION_HINT) + VAR_ENUM(POINT_SMOOTH_HINT) + VAR_ENUM(LINE_SMOOTH_HINT) + VAR_ENUM(POLYGON_SMOOTH_HINT) + VAR_ENUM(FOG_HINT) + + VAR_INT(MAX_LIGHTS) + VAR_INT(MAX_CLIP_PLANES) + VAR_INT(MAX_MODELVIEW_STACK_DEPTH) + VAR_INT(MAX_PROJECTION_STACK_DEPTH) + VAR_INT(MAX_TEXTURE_STACK_DEPTH) + VAR_INT(SUBPIXEL_BITS) +#ifdef GL_MAX_3D_TEXTURE_SIZE + VAR_INT(MAX_3D_TEXTURE_SIZE) +#endif + VAR_INT(MAX_TEXTURE_SIZE) + VAR_INT(MAX_PIXEL_MAP_TABLE) + VAR_INT(MAX_NAME_STACK_DEPTH) + VAR_INT(MAX_LIST_NESTING) + VAR_INT(MAX_EVAL_ORDER) + VAR_INT(MAX_VIEWPORT_DIMS) + VAR_INT(MAX_ATTRIB_STACK_DEPTH) + VAR_INT(MAX_CLIENT_ATTRIB_STACK_DEPTH) + VAR_INT(AUX_BUFFERS) + VAR_BOOL(RGBA_MODE) + VAR_BOOL(INDEX_MODE) + VAR_BOOL(DOUBLEBUFFER) + VAR_BOOL(STEREO) +#ifdef GL_ALIASED_POINT_SIZE_RANGE + VAR_FLOAT2(ALIASED_POINT_SIZE_RANGE) +#endif +#ifdef GL_POINT_SIZE_RANGE + VAR_FLOAT2(POINT_SIZE_RANGE) /* SMOOTH_POINT_SIZE_RANGE */ +#endif + VAR_FLOAT(POINT_SIZE_GRANULARITY) /* SMOOTH_POINT_SIZE_GRANULARITY */ +#ifdef GL_ALIASED_LINE_WIDTH_RANGE + VAR_FLOAT2(ALIASED_LINE_WIDTH_RANGE) +#endif + VAR_FLOAT2(LINE_WIDTH_RANGE) /* SMOOTH_LINE_WIDTH_RANGE */ + VAR_FLOAT(LINE_WIDTH_GRANULARITY) /* SMOOTH_LINE_WIDTH_GRANULARITY */ + +#ifdef GL_MAX_ELEMENTS_INDICES + VAR_INT(MAX_ELEMENTS_INDICES) +#endif +#ifdef GL_MAX_ELEMENTS_VERTICES + VAR_INT(MAX_ELEMENTS_VERTICES) +#endif + VAR_INT(RED_BITS) + VAR_INT(GREEN_BITS) + VAR_INT(BLUE_BITS) + VAR_INT(ALPHA_BITS) + VAR_INT(INDEX_BITS) + VAR_INT(DEPTH_BITS) + VAR_INT(STENCIL_BITS) + VAR_INT(ACCUM_RED_BITS) + VAR_INT(ACCUM_GREEN_BITS) + VAR_INT(ACCUM_BLUE_BITS) + VAR_INT(ACCUM_ALPHA_BITS) + + VAR_INT(LIST_BASE) + VAR_INT(LIST_INDEX) + VAR_ENUM(LIST_MODE) + VAR_INT(ATTRIB_STACK_DEPTH) + VAR_INT(CLIENT_ATTRIB_STACK_DEPTH) + VAR_INT(NAME_STACK_DEPTH) + VAR_ENUM(RENDER_MODE) + VAR_PTR(SELECTION_BUFFER_POINTER) + VAR_INT(SELECTION_BUFFER_SIZE) + VAR_PTR(FEEDBACK_BUFFER_POINTER) + VAR_INT(FEEDBACK_BUFFER_SIZE) + VAR_ENUM(FEEDBACK_BUFFER_TYPE) + + /* glGetError() */ +} + +/***************************************************************************/ + +/*#define TEST*/ +#ifdef TEST + +#include <GL/glut.h> + +int main( int argc, char *argv[] ) +{ + glutInit( &argc, argv ); + glutInitWindowPosition(0, 0); + glutInitWindowSize(400, 300); + glutInitDisplayMode(GLUT_RGB); + glutCreateWindow(argv[0]); + dump_opengl_state(stdout); + return 0; +} + +#endif + diff --git a/progs/util/errcheck.c b/progs/util/errcheck.c new file mode 100644 index 00000000000..fe9c2973c33 --- /dev/null +++ b/progs/util/errcheck.c @@ -0,0 +1,27 @@ +/* errcheck.c */ + + +/* + * Call this function in your rendering loop to check for GL errors + * during development. Remove from release code. + * + * Written by Brian Paul and in the public domain. + */ + + +#include <GL/gl.h> +#include <GL/glu.h> +#incldue <stdio.h> + + + +GLboolean CheckError( const char *message ) +{ + GLenum error = glGetError(); + if (error) { + char *err = (char *) gluErrorString( error ); + fprintf( stderr, "GL Error: %s at %s\n", err, message ); + return GL_TRUE; + } + return GL_FALSE; +} diff --git a/progs/util/glstate.c b/progs/util/glstate.c new file mode 100644 index 00000000000..fe35c3d3beb --- /dev/null +++ b/progs/util/glstate.c @@ -0,0 +1,504 @@ +/* $Id: glstate.c,v 1.1.1.1 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 1.1.1.1 1999/08/19 00:55:42 jtg + * Imported sources + * + * 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 <assert.h> +#include <GL/gl.h> +#include <stdio.h> +#include <stdlib.h> +#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 <GL/glut.h> + +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 diff --git a/progs/util/glstate.h b/progs/util/glstate.h new file mode 100644 index 00000000000..75f0238c591 --- /dev/null +++ b/progs/util/glstate.h @@ -0,0 +1,53 @@ +/* $Id: glstate.h,v 1.1.1.1 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.h,v $ + * Revision 1.1.1.1 1999/08/19 00:55:42 jtg + * Imported sources + * + * Revision 1.2 1999/06/19 01:36:43 brianp + * more features added + * + * Revision 1.1 1998/11/24 03:41:16 brianp + * Initial revision + * + */ + + +#ifndef GLSTATE_H +#define GLSTATE_H + + +#include <GL/gl.h> + + +extern const char *GetNameString( GLenum var ); + +extern void PrintState( int indent, GLenum var ); + +extern void PrintAttribState( GLbitfield attrib ); + +extern void PrintPixelStoreState( void ); + + +#endif diff --git a/progs/util/glutskel.c b/progs/util/glutskel.c new file mode 100644 index 00000000000..b203a507a4c --- /dev/null +++ b/progs/util/glutskel.c @@ -0,0 +1,157 @@ +/* $Id: glutskel.c,v 1.2 2004/04/22 00:47:28 brianp Exp $ */ + +/* + * A skeleton/template GLUT program + * + * Written by Brian Paul and in the public domain. + */ + + +/* + * $Log: glutskel.c,v $ + * Revision 1.2 2004/04/22 00:47:28 brianp + * minor clean-ups + * + * Revision 1.1.1.1 1999/08/19 00:55:42 jtg + * Imported sources + * + * Revision 1.2 1998/11/07 14:20:14 brianp + * added simple rotation, animation of cube + * + * Revision 1.1 1998/11/07 14:14:37 brianp + * Initial revision + * + */ + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glut.h> + + +static GLfloat Xrot = 0, Yrot = 0, Zrot = 0; +static GLboolean Anim = GL_FALSE; + + +static void +Idle(void) +{ + Xrot += 3.0; + Yrot += 4.0; + Zrot += 2.0; + glutPostRedisplay(); +} + + +static void +Draw(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(Xrot, 1, 0, 0); + glRotatef(Yrot, 0, 1, 0); + glRotatef(Zrot, 0, 0, 1); + + glutSolidCube(2.0); + + glPopMatrix(); + + glutSwapBuffers(); +} + + +static void +Reshape(int width, int height) +{ + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -15.0); +} + + +static void +Key(unsigned char key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case 'a': + Anim = !Anim; + if (Anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'z': + Zrot -= step; + break; + case 'Z': + Zrot += step; + break; + case 27: + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case GLUT_KEY_UP: + Xrot -= step; + break; + case GLUT_KEY_DOWN: + Xrot += step; + break; + case GLUT_KEY_LEFT: + Yrot -= step; + break; + case GLUT_KEY_RIGHT: + Yrot += step; + break; + } + glutPostRedisplay(); +} + + +static void +Init(void) +{ + /* setup lighting, etc */ + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Draw); + if (Anim) + glutIdleFunc(Idle); + Init(); + glutMainLoop(); + return 0; +} diff --git a/progs/util/idproj.c b/progs/util/idproj.c new file mode 100644 index 00000000000..d5ee3409f38 --- /dev/null +++ b/progs/util/idproj.c @@ -0,0 +1,26 @@ +/* idproj.c */ + + +/* + * Setup an identity projection such that glVertex(x,y) maps to + * window coordinate (x,y). + * + * Written by Brian Paul and in the public domain. + */ + + + + + +void IdentityProjection( GLint x, GLint y, GLsizei width, GLsizei height ) +{ + glViewport( x, y, width, height ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glOrtho( (GLdouble) x, (GLdouble) y, + (GLdouble) width, (GLdouble) height, + -1.0, 1.0 ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); +} + diff --git a/progs/util/imagesgi.h b/progs/util/imagesgi.h new file mode 100644 index 00000000000..e5ecece49dc --- /dev/null +++ b/progs/util/imagesgi.h @@ -0,0 +1,55 @@ +/****************************************************************************** +** Filename : imageSgi.h +** UNCLASSIFIED +** +** Description : Utility to read SGI image format files. This code was +** originally a SGI image loading utility provided with the +** Mesa 3D library @ http://www.mesa3d.org by Brain Paul. +** This has been extended to read all SGI image formats +** (e.g. INT, INTA, RGB, RGBA). +** +** Revision History: +** Date Name Description +** 06/08/99 BRC Initial Release +** +******************************************************************************/ + +#ifndef __IMAGESGI_H +#define __IMAGESGI_H + +#define IMAGE_SGI_TYPE_VERBATIM 0 +#define IMAGE_SGI_TYPE_RLE 1 + +struct sImageSgiHeader // 512 bytes +{ + short magic; // IRIS image file magic number (474) + char type; // Storage format (e.g. RLE or VERBATIM) + char numBytesPerPixelChannel; // Number of bytes per pixel channel + unsigned short dim; // Number of dimensions (1 to 3) + unsigned short xsize; // Width (in pixels) + unsigned short ysize; // Height (in pixels) + unsigned short zsize; // Number of channels (1 to 4) + int minimumPixelValue; // Minimum pixel value (0 to 255) + int maximumPixelValue; // Maximum pixel value (0 to 255) + char padding1[4]; // (ignored) + char imageName[80]; // Image name + int colormap; // colormap ID (0=normal, 0=dithered, + // 2=screen, 3=colormap) + char padding2[404]; // (ignored) +}; + +struct sImageSgi +{ + struct sImageSgiHeader header; + unsigned char *data; +}; + +#ifndef __IMAGESGI_CPP + +// RGB image load utility +extern struct sImageSgi *ImageSgiOpen(char const * const fileName); +extern void ImageSgiClose(struct sImageSgi *image); + +#endif + +#endif /* __IMAGESGI_H */ diff --git a/progs/util/matrix.c b/progs/util/matrix.c new file mode 100644 index 00000000000..8be2c3111f4 --- /dev/null +++ b/progs/util/matrix.c @@ -0,0 +1,181 @@ +/* + * matrix.c + * + * Some useful matrix functions. + * + * Brian Paul + * 10 Feb 2004 + */ + + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> + + +/** + * Pretty-print the given matrix. + */ +void +PrintMatrix(const float p[16]) +{ + printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[0], p[4], p[8], p[12]); + printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[1], p[5], p[9], p[13]); + printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[2], p[6], p[10], p[14]); + printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[3], p[7], p[11], p[15]); +} + + +/** + * Build a glFrustum matrix. + */ +void +Frustum(float left, float right, float bottom, float top, float nearZ, float farZ, float *m) +{ + float x = (2.0F*nearZ) / (right-left); + float y = (2.0F*nearZ) / (top-bottom); + float a = (right+left) / (right-left); + float b = (top+bottom) / (top-bottom); + float c = -(farZ+nearZ) / ( farZ-nearZ); + float d = -(2.0F*farZ*nearZ) / (farZ-nearZ); + +#define M(row,col) m[col*4+row] + M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; + M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; + M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; + M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; +#undef M +} + + +/** + * Build a glOrtho marix. + */ +void +Ortho(float left, float right, float bottom, float top, float nearZ, float farZ, float *m) +{ +#define M(row,col) m[col*4+row] + M(0,0) = 2.0F / (right-left); + M(0,1) = 0.0F; + M(0,2) = 0.0F; + M(0,3) = -(right+left) / (right-left); + + M(1,0) = 0.0F; + M(1,1) = 2.0F / (top-bottom); + M(1,2) = 0.0F; + M(1,3) = -(top+bottom) / (top-bottom); + + M(2,0) = 0.0F; + M(2,1) = 0.0F; + M(2,2) = -2.0F / (farZ-nearZ); + M(2,3) = -(farZ+nearZ) / (farZ-nearZ); + + M(3,0) = 0.0F; + M(3,1) = 0.0F; + M(3,2) = 0.0F; + M(3,3) = 1.0F; +#undef M +} + + +/** + * Decompose a projection matrix to determine original glFrustum or + * glOrtho parameters. + */ +void +DecomposeProjection( const float *m, + int *isPerspective, + float *leftOut, float *rightOut, + float *botOut, float *topOut, + float *nearOut, float *farOut) +{ + if (m[15] == 0.0) { + /* perspective */ + float p[16]; + const float x = m[0]; /* 2N / (R-L) */ + const float y = m[5]; /* 2N / (T-B) */ + const float a = m[8]; /* (R+L) / (R-L) */ + const float b = m[9]; /* (T+B) / (T-B) */ + const float c = m[10]; /* -(F+N) / (F-N) */ + const float d = m[14]; /* -2FN / (F-N) */ + + /* These equations found with simple algebra, knowing the arithmetic + * use to set up a typical perspective projection matrix in OpenGL. + */ + const float nearZ = -d / (1.0 - c); + const float farZ = (c - 1.0) * nearZ / (c + 1.0); + const float left = nearZ * (a - 1.0) / x; + const float right = 2.0 * nearZ / x + left; + const float bottom = nearZ * (b - 1.0) / y; + const float top = 2.0 * nearZ / y + bottom; + + *isPerspective = 1; + *leftOut = left; + *rightOut = right; + *botOut = bottom; + *topOut = top; + *nearOut = nearZ; + *farOut = farZ; + } + else { + /* orthographic */ + const float x = m[0]; /* 2 / (R-L) */ + const float y = m[5]; /* 2 / (T-B) */ + const float z = m[10]; /* -2 / (F-N) */ + const float a = m[12]; /* -(R+L) / (R-L) */ + const float b = m[13]; /* -(T+B) / (T-B) */ + const float c = m[14]; /* -(F+N) / (F-N) */ + /* again, simple algebra */ + const float right = -(a - 1.0) / x; + const float left = right - 2.0 / x; + const float top = -(b - 1.0) / y; + const float bottom = top - 2.0 / y; + const float farZ = (c - 1.0) / z; + const float nearZ = farZ + 2.0 / z; + + *isPerspective = 0; + *leftOut = left; + *rightOut = right; + *botOut = bottom; + *topOut = top; + *nearOut = nearZ; + *farOut = farZ; + } +} + + +#if 0 +/* test harness */ +int +main(int argc, char *argv[]) +{ + float m[16], p[16]; + float l, r, b, t, n, f; + int persp; + int i; + +#if 0 + l = -.9; + r = 1.2; + b = -0.5; + t = 1.4; + n = 30; + f = 84; + printf(" Frustum(%f, %f, %f, %f, %f, %f\n",l+1, r+1.2, b+.5, t+.3, n, f); + Frustum(l+1, r+1.2, b+.5, t+.3, n, f, p); + DecomposeProjection(p, &persp, &l, &r, &b, &t, &n, &f); + printf("glFrustum(%f, %f, %f, %f, %f, %f)\n", + l, r, b, t, n, f); + PrintMatrix(p); +#else + printf("Ortho(-1, 1, -1, 1, 10, 84)\n"); + Ortho(-1, 1, -1, 1, 10, 84, m); + PrintMatrix(m); + DecomposeProjection(m, &persp, &l, &r, &b, &t, &n, &f); + printf("Ortho(%f, %f, %f, %f, %f, %f) %d\n", l, r, b, t, n, f, persp); +#endif + + return 0; +} +#endif diff --git a/progs/util/mwmborder.c b/progs/util/mwmborder.c new file mode 100644 index 00000000000..b61ffb50bc2 --- /dev/null +++ b/progs/util/mwmborder.c @@ -0,0 +1,91 @@ +/* mwmborder.c */ + + +/* + * This function shows how to remove the border, title bar, resize button, + * etc from a Motif window frame from inside an Xlib-based application. + * + * Brian Paul 19 Sep 1995 [email protected] + * + * This code is in the public domain. + */ + + +#include <X11/Xlib.h> +#include <X11/Xatom.h> + +#define HAVE_MOTIF +#ifdef HAVE_MOTIF + +#include <X11/Xm/MwmUtil.h> + +#else + +/* bit definitions for MwmHints.flags */ +#define MWM_HINTS_FUNCTIONS (1L << 0) +#define MWM_HINTS_DECORATIONS (1L << 1) +#define MWM_HINTS_INPUT_MODE (1L << 2) +#define MWM_HINTS_STATUS (1L << 3) + +/* bit definitions for MwmHints.decorations */ +#define MWM_DECOR_ALL (1L << 0) +#define MWM_DECOR_BORDER (1L << 1) +#define MWM_DECOR_RESIZEH (1L << 2) +#define MWM_DECOR_TITLE (1L << 3) +#define MWM_DECOR_MENU (1L << 4) +#define MWM_DECOR_MINIMIZE (1L << 5) +#define MWM_DECOR_MAXIMIZE (1L << 6) + +typedef struct +{ + unsigned long flags; + unsigned long functions; + unsigned long decorations; + long inputMode; + unsigned long status; +} PropMotifWmHints; + +#define PROP_MOTIF_WM_HINTS_ELEMENTS 5 + +#endif + + + +/* + * Specify which Motif window manager border decorations to put on a + * top-level window. For example, you can specify that a window is not + * resizabe, or omit the titlebar, or completely remove all decorations. + * Input: dpy - the X display + * w - the X window + * flags - bitwise-OR of the MWM_DECOR_xxx symbols in X11/Xm/MwmUtil.h + * indicating what decoration elements to enable. Zero would + * be no decoration. + */ +void set_mwm_border( Display *dpy, Window w, unsigned long flags ) +{ + PropMotifWmHints motif_hints; + Atom prop, proptype; + + /* setup the property */ + motif_hints.flags = MWM_HINTS_DECORATIONS; + motif_hints.decorations = flags; + + /* get the atom for the property */ + prop = XInternAtom( dpy, "_MOTIF_WM_HINTS", True ); + if (!prop) { + /* something went wrong! */ + return; + } + + /* not sure this is correct, seems to work, XA_WM_HINTS didn't work */ + proptype = prop; + + XChangeProperty( dpy, w, /* display, window */ + prop, proptype, /* property, type */ + 32, /* format: 32-bit datums */ + PropModeReplace, /* mode */ + (unsigned char *) &motif_hints, /* data */ + PROP_MOTIF_WM_HINTS_ELEMENTS /* nelements */ + ); +} + diff --git a/progs/util/readtex.c b/progs/util/readtex.c new file mode 100644 index 00000000000..280d6c811d9 --- /dev/null +++ b/progs/util/readtex.c @@ -0,0 +1,451 @@ +/* readtex.c */ + +/* + * Read an SGI .rgb image file and generate a mipmap texture set. + * Much of this code was borrowed from SGI's tk OpenGL toolkit. + */ + + + +#include <GL/gl.h> +#include <GL/glu.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include "readtex.h" + + +#ifndef SEEK_SET +# define SEEK_SET 0 +#endif + + +/* +** RGB Image Structure +*/ + +typedef struct _TK_RGBImageRec { + GLint sizeX, sizeY; + GLint components; + unsigned char *data; +} TK_RGBImageRec; + + + +/******************************************************************************/ + +typedef struct _rawImageRec { + unsigned short imagic; + unsigned short type; + unsigned short dim; + unsigned short sizeX, sizeY, sizeZ; + unsigned long min, max; + unsigned long wasteBytes; + char name[80]; + unsigned long colorMap; + FILE *file; + unsigned char *tmp, *tmpR, *tmpG, *tmpB, *tmpA; + unsigned long rleEnd; + GLuint *rowStart; + GLint *rowSize; +} rawImageRec; + +/******************************************************************************/ + +static void ConvertShort(unsigned short *array, long length) +{ + unsigned long b1, b2; + unsigned char *ptr; + + ptr = (unsigned char *)array; + while (length--) { + b1 = *ptr++; + b2 = *ptr++; + *array++ = (unsigned short) ((b1 << 8) | (b2)); + } +} + +static void ConvertLong(GLuint *array, long length) +{ + unsigned long b1, b2, b3, b4; + unsigned char *ptr; + + ptr = (unsigned char *)array; + while (length--) { + b1 = *ptr++; + b2 = *ptr++; + b3 = *ptr++; + b4 = *ptr++; + *array++ = (b1 << 24) | (b2 << 16) | (b3 << 8) | (b4); + } +} + +static rawImageRec *RawImageOpen(const char *fileName) +{ + union { + int testWord; + char testByte[4]; + } endianTest; + rawImageRec *raw; + GLenum swapFlag; + int x; + + endianTest.testWord = 1; + if (endianTest.testByte[0] == 1) { + swapFlag = GL_TRUE; + } else { + swapFlag = GL_FALSE; + } + + raw = (rawImageRec *)malloc(sizeof(rawImageRec)); + if (raw == NULL) { + fprintf(stderr, "Out of memory!\n"); + return NULL; + } + if ((raw->file = fopen(fileName, "rb")) == NULL) { + perror(fileName); + return NULL; + } + + fread(raw, 1, 12, raw->file); + + if (swapFlag) { + ConvertShort(&raw->imagic, 6); + } + + raw->tmp = (unsigned char *)malloc(raw->sizeX*256); + raw->tmpR = (unsigned char *)malloc(raw->sizeX*256); + raw->tmpG = (unsigned char *)malloc(raw->sizeX*256); + raw->tmpB = (unsigned char *)malloc(raw->sizeX*256); + if (raw->sizeZ==4) { + raw->tmpA = (unsigned char *)malloc(raw->sizeX*256); + } + if (raw->tmp == NULL || raw->tmpR == NULL || raw->tmpG == NULL || + raw->tmpB == NULL) { + fprintf(stderr, "Out of memory!\n"); + return NULL; + } + + if ((raw->type & 0xFF00) == 0x0100) { + x = raw->sizeY * raw->sizeZ * sizeof(GLuint); + raw->rowStart = (GLuint *)malloc(x); + raw->rowSize = (GLint *)malloc(x); + if (raw->rowStart == NULL || raw->rowSize == NULL) { + fprintf(stderr, "Out of memory!\n"); + return NULL; + } + raw->rleEnd = 512 + (2 * x); + fseek(raw->file, 512, SEEK_SET); + fread(raw->rowStart, 1, x, raw->file); + fread(raw->rowSize, 1, x, raw->file); + if (swapFlag) { + ConvertLong(raw->rowStart, (long) (x/sizeof(GLuint))); + ConvertLong((GLuint *)raw->rowSize, (long) (x/sizeof(GLint))); + } + } + return raw; +} + +static void RawImageClose(rawImageRec *raw) +{ + + fclose(raw->file); + free(raw->tmp); + free(raw->tmpR); + free(raw->tmpG); + free(raw->tmpB); + if (raw->sizeZ>3) { + free(raw->tmpA); + } + free(raw); +} + +static void RawImageGetRow(rawImageRec *raw, unsigned char *buf, int y, int z) +{ + unsigned char *iPtr, *oPtr, pixel; + int count, done = 0; + + if ((raw->type & 0xFF00) == 0x0100) { + fseek(raw->file, (long) raw->rowStart[y+z*raw->sizeY], SEEK_SET); + fread(raw->tmp, 1, (unsigned int)raw->rowSize[y+z*raw->sizeY], + raw->file); + + iPtr = raw->tmp; + oPtr = buf; + while (!done) { + pixel = *iPtr++; + count = (int)(pixel & 0x7F); + if (!count) { + done = 1; + return; + } + if (pixel & 0x80) { + while (count--) { + *oPtr++ = *iPtr++; + } + } else { + pixel = *iPtr++; + while (count--) { + *oPtr++ = pixel; + } + } + } + } else { + fseek(raw->file, 512+(y*raw->sizeX)+(z*raw->sizeX*raw->sizeY), + SEEK_SET); + fread(buf, 1, raw->sizeX, raw->file); + } +} + + +static void RawImageGetData(rawImageRec *raw, TK_RGBImageRec *final) +{ + unsigned char *ptr; + int i, j; + + final->data = (unsigned char *)malloc((raw->sizeX+1)*(raw->sizeY+1)*4); + if (final->data == NULL) { + fprintf(stderr, "Out of memory!\n"); + } + + ptr = final->data; + for (i = 0; i < (int)(raw->sizeY); i++) { + RawImageGetRow(raw, raw->tmpR, i, 0); + RawImageGetRow(raw, raw->tmpG, i, 1); + RawImageGetRow(raw, raw->tmpB, i, 2); + if (raw->sizeZ>3) { + RawImageGetRow(raw, raw->tmpA, i, 3); + } + for (j = 0; j < (int)(raw->sizeX); j++) { + *ptr++ = *(raw->tmpR + j); + *ptr++ = *(raw->tmpG + j); + *ptr++ = *(raw->tmpB + j); + if (raw->sizeZ>3) { + *ptr++ = *(raw->tmpA + j); + } + } + } +} + + +static TK_RGBImageRec *tkRGBImageLoad(const char *fileName) +{ + rawImageRec *raw; + TK_RGBImageRec *final; + + raw = RawImageOpen(fileName); + if (!raw) { + fprintf(stderr, "File not found\n"); + return NULL; + } + final = (TK_RGBImageRec *)malloc(sizeof(TK_RGBImageRec)); + if (final == NULL) { + fprintf(stderr, "Out of memory!\n"); + return NULL; + } + final->sizeX = raw->sizeX; + final->sizeY = raw->sizeY; + final->components = raw->sizeZ; + RawImageGetData(raw, final); + RawImageClose(raw); + return final; +} + + +static void FreeImage( TK_RGBImageRec *image ) +{ + free(image->data); + free(image); +} + + +/* + * Load an SGI .rgb file and generate a set of 2-D mipmaps from it. + * Input: imageFile - name of .rgb to read + * intFormat - internal texture format to use, or number of components + * Return: GL_TRUE if success, GL_FALSE if error. + */ +GLboolean LoadRGBMipmaps( const char *imageFile, GLint intFormat ) +{ + GLint w, h; + return LoadRGBMipmaps2( imageFile, GL_TEXTURE_2D, intFormat, &w, &h ); +} + + + +GLboolean LoadRGBMipmaps2( const char *imageFile, GLenum target, + GLint intFormat, GLint *width, GLint *height ) +{ + GLint error; + GLenum format; + TK_RGBImageRec *image; + + image = tkRGBImageLoad( imageFile ); + if (!image) { + return GL_FALSE; + } + + if (image->components==3) { + format = GL_RGB; + } + else if (image->components==4) { + format = GL_RGBA; + } + else { + /* not implemented */ + fprintf(stderr, + "Error in LoadRGBMipmaps %d-component images not implemented\n", + image->components ); + return GL_FALSE; + } + + error = gluBuild2DMipmaps( target, + intFormat, + image->sizeX, image->sizeY, + format, + GL_UNSIGNED_BYTE, + image->data ); + + *width = image->sizeX; + *height = image->sizeY; + + FreeImage(image); + + return error ? GL_FALSE : GL_TRUE; +} + + + +/* + * Load an SGI .rgb file and return a pointer to the image data. + * Input: imageFile - name of .rgb to read + * Output: width - width of image + * height - height of image + * format - format of image (GL_RGB or GL_RGBA) + * Return: pointer to image data or NULL if error + */ +GLubyte *LoadRGBImage( const char *imageFile, GLint *width, GLint *height, + GLenum *format ) +{ + TK_RGBImageRec *image; + GLint bytes; + GLubyte *buffer; + + image = tkRGBImageLoad( imageFile ); + if (!image) { + return NULL; + } + + if (image->components==3) { + *format = GL_RGB; + } + else if (image->components==4) { + *format = GL_RGBA; + } + else { + /* not implemented */ + fprintf(stderr, + "Error in LoadRGBImage %d-component images not implemented\n", + image->components ); + return NULL; + } + + *width = image->sizeX; + *height = image->sizeY; + + bytes = image->sizeX * image->sizeY * image->components; + buffer = (GLubyte *) malloc(bytes); + if (!buffer) + return NULL; + + memcpy( (void *) buffer, (void *) image->data, bytes ); + + FreeImage(image); + + return buffer; +} + +#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) + + +static void ConvertRGBtoYUV(GLint w, GLint h, GLint texel_bytes, + const GLubyte *src, + GLushort *dest) +{ + GLint i, j; + + for (i = 0; i < h; i++) { + for (j = 0; j < w; j++) { + const GLfloat r = (src[0]) / 255.0; + const GLfloat g = (src[1]) / 255.0; + const GLfloat b = (src[2]) / 255.0; + GLfloat y, cr, cb; + GLint iy, icr, icb; + + y = r * 65.481 + g * 128.553 + b * 24.966 + 16; + cb = r * -37.797 + g * -74.203 + b * 112.0 + 128; + cr = r * 112.0 + g * -93.786 + b * -18.214 + 128; + /*printf("%f %f %f -> %f %f %f\n", r, g, b, y, cb, cr);*/ + iy = (GLint) CLAMP(y, 0, 254); + icb = (GLint) CLAMP(cb, 0, 254); + icr = (GLint) CLAMP(cr, 0, 254); + + if (j & 1) { + /* odd */ + *dest = (iy << 8) | icr; + } + else { + /* even */ + *dest = (iy << 8) | icb; + } + dest++; + src += texel_bytes; + } + } +} + + +/* + * Load an SGI .rgb file and return a pointer to the image data, converted + * to 422 yuv. + * + * Input: imageFile - name of .rgb to read + * Output: width - width of image + * height - height of image + * Return: pointer to image data or NULL if error + */ +GLushort *LoadYUVImage( const char *imageFile, GLint *width, GLint *height ) +{ + TK_RGBImageRec *image; + GLushort *buffer; + + image = tkRGBImageLoad( imageFile ); + if (!image) { + return NULL; + } + + if (image->components != 3 && image->components !=4 ) { + /* not implemented */ + fprintf(stderr, + "Error in LoadYUVImage %d-component images not implemented\n", + image->components ); + return NULL; + } + + *width = image->sizeX; + *height = image->sizeY; + + buffer = (GLushort *) malloc( image->sizeX * image->sizeY * 2 ); + + if (buffer) + ConvertRGBtoYUV( image->sizeX, + image->sizeY, + image->components, + image->data, + buffer ); + + + FreeImage(image); + return buffer; +} + diff --git a/progs/util/readtex.h b/progs/util/readtex.h new file mode 100644 index 00000000000..6c9a3828d38 --- /dev/null +++ b/progs/util/readtex.h @@ -0,0 +1,26 @@ +/* readtex.h */ + +#ifndef READTEX_H +#define READTEX_H + + +#include <GL/gl.h> + + +extern GLboolean +LoadRGBMipmaps( const char *imageFile, GLint intFormat ); + + +extern GLboolean +LoadRGBMipmaps2( const char *imageFile, GLenum target, + GLint intFormat, GLint *width, GLint *height ); + + +extern GLubyte * +LoadRGBImage( const char *imageFile, + GLint *width, GLint *height, GLenum *format ); + +extern GLushort * +LoadYUVImage( const char *imageFile, GLint *width, GLint *height ); + +#endif diff --git a/progs/util/sampleMakefile b/progs/util/sampleMakefile new file mode 100644 index 00000000000..a7e510f66de --- /dev/null +++ b/progs/util/sampleMakefile @@ -0,0 +1,49 @@ +# $Id: sampleMakefile,v 1.1.1.1 1999/08/19 00:55:42 jtg Exp $ + +# Sample makefile for compiling OpenGL/Mesa applications on Unix. +# This example assumes Linux with gcc. + +# This makefile is in the public domain + +# $Log: sampleMakefile,v $ +# Revision 1.1.1.1 1999/08/19 00:55:42 jtg +# Imported sources +# +# Revision 1.1 1999/02/24 05:20:45 brianp +# Initial revision +# + + +CC = gcc + +CFLAGS = -c -g -ansi -pedantic -Wall + +INCDIRS = -I. -I../include + +LIBDIRS = -L../lib -L/usr/X11/lib + +LIBS = -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lXmu -lXt -lXi -lSM -lICE -lm + +OBJECTS = main.o \ + file1.o \ + file2.o \ + file3.o + + +PROGRAMS = myprogram + + +.c.o: + $(CC) $(CFLAGS) $(INCDIRS) $< -o $@ + + + +default: $(PROGRAMS) + + +dtenvmap: $(OBJECTS) + $(CC) $(OBJECTS) $(LIBDIRS) $(LIBS) -o $@ + + +clean: + rm -f *.o diff --git a/progs/util/showbuffer.c b/progs/util/showbuffer.c new file mode 100644 index 00000000000..17f84dc62bd --- /dev/null +++ b/progs/util/showbuffer.c @@ -0,0 +1,192 @@ +/* showbuffer.c */ + + +/* + * Copy the depth buffer to the color buffer as a grayscale image. + * Useful for inspecting the depth buffer values. + * + * This program is in the public domain. + * + * Brian Paul November 4, 1998 + */ + + +#include <assert.h> +#include <stdlib.h> +#include <GL/gl.h> +#include "showbuffer.h" + + + +/* + * Copy the depth buffer values into the current color buffer as a + * grayscale image. + * Input: winWidth, winHeight - size of the window + * zBlack - the Z value which should map to black (usually 1) + * zWhite - the Z value which should map to white (usually 0) + */ +void +ShowDepthBuffer( GLsizei winWidth, GLsizei winHeight, + GLfloat zBlack, GLfloat zWhite ) +{ + GLfloat *depthValues; + + assert(zBlack >= 0.0); + assert(zBlack <= 1.0); + assert(zWhite >= 0.0); + assert(zWhite <= 1.0); + assert(zBlack != zWhite); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + /* Read depth values */ + depthValues = (GLfloat *) malloc(winWidth * winHeight * sizeof(GLfloat)); + assert(depthValues); + glReadPixels(0, 0, winWidth, winHeight, GL_DEPTH_COMPONENT, + GL_FLOAT, depthValues); + + /* Map Z values from [zBlack, zWhite] to gray levels in [0, 1] */ + /* Not using glPixelTransfer() because it's broke on some systems! */ + if (zBlack != 0.0 || zWhite != 1.0) { + GLfloat scale = 1.0 / (zWhite - zBlack); + GLfloat bias = -zBlack * scale; + int n = winWidth * winHeight; + int i; + for (i = 0; i < n; i++) + depthValues[i] = depthValues[i] * scale + bias; + } + + /* save GL state */ + glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | + GL_TRANSFORM_BIT | GL_VIEWPORT_BIT); + + /* setup raster pos for glDrawPixels */ + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glOrtho(0.0, (GLdouble) winWidth, 0.0, (GLdouble) winHeight, -1.0, 1.0); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glRasterPos2f(0, 0); + + glDrawPixels(winWidth, winHeight, GL_LUMINANCE, GL_FLOAT, depthValues); + + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + free(depthValues); + + glPopAttrib(); +} + + + + +/* + * Copy the alpha channel values into the current color buffer as a + * grayscale image. + * Input: winWidth, winHeight - size of the window + */ +void +ShowAlphaBuffer( GLsizei winWidth, GLsizei winHeight ) +{ + GLubyte *alphaValues; + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + /* Read alpha values */ + alphaValues = (GLubyte *) malloc(winWidth * winHeight * sizeof(GLubyte)); + assert(alphaValues); + glReadPixels(0, 0, winWidth, winHeight, GL_ALPHA, GL_UNSIGNED_BYTE, alphaValues); + + /* save GL state */ + glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL | + GL_TRANSFORM_BIT | GL_VIEWPORT_BIT); + + /* setup raster pos for glDrawPixels */ + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glOrtho(0.0, (GLdouble) winWidth, 0.0, (GLdouble) winHeight, -1.0, 1.0); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glRasterPos2f(0, 0); + + glDrawPixels(winWidth, winHeight, GL_LUMINANCE, GL_UNSIGNED_BYTE, alphaValues); + + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + free(alphaValues); + + glPopAttrib(); +} + + + +/* + * Copy the stencil buffer values into the current color buffer as a + * grayscale image. + * Input: winWidth, winHeight - size of the window + * scale, bias - scale and bias to apply to stencil values for display + */ +void +ShowStencilBuffer( GLsizei winWidth, GLsizei winHeight, + GLfloat scale, GLfloat bias ) +{ + GLubyte *stencilValues; + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + /* Read stencil values */ + stencilValues = (GLubyte *) malloc(winWidth * winHeight * sizeof(GLubyte)); + assert(stencilValues); + glReadPixels(0, 0, winWidth, winHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilValues); + + /* save GL state */ + glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | + GL_PIXEL_MODE_BIT | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT); + + /* setup raster pos for glDrawPixels */ + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glOrtho(0.0, (GLdouble) winWidth, 0.0, (GLdouble) winHeight, -1.0, 1.0); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glRasterPos2f(0, 0); + + glPixelTransferf(GL_RED_SCALE, scale); + glPixelTransferf(GL_RED_BIAS, bias); + glPixelTransferf(GL_GREEN_SCALE, scale); + glPixelTransferf(GL_GREEN_BIAS, bias); + glPixelTransferf(GL_BLUE_SCALE, scale); + glPixelTransferf(GL_BLUE_BIAS, bias); + + glDrawPixels(winWidth, winHeight, GL_LUMINANCE, GL_UNSIGNED_BYTE, stencilValues); + + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + free(stencilValues); + + glPopAttrib(); +} diff --git a/progs/util/showbuffer.h b/progs/util/showbuffer.h new file mode 100644 index 00000000000..63533d8e9b5 --- /dev/null +++ b/progs/util/showbuffer.h @@ -0,0 +1,36 @@ +/* showbuffer. h*/ + +/* + * Copy the depth buffer to the color buffer as a grayscale image. + * Useful for inspecting the depth buffer values. + * + * This program is in the public domain. + * + * Brian Paul November 4, 1998 + */ + + +#ifndef SHOWBUFFER_H +#define SHOWBUFFER_H + + +#include <GL/gl.h> + + + +extern void +ShowDepthBuffer( GLsizei winWidth, GLsizei winHeight, + GLfloat zBlack, GLfloat zWhite ); + + +extern void +ShowAlphaBuffer( GLsizei winWidth, GLsizei winHeight ); + + +extern void +ShowStencilBuffer( GLsizei winWidth, GLsizei winHeight, + GLfloat scale, GLfloat bias ); + + + +#endif diff --git a/progs/util/winpos.c b/progs/util/winpos.c new file mode 100644 index 00000000000..5ad98fd2704 --- /dev/null +++ b/progs/util/winpos.c @@ -0,0 +1,42 @@ +/* winpos.c */ + + +/* + * Set the current raster position to a specific window + * coordinate. Also see the GL_MESA_window_pos extension. + * + * Written by Brian Paul and in the public domain. + */ + + +void WindowPos( GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat fx, fy; + + /* Push current matrix mode and viewport attributes */ + glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT ); + + /* Setup projection parameters */ + glMatrixMode( GL_PROJECTION ); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode( GL_MODELVIEW ); + glPushMatrix(); + glLoadIdentity(); + + glDepthRange( z, z ); + glViewport( (int) x - 1, (int) y - 1, 2, 2 ); + + /* set the raster (window) position */ + fx = x - (int) x; + fy = y - (int) y; + glRasterPos3f( fx, fy, 0.0 ); + + /* restore matrices, viewport and matrix mode */ + glPopMatrix(); + glMatrixMode( GL_PROJECTION ); + glPopMatrix(); + + glPopAttrib(); +} + |