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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOpenGLStateCache.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
//*************************************************************************
/*
GlStateCache_Cache============================================
This simply checks for redundancies in state-change requests and
only calls the real OpenGL call if there has in fact been a change.
This cannot, however, fix problems with the ordering of calls.
*/
#include "vtkWin32Header.h"
#include "vtkSystemIncludes.h"
#include "vtkOpenGLStateCache.h"
// only one of these defined, so lets define it here
vtkOpenGLStateCache *vtkOpenGLStateCache::CurrentGLCache = 0;
vtkOpenGLStateCache::vtkOpenGLStateCache()
{
this->Initialize();
}
vtkOpenGLStateCache::~vtkOpenGLStateCache()
{
}
void vtkOpenGLStateCache::Initialize()
{ // when the context gets destroyed
int i;
for(i=0;i<8;i++)
{
Enable_GL_LIGHT_buckets[i]=-1;
Enable_GL_CLIP_PLANE_buckets[i]=-1;
}
for(i=0;i<(0xDE1-0xB10);i++)
{
Enable_buckets[i]=-1;
}
AlphaFunc_bucket=-1.0;
BlendFunc_bucket=(GLenum)0;
DepthFunc_bucket=(GLenum)0;
TexEnvf_MODE_bucket=-1.0;
LightModeli_LIGHT_MODEL_TWO_SIDE_bucket=-1;
LightModelfv_LIGHT_MODEL_AMBIENT_bucket[0]=-1.0f;
for(i=0;i<8*4*8;i++)
{
Lightfv_buckets[i]=-1.0f;
}
for(i=0;i<8*8;i++)
{
Lightf_buckets[i]=-1.0f;
}
for(i=0;i<8;i++)
{
Lighti_SPOT_CUTOFF_buckets[i]=-1;
}
for(i=0;i<8*8*4;i++)
{
Materialfv_buckets[i]=-1.0f;
}
ShadeModel_bucket=(GLenum)0;
for(i=0;i<4;i++)
{
ClearColor_buckets[i]=-1.0f;
}
ClearDepth_bucket=-1.0;
DepthMask_bucket=-1.0f;
CullFace_bucket=(GLenum)0;
DrawBuffer_bucket=(GLenum)0;
MatrixMode_bucket=(GLenum)0;
for(i=0;i<4;i++)
{
Viewport_bucket[i]=-1;
Scissor_bucket[i]=-1;
}
for(i=0;i<4*GL_MAX_CLIP_PLANES;i++)
{
ClipPlane_bucket[i]=-1.0;
}
for(i=0;i<8;i++)
{
ColorMaterial_bucket[i]=(GLenum)0;
}
PointSize_bucket=-1.0;
LineWidth_bucket=-1.0;
LineStipple_FACTOR_bucket=-1;
LineStipple_PATTERN_bucket=0;
DepthRange_NEAR_bucket=-1.0;
DepthRange_FAR_bucket=-1.0;
compile_and_exec=0;
listnum=0;
}
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