51 #ifndef vtkOpenGLState_h
52 #define vtkOpenGLState_h
55 #include "vtkRenderingOpenGL2Module.h"
62 VTK_ABI_NAMESPACE_BEGIN
82 void vtkglClearColor(
float red,
float green,
float blue,
float alpha);
83 void vtkglClearDepth(
double depth);
84 void vtkglDepthFunc(
unsigned int val);
85 void vtkglDepthMask(
unsigned char flag);
86 void vtkglColorMask(
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char a);
87 void vtkglViewport(
int x,
int y,
int width,
int height);
88 void vtkglScissor(
int x,
int y,
int width,
int height);
89 void vtkglEnable(
unsigned int cap);
90 void vtkglDisable(
unsigned int cap);
93 this->vtkglBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
95 void vtkglBlendFuncSeparate(
unsigned int sfactorRGB,
unsigned int dfactorRGB,
96 unsigned int sfactorAlpha,
unsigned int dfactorAlpha);
97 void vtkglBlendEquation(
unsigned int val);
98 void vtkglBlendEquationSeparate(
unsigned int col,
unsigned int alpha);
99 void vtkglCullFace(
unsigned int val);
100 void vtkglActiveTexture(
unsigned int);
102 void vtkglBindFramebuffer(
unsigned int target,
unsigned int fb);
103 void vtkglDrawBuffer(
unsigned int);
104 void vtkglDrawBuffers(
unsigned int n,
unsigned int*);
105 void vtkglReadBuffer(
unsigned int);
107 void vtkglPointSize(
float);
108 void vtkglLineWidth(
float);
109 void vtkglStencilMaskSeparate(
unsigned int face,
unsigned int mask);
110 void vtkglStencilMask(
unsigned int mask);
111 void vtkglStencilOpSeparate(
112 unsigned int face,
unsigned int sfail,
unsigned int dpfail,
unsigned int dppass);
113 void vtkglStencilOp(
unsigned int sfail,
unsigned int dpfail,
unsigned int dppass);
114 void vtkglStencilFuncSeparate(
unsigned int face,
unsigned int func,
int ref,
unsigned int mask);
115 void vtkglStencilFunc(
unsigned int func,
int ref,
unsigned int mask);
121 void vtkglPixelStorei(
unsigned int,
int);
129 void ResetGLClearColorState();
130 void ResetGLClearDepthState();
131 void ResetGLDepthFuncState();
132 void ResetGLDepthMaskState();
133 void ResetGLColorMaskState();
134 void ResetGLViewportState();
135 void ResetGLScissorState();
136 void ResetGLBlendFuncState();
137 void ResetGLBlendEquationState();
138 void ResetGLCullFaceState();
139 void ResetGLActiveTexture();
145 void vtkglClear(
unsigned int mask);
151 void vtkglGetBooleanv(
unsigned int pname,
unsigned char* params);
152 void vtkglGetIntegerv(
unsigned int pname,
int* params);
153 void vtkglGetDoublev(
unsigned int pname,
double* params);
154 void vtkglGetFloatv(
unsigned int pname,
float* params);
158 void GetBlendFuncState(
int*);
162 bool GetEnumState(
unsigned int name);
165 void SetEnumState(
unsigned int name,
bool value);
170 void ResetEnumState(
unsigned int name);
173 template <
typename T>
179 ((*this->State).*(this->Method))(this->Value);
206 void VerifyNoActiveTextures();
214 this->PushDrawFramebufferBinding();
215 this->PushReadFramebufferBinding();
217 void PushDrawFramebufferBinding();
218 void PushReadFramebufferBinding();
222 this->PopReadFramebufferBinding();
223 this->PopDrawFramebufferBinding();
225 void PopDrawFramebufferBinding();
226 void PopReadFramebufferBinding();
228 void ResetFramebufferBindings();
283 this->State->vtkglGetBooleanv(name, &val);
284 this->Value = val == 1;
288 this->State->SetEnumState(this->Name, this->Value);
331 int vtktype,
int numComponents,
bool needInteger,
bool needFloat,
bool needSRGB);
395 void ColorMask(std::array<unsigned char, 4> val);
396 void Scissor(std::array<int, 4> val);
397 void Viewport(std::array<int, 4> val);
420 unsigned int DrawBuffers[10];
421 unsigned int GetBinding();
422 unsigned int GetDrawBuffer(
unsigned int);
423 unsigned int GetReadBuffer();
493 VTK_ABI_NAMESPACE_END
void vtkglBlitFramebuffer(int, int, int, int, int, int, int, int, unsigned int, unsigned int)
Perform a blit but handle some driver bugs safely.
std::array< int, 4 > Viewport
abstract base class for most VTK objects
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
BufferBindingState DrawBinding
void ColorMask(std::array< unsigned char, 4 > val)
void Push()
Push all the recorded state onto the stack.
std::array< float, 4 > ClearColor
manage Shader Programs within a context
std::map< const vtkTextureObject *, int > TextureResourceIds
std::array< unsigned int, 3 > StencilOpFront
int BoundElementArrayBuffer
std::array< unsigned int, 3 > StencilFuncBack
void PushFramebufferBindings()
Store/Restore the current framebuffer bindings and buffers.
manage vertex buffer objects shared within a context
vtkOpenGLVertexBufferObjectCache * VBOCache
std::array< unsigned int, 3 > StencilOpBack
std::array< unsigned char, 4 > ColorMask
std::array< int, 4 > Scissor
void vtkglBlendFunc(unsigned int sfactor, unsigned int dfactor)
unsigned int ActiveTexture
unsigned int CullFaceMode
void Viewport(std::array< int, 4 > val)
~vtkOpenGLState() override
void InitializeTextureInternalFormats()
unsigned int BlendEquationValue2
unsigned int BlendEquationValue1
void BlendFuncSeparate(std::array< unsigned int, 4 > val)
std::list< BufferBindingState > ReadBindings
BufferBindingState ReadBinding
void PopFramebufferBindings()
Store/Restore the current framebuffer bindings and buffers.
a simple class to control print indentation
unsigned int StencilMaskBack
boost::graph_traits< vtkGraph * >::vertex_descriptor target(boost::graph_traits< vtkGraph * >::edge_descriptor e, vtkGraph *)
void CheckState()
Check that this OpenGL state has consistent values with the current OpenGL context.
std::stack< GLState > Stack
ScopedglEnableDisable(vtkOpenGLState *state, unsigned int name)
int GetDefaultTextureInternalFormat(int vtktype, int numComponents, bool needInteger, bool needFloat, bool needSRGB)
Get a mapping of vtk data types to native texture formats for this window we put this on the RenderWi...
vtkTextureUnitManager * GetTextureUnitManager()
Returns its texture unit manager object.
void Pop()
Pop the state stack to restore a previous state.
std::string const & GetVersion()
Return the opengl version for this context.
Internal class which encapsulates OpenGL FramebufferObject.
vtkOpenGLShaderCache * ShaderCache
std::list< BufferBindingState > DrawBindings
allocate/free texture units.
abstracts an OpenGL texture object.
unsigned int StencilMaskFront
std::array< unsigned int, 4 > BlendFunc
std::array< unsigned int, 3 > StencilFuncFront
void SetVBOCache(vtkOpenGLVertexBufferObjectCache *val)
void GetCurrentDrawFramebufferState(unsigned int &drawBinding, unsigned int &drawBuffer)
Get the current stored state of the draw buffer and binding.
void Reset()
Record the OpenGL state into this class.
std::string const & GetRenderer()
Return the opengl renderer for this context.
vtkTextureUnitManager * TextureUnitManager
void Scissor(std::array< int, 4 > val)
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
void SetTextureUnitManager(vtkTextureUnitManager *textureUnitManager)
Set the texture unit manager.
void ClearColor(std::array< float, 4 > val)
std::string const & GetVendor()
Return the opengl vendor for this context.
void Initialize(vtkOpenGLRenderWindow *)
Initialize OpenGL context using current state.