|
// StateGL.cpp: implementation of the CStateGL class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "StateGL.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
IMPLEMENT_SERIAL(CStateGL,CObject,1);
#ifdef _DEBUG
void CStateGL::AssertValid() const
{
// call inherited AssertValid first
CObject::AssertValid();
// check CStateGL members...
ASSERT((m_iPolygonMode==GL_POINT) ||
(m_iPolygonMode==GL_LINE) ||
(m_iPolygonMode==GL_FILL));
}
void CStateGL::Dump( CDumpContext& ch ) const
{
// call base class function first
CObject::Dump( ch );
// now do the stuff for our specific class
ch<<_T("--- CStateGL Object ---\n");
}
#endif
void CStateGL::Serialize( CArchive& archive )
{
// call base class function first
// base class is CObject in this case
CObject::Serialize( archive );
// now do the stuff for our specific class
if (archive.IsStoring())
{
archive<<m_bAntialias
<<m_bBackFaceCulling
<<m_bBlending
<<m_bGouraud
<<m_bLighting
<<m_bLineStipple
<<m_bDepthTest
<<m_bStencilTest
<<m_cBkgColor
<<m_fLineWidth
<<m_iPolygonMode;
}
else
{
archive>>m_bAntialias
>>m_bBackFaceCulling
>>m_bBlending
>>m_bGouraud
>>m_bLighting
>>m_bLineStipple
>>m_bDepthTest
>>m_bStencilTest
>>m_cBkgColor
>>m_fLineWidth
>>m_iPolygonMode;
}
// state need resetting
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CStateGL::CStateGL()
{
m_bPostSetState=TRUE;
m_bAntialias=TRUE;
m_bBackFaceCulling=TRUE;
m_bBlending=TRUE;
m_bDepthTest=TRUE;
m_bStencilTest=FALSE;
m_bLighting=TRUE;
m_bLineStipple=FALSE;
m_bGouraud=TRUE;
m_fLineWidth=2;
m_iPolygonMode=GL_FILL;
m_cBkgColor=CVector3(1.0f,1.0f,1.0f);
}
CStateGL::CStateGL(const CStateGL &sgl)
{
m_bPostSetState=TRUE;
m_bAntialias=sgl.m_bAntialias;
m_bBackFaceCulling=sgl.m_bBackFaceCulling;
m_bBlending=sgl.m_bBlending;
m_bDepthTest=sgl.m_bDepthTest;
m_bStencilTest=sgl.m_bStencilTest;
m_bLighting=sgl.m_bLighting;
m_bLineStipple=sgl.m_bLineStipple;
m_bGouraud=sgl.m_bGouraud;
m_fLineWidth=sgl.m_fLineWidth;
m_iPolygonMode=sgl.m_iPolygonMode;
m_cBkgColor=sgl.m_cBkgColor;
}
CStateGL& CStateGL::operator =(const CStateGL &sgl)
{
if (&sgl!=this)
{
m_bPostSetState=TRUE;
m_bAntialias=sgl.m_bAntialias;
m_bBackFaceCulling=sgl.m_bBackFaceCulling;
m_bBlending=sgl.m_bBlending;
m_bDepthTest=sgl.m_bDepthTest;
m_bStencilTest=sgl.m_bStencilTest;
m_bLighting=sgl.m_bLighting;
m_bLineStipple=sgl.m_bLineStipple;
m_bGouraud=sgl.m_bGouraud;
m_iPolygonMode=sgl.m_iPolygonMode;
m_cBkgColor=sgl.m_cBkgColor;
}
return *this;
}
CStateGL::~CStateGL()
{
}
BOOL CStateGL::GetStateFromDC()
{
return TRUE;
}
void CStateGL::SetStateGL()
{
if (!m_bPostSetState)
return;
m_bPostSetState=FALSE;
// ok setting state
glPolygonMode(GL_FRONT_AND_BACK, m_iPolygonMode);
// Culling
glDrawBuffer(GL_BACK);
if (m_bBackFaceCulling)
{
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
}
else
glDisable(GL_CULL_FACE);
// lighing
if (m_bLighting)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
// gouraud
if (m_bGouraud)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
// background color
glClearColor(m_cBkgColor.x, m_cBkgColor.y, m_cBkgColor.z, 0.0f);
// depth test
if (m_bDepthTest)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
// antialiasing
if (m_bAntialias)
{
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
// glEnable(GL_POLYGON_SMOOTH);
// glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
}
else
{
glDisable(GL_LINE_SMOOTH);
// glDisable(GL_POLYGON_SMOOTH);
}
// blending
if (m_bBlending)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
glLineWidth(m_fLineWidth);
// line stipple
glLineStipple(2,0x9999);
if (m_bLineStipple)
glEnable(GL_LINE_STIPPLE);
else
glDisable(GL_LINE_STIPPLE);
}
|
By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.
If a file you wish to view isn't highlighted, and is a text file (not binary), please
let us know and we'll add colourisation support for it.
This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.
A list of licenses authors might use can be found here
Jonathan de Halleux is Civil Engineer in Applied Mathematics. He finished his PhD in 2004 in the rainy country of Belgium. After 2 years in the Common Language Runtime (i.e. .net), he is now working at Microsoft Research on Pex (http://research.microsoft.com/pex).