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59 #ifndef vtkOpenGLState_h
60 #define vtkOpenGLState_h
62 #include "vtkRenderingOpenGL2Module.h"
81 void vtkglColorMask(
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char a);
87 this->vtkglBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
90 unsigned int sfactorAlpha,
unsigned int dfactorAlpha);
144 template <
typename T>
150 ((*this->State).*(this->Method))(this->Value);
166 :
public ScopedValue<std::array<unsigned char, 4> > {
175 :
public ScopedValue<std::array<unsigned int, 4> > {
186 this->State->vtkglGetBooleanv(
name, &val);
187 this->Value = val == 1;
191 this->State->SetEnumState(this->Name, this->Value);
std::array< unsigned int, 4 > BlendFunc
void ResetGlViewportState()
void ResetGlDepthMaskState()
void vtkglGetIntegerv(unsigned int pname, int *params)
void ColorMask(std::array< unsigned char, 4 > val)
void vtkglEnable(unsigned int cap)
void GetBlendFuncState(int *)
void vtkglBlendFuncSeparate(unsigned int sfactorRGB, unsigned int dfactorRGB, unsigned int sfactorAlpha, unsigned int dfactorAlpha)
void ResetGlClearDepthState()
void ResetGlClearColorState()
void ResetGlCullFaceState()
void ResetEnumState(unsigned int name)
convenience method to reset an enum state from current openGL context
unsigned int BlendEquationValue1
unsigned int BlendEquationValue2
void ResetGlScissorState()
void vtkglDisable(unsigned int cap)
void ResetGlColorMaskState()
ScopedglEnableDisable(vtkOpenGLState *state, unsigned int name)
void vtkglScissor(int x, int y, int width, int height)
void ClearColor(std::array< float, 4 > val)
void ResetGlBlendFuncState()
void vtkglDepthFunc(unsigned int val)
void vtkglBlendEquation(unsigned int val)
ScopedglViewport(vtkOpenGLState *state)
void vtkglViewport(int x, int y, int width, int height)
ScopedglClearColor(vtkOpenGLState *state)
void CheckState()
Check that this OpenGL state has consistent values with the current OpenGL context.
void Initialize(vtkOpenGLRenderWindow *)
Initialize OpenGL context using current state.
ScopedglDepthMask(vtkOpenGLState *state)
void vtkglCullFace(unsigned int val)
void vtkglGetDoublev(unsigned int pname, double *params)
std::array< int, 4 > Viewport
void SetEnumState(unsigned int name, bool value)
std::array< int, 4 > Scissor
void vtkglDepthMask(unsigned char flag)
void vtkglClearColor(float red, float green, float blue, float alpha)
void ResetGlDepthFuncState()
void Viewport(std::array< int, 4 > val)
void vtkglClear(unsigned int mask)
bool GetEnumState(unsigned int name)
ScopedglScissor(vtkOpenGLState *state)
void vtkglGetFloatv(unsigned int pname, float *params)
void vtkglBlendFunc(unsigned int sfactor, unsigned int dfactor)
void vtkglGetBooleanv(unsigned int pname, unsigned char *params)
void ResetGlBlendEquationState()
ScopedglColorMask(vtkOpenGLState *state)
void vtkglBlendEquationSeparate(unsigned int col, unsigned int alpha)
std::array< unsigned char, 4 > ColorMask
void vtkglClearDepth(double depth)
ScopedglBlendFuncSeparate(vtkOpenGLState *state)
std::array< float, 4 > ClearColor
unsigned int CullFaceMode
void Scissor(std::array< int, 4 > val)
void BlendFuncSeparate(std::array< unsigned int, 4 > val)
void vtkglColorMask(unsigned char r, unsigned char g, unsigned char b, unsigned char a)