Rendering/vtkOpenGLStateCache.h Source File

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# Rendering/vtkOpenGLStateCache.h

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    00001 /*=========================================================================
    00002
    00003   Program:   Visualization Toolkit
    00004   Module:    $RCSfile: vtkOpenGLStateCache.h,v $
    00005   Language:  C++
    00006
    00007   Copyright (c) 1993-2002 Ken Martin, Will Schroeder, Bill Lorensen
    00008   All rights reserved.
    00009   See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
    00010
    00011      This software is distributed WITHOUT ANY WARRANTY; without even
    00012      the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
    00013      PURPOSE.  See the above copyright notice for more information.
    00014
    00015 =========================================================================*/
    00016 //*************************************************************************
    00017 /*
    00018   GlStateCache_Cache============================================
    00019   This simply checks for redundancies in state-change requests and
    00020   only calls the real OpenGL call if there has in fact been a change.
    00021   This cannot, however, fix problems with the ordering of calls.
    00022 */
    00023
    00024 #ifndef VTK_IMPLEMENT_MESA_CXX
    00025 #if defined(__APPLE__) && (defined(VTK_USE_CARBON) || defined(VTK_USE_COCOA))
    00026 #include <OpenGL/gl.h>
    00027 #else
    00028 #include <GL/gl.h>
    00029 #endif
    00030 #endif
    00031
    00032 #define vtkOpenGLCall_glEnable vtkOpenGLStateCache::CurrentGLCache->glEnable
    00033 #define vtkOpenGLCall_glDisable vtkOpenGLStateCache::CurrentGLCache->glDisable
    00034 #define vtkOpenGLCall_glAlphaFunc vtkOpenGLStateCache::CurrentGLCache->glAlphaFunc
    00035 #define vtkOpenGLCall_glBlendFunc vtkOpenGLStateCache::CurrentGLCache->glBlendFunc
    00036 #define vtkOpenGLCall_glDepthFunc vtkOpenGLStateCache::CurrentGLCache->glDepthFunc
    00037 #define vtkOpenGLCall_glTexEnvf vtkOpenGLStateCache::CurrentGLCache->glTexEnvf
    00038 #define vtkOpenGLCall_glLightModeli vtkOpenGLStateCache::CurrentGLCache->glLightModeli
    00039 #define vtkOpenGLCall_glLightModelfv vtkOpenGLStateCache::CurrentGLCache->glLightMOdelfv
    00040 #define vtkOpenGLCall_glLightfv vtkOpenGLStateCache::CurrentGLCache->glLightfv
    00041 #define vtkOpenGLCall_glLightf vtkOpenGLStateCache::CurrentGLCache->glLightf
    00042 #define vtkOpenGLCall_glLighti vtkOpenGLStateCache::CurrentGLCache->glLighti
    00043 #define vtkOpenGLCall_glMaterialfv vtkOpenGLStateCache::CurrentGLCache->glMaterialfv
    00044 #define vtkOpenGLCall_glShadeModel vtkOpenGLStateCache::CurrentGLCache->glShadeModel
    00045 #define vtkOpenGLCall_glClearColor vtkOpenGLStateCache::CurrentGLCache->glClearColor
    00046 #define vtkOpenGLCall_glClearDepth vtkOpenGLStateCache::CurrentGLCache->glClearDepth
    00047 #define vtkOpenGLCall_glDepthMask vtkOpenGLStateCache::CurrentGLCache->glDepthMask
    00048 #define vtkOpenGLCall_glCullFace vtkOpenGLStateCache::CurrentGLCache->glCullFace
    00049 #define vtkOpenGLCall_glClear vtkOpenGLStateCache::CurrentGLCache->glClear
    00050 #define vtkOpenGLCall_glDrawBuffer vtkOpenGLStateCache::CurrentGLCache->glDrawBuffer
    00051 #define vtkOpenGLCall_glMatrixMode vtkOpenGLStateCache::CurrentGLCache->glMatrixMode
    00052 #define vtkOpenGLCall_glViewport vtkOpenGLStateCache::CurrentGLCache->glViewport
    00053 #define vtkOpenGLCall_glScissor vtkOpenGLStateCache::CurrentGLCache->glScissor
    00054 #define vtkOpenGLCall_glClipPlane vtkOpenGLStateCache::CurrentGLCache->glClipPlane
    00055 #define vtkOpenGLCall_glColorMaterial vtkOpenGLStateCache::CurrentGLCache->glColorMaterial
    00056 #define vtkOpenGLCall_glPointSize vtkOpenGLStateCache::CurrentGLCache->glPointSize
    00057 #define vtkOpenGLCall_glLineWidth vtkOpenGLStateCache::CurrentGLCache->glLineWidth
    00058 #define vtkOpenGLCall_glLineStipple vtkOpenGLStateCache::CurrentGLCache->glLineStipple
    00059 #define vtkOpenGLCall_glDepthRange vtkOpenGLStateCache::CurrentGLCache->glDepthRange
    00060 #define vtkOpenGLCall_glPolygonOffset vtkOpenGLStateCache::CurrentGLCache->glPolygonOffset
    00061
    00062 #define vtkOpenGLCall_glPushMatrix glPushMatrix
    00063 #define vtkOpenGLCall_glPopMatrix glPopMatrix
    00064 #define vtkOpenGLCall_glMultMatrixd glMultMatrixd
    00065 #define vtkOpenGLCall_glLoadMatrixd glLoadMatrixd
    00066 #define vtkOpenGLCall_glLoadIdentity glLoadIdentity
    00067 #define vtkOpenGLCall_glSelectBuffer glSelectBuffer
    00068 #define vtkOpenGLCall_glRenderMode glRenderMode
    00069 #define vtkOpenGLCall_glInitNames glInitNames
    00070 #define vtkOpenGLCall_glPushName glPushName
    00071 #define vtkOpenGLCall_glLoadName glLoadName
    00072 #define vtkOpenGLCall_glGetIntegerv glGetIntegerv
    00073 #define vtkOpenGLCall_glIsTexture glIsTexture
    00074 #define vtkOpenGLCall_glDeleteTextures glDeleteTexture
    00075 #define vtkOpenGLCall_glGenTextures glGenTextures
    00076 #define vtkOpenGLCall_glBindTexture glBindTexture
    00077 #define vtkOpenGLCall_glTexParameterf glTextParameterf
    00078 #define vtkOpenGLCall_glTexCoord2fv glTexCoord2fv
    00079 #define vtkOpenGLCall_glVertex3fv glVertex3fv
    00080 #define vtkOpenGLCall_glNormal3fv glNormal3fv
    00081 #define vtkOpenGLCall_glColor3f glColor3f
    00082 #define vtkOpenGLCall_glColor4ubv glColor4ubv
    00083 #define vtkOpenGLCall_glColor4fv glColor4fv
    00084 #define vtkOpenGLCall_glBegin glBegin
    00085 #define vtkOpenGLCall_glEnd glEnd
    00086 #define vtkOpenGLCall_glTexImage2D glTextImage2D
    00087 #define vtkOpenGLCall_glDeleteLists glDeleteLists
    00088 #define vtkOpenGLCall_glIsList glIsList
    00089 #define vtkOpenGLCall_glGenLists glGenLists
    00090 #define vtkOpenGLCall_glCallList glCallList
    00091 #define vtkOpenGLCall_glReadBuffer glReadBuffer
    00092 #define vtkOpenGLCall_glPixelStorei glPixelStorei
    00093 #define vtkOpenGLCall_glReadPixels glReadPixels
    00094 #define vtkOpenGLCall_glRasterPos3f glRasterPos3f
    00095 #define vtkOpenGLCall_glDrawPixels glDrawPixels
    00096 #define vtkOpenGLCall_glRasterPos2f glRasterPos2f
    00097 #define vtkOpenGLCall_glNewList glNewList
    00098 #define vtkOpenGLCall_glEndList glEndList
    00099
    00100 class vtkOpenGLStateCache
    00101 {
    00102 public:
    00103   static vtkOpenGLStateCache *CurrentGLCache; // recursive definition
    00104
    00105   vtkOpenGLStateCache(); // set all members to initial values
    00106   ~vtkOpenGLStateCache(); // delete any dynamic objects
    00107   void Initialize();
    00108
    00109   // GL_BLEND         = 0x0BE2
    00110   // GL_POINT_SMOOTH  = 0x0B10
    00111   // GL_LINE_SMOOTH   = 0x0B20
    00112   // GL_POLYGON_SMOOTH= 0x0B41
    00113   // GL_DEPTH_TEST    = 0x0B71
    00114   // GL_ALPHA_TEST    = 0x0BC0
    00115   // GL_TEXTURE_2D    = 0x0DE1
    00116   // GL_CLIP_PLANE0+i = 0x3000
    00117   // GL_LIGHTING      = 0x0B50
    00118   // GL_COLOR_MATERIAL= 0x0B57
    00119   // GL_NORMALIZE     = 0x0BA1
    00120   // GL_CULL_FACE     = 0x0B44
    00121   // GL_SCISSOR_TEST  = 0x0C11
    00122   // GL_POLYGON_OFFSET_FILL = 0x8037
    00123   // GL_LINE_STIPPLE  = 0x0B24
    00124   // GL_LIGHT+i       = 0x4000
    00125   char Enable_buckets[0xDE1-0xB10+1]; // 0xB10-0xDE1
    00126   char Enable_GL_LIGHT_buckets[8]; // 0x4000 + i (0<i<8)
    00127   char Enable_GL_CLIP_PLANE_buckets[8]; // 0x8000 + i (0<i<8)
    00128   /* Need to have special handling for disabling and enabling the
    00129      GL_LIGHT's because they are disabling too many lights!
    00130      need to propagate in how many lights are actually *on*
    00131      and only apply the op to them.
    00132    */
    00133   inline void glEnable(GLenum e)
    00134     {
    00135       register int ex;
    00136       register char *val=0;
    00137       if(e&0x4000)
    00138         {
    00139         ex=e-0x4000;
    00140         if(ex<8) {val=Enable_GL_LIGHT_buckets+ex; }
    00141         }
    00142       else
    00143         {
    00144         if(e&0x8000)
    00145           {
    00146           ex=e-0x8000;
    00147           if(ex<8) { val=Enable_GL_CLIP_PLANE_buckets+ex; }
    00148           }
    00149         else
    00150           {
    00151           if(e>=0xB10 && e<=0xDE1)
    00152             {
    00153             ex=e-0xB10;
    00154             val=Enable_buckets+ex;
    00155             }
    00156           else
    00157             {
    00158             printf("Error: glEnable of 0x%X failed\n",e);
    00159             }
    00160           }
    00161         }
    00162       if(val && *val!=1)
    00163         {
    00164         *val=1;
    00165         ::glEnable(e);
    00166         }
    00167     }
    00168   inline void glDisable(GLenum e)
    00169     {
    00170       register int ex;
    00171       register char *val=0;
    00172       if(e&0x4000)
    00173         {
    00174         ex=e-0x4000;
    00175         if(ex<8) { val=Enable_GL_LIGHT_buckets+ex; }
    00176         }
    00177       else
    00178         {
    00179         if(e&0x8000)
    00180           {
    00181           ex=e-0x8000;
    00182           if(ex<8) { val=Enable_GL_CLIP_PLANE_buckets+ex; }
    00183           }
    00184         else
    00185           {
    00186           if(e>=0xB10 && e<=0xDE1)
    00187             {
    00188             ex=e-0xB10;
    00189             val=Enable_buckets+ex;
    00190             }
    00191           else
    00192             {
    00193             printf("Error: glEnable of 0x%X failed\n",e);
    00194             }
    00195           }
    00196         }
    00197       if(val && *val!=0)
    00198         {
    00199         *val=0;
    00200         ::glDisable(e);
    00201         }
    00202     }
    00203
    00204   // GL_GREATER = 0x0204, (GLclampf) 0
    00205   GLclampf AlphaFunc_bucket;
    00206   inline void glAlphaFunc(GLenum e,GLclampf cf)
    00207     {
    00208       if(e==GL_GREATER && cf!=AlphaFunc_bucket)
    00209         {
    00210         AlphaFunc_bucket=cf;
    00211         ::glAlphaFunc(e,cf);
    00212         }
    00213     }
    00214
    00215   // GL_SRC_ALPHA = 0x0302, GL_ONE_MINUS_SRC_ALPHA = 0x0303
    00216   GLenum BlendFunc_bucket; // multibucket if any other blendfunc is used
    00217   inline void glBlendFunc(GLenum e,GLenum e1)
    00218     {
    00219       if(e==GL_SRC_ALPHA && e1!=BlendFunc_bucket)
    00220         {
    00221         BlendFunc_bucket=e1;
    00222         ::glBlendFunc(e,e1);
    00223         }
    00224     }
    00225
    00226   // GL_GREATER = 0x0204
    00227   // GL_LESS    = 0x0201
    00228   // GL_LEQUAL  = 0x0203
    00229   GLenum DepthFunc_bucket;
    00230   inline void glDepthFunc(GLenum e)
    00231     {
    00232       if(e!=DepthFunc_bucket)
    00233         {
    00234         DepthFunc_bucket=e;
    00235         ::glDepthFunc(e);
    00236         }
    00237     }
    00238
    00239   // GL_TEXTURE_ENV = 0x2300, GL_TEXTURE_ENV_MODE = 0x2200, GL_MODULATE = 0x2100
    00240   GLfloat TexEnvf_MODE_bucket; // total kludge right now
    00241   inline void glTexEnvf(GLenum e,GLenum e1,GLfloat f)
    00242     {
    00243       if(e==GL_TEXTURE_ENV && e1==GL_TEXTURE_ENV_MODE)
    00244         {
    00245         if(f!=TexEnvf_MODE_bucket)
    00246           {
    00247           TexEnvf_MODE_bucket=f;
    00248           ::glTexEnvf(e,e1,f);
    00249           }
    00250         }
    00251     }
    00252
    00253   // GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE/FALSE
    00254   // GL_LIGHT_MODEL_TWO_SIDE, 0
    00255   GLint LightModeli_LIGHT_MODEL_TWO_SIDE_bucket; // shoudld check other modes
    00256   inline void glLightModeli(GLenum e,GLint i)
    00257     {
    00258       if(e==GL_LIGHT_MODEL_TWO_SIDE && i!=LightModeli_LIGHT_MODEL_TWO_SIDE_bucket){
    00259       LightModeli_LIGHT_MODEL_TWO_SIDE_bucket=i;
    00260       ::glLightModeli(e,i);
    00261       }
    00262     }
    00263
    00264   // GL_LIGHT_MODEL_AMBIENT, fvect(amb color), A=1.0
    00265   // GL_LIGHT_MODEL_AMBIENT = 0x0B53
    00266   GLfloat LightModelfv_LIGHT_MODEL_AMBIENT_bucket[3];
    00267   inline void glLightModelfv(GLenum e,GLfloat *fv)
    00268     {
    00269       if(e==GL_LIGHT_MODEL_AMBIENT &&
    00270          (fv[0]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[0] ||
    00271           fv[1]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[1] ||
    00272           fv[2]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[2])){
    00273       fv[0]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[0];
    00274       fv[1]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[1];
    00275       fv[2]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[2];
    00276       ::glLightModelfv(e,fv);
    00277       }
    00278     }
    00279
    00280   // light=GL_LIGHT index
    00281   // pname= lighting type
    00282   //   GL_DIFFUSE        = 0x1201
    00283   //   GL_SPECULAR       = 0x1202
    00284   //   GL_POSITION       = 0x1203
    00285   //   GL_SPOT_DIRECTION = 0x1204
    00286   GLfloat Lightfv_buckets[8*4*8];
    00287   inline void glLightfv( GLenum light, GLenum pname, const GLfloat *params)
    00288     {
    00289       register GLfloat *val = Lightfv_buckets + ((((int)(pname-0x1201))|((int)(light-GL_LIGHT0)<<3))<<2);
    00290       if(params[0]!=val[0] ||
    00291          params[1]!=val[1] ||
    00292          params[2]!=val[2] ||
    00293          params[3]!=val[3])
    00294         {
    00295         val[0]=params[0];
    00296         val[1]=params[1];
    00297         val[2]=params[2];
    00298         val[3]=params[3];
    00299         ::glLightfv(light,pname,params);
    00300         }
    00301     }
    00302
    00303   // light=GL_LIGHT index
    00304   // pname= lighting parameter
    00305   //   GL_SPOT_EXPONENT        = 0x1205
    00306   //   GL_SPOT_CUTOFF          = 0x1206
    00307   //   GL_CONSTANT_ATTENUATION = 0x1207
    00308   //   GL_LINEAR_ATTENUATION   = 0x1208
    00309   //   GL_QUADRATIC_ATTENUATION= 0x1209
    00310   GLfloat Lightf_buckets[8*8];
    00311   GLint Lighti_SPOT_CUTOFF_buckets[8];
    00312   inline void glLightf( GLenum light, GLenum pname, GLfloat f){
    00313     register GLfloat *val=Lightf_buckets+(((int)(light-GL_LIGHT0)<<3)|((int)(pname-0x1205)));
    00314     if(val[0]!=f)
    00315       {
    00316       val[0]=f;
    00317       ::glLightf(light,pname,f);
    00318       if(pname==GL_SPOT_CUTOFF) // invalidate integer spot cutoff
    00319         Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]=-1;
    00320       }
    00321   }
    00322
    00323   // light=GL_LIGHT index
    00324   // pname=lighting parameter
    00325   //   GL_SPOT_CUTOFF = 0x1206
    00326   // needs to invalidate the float light cutoff
    00327   inline void glLighti( GLenum light, GLenum pname, GLint f)
    00328     {
    00329       if(pname==GL_SPOT_CUTOFF && f!=Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]){
    00330       Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]=f;
    00331       ::glLighti(light,pname,f);
    00332       // need to invalidate the float cutoff
    00333       Lightf_buckets[((int)(light-GL_LIGHT0)<<3)|0x02] = -1.0f;
    00334       }
    00335     }
    00336
    00337   // Face, GL_AMBIENT, float Info[4]
    00338   //   GL_FRONT          = 0x0404
    00339   //   GL_BACK           = 0x0405
    00340   //   GL_FRONT_AND_BACK = 0x0408
    00341   // GL_AMBIENT   = 0x1200
    00342   // GL_DIFFUSE   = 0x1201
    00343   // GL_SPECULAR  = 0x1202
    00344   // GL_EMISSION  = 0x1600
    00345   // GL_SHININESS = 0x1601
    00346   // GL_AMBIENT_AND_DIFFUSE = 0x1602
    00347   // GL_COLOR_INDEXES       = 0x1603
    00348   GLfloat Materialfv_buckets[8*8*4];
    00349   inline void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params )
    00350     {
    00351       register int idx;
    00352       register GLfloat *val;
    00353       if(pname>=0x1600)
    00354         {
    00355         idx=pname-0x1600 + 4; // put it just past the 120x buckets
    00356         }
    00357       else
    00358         {
    00359         idx=pname-0x1200;
    00360         }
    00361       // FRONT/BACK and FRONT_AND_BACK should do both.
    00362       // or perhaps should be a separate state key?
    00363       // For now, we will treat FRONT_AND_BACK independently
    00364       // because from a practical standpoint, that's how
    00365       // it tends to get used.
    00366       val = Materialfv_buckets + ((((face-0x0404)<<3)|idx)<<2);
    00367       if(val[0]!=params[0] ||
    00368          val[1]!=params[1] ||
    00369          val[2]!=params[2] ||
    00370          val[3]!=params[3])
    00371         {
    00372         val[0]=params[0];
    00373         val[1]=params[1];
    00374         val[2]=params[2];
    00375         val[3]=params[3];
    00376         ::glMaterialfv(face,pname,params);
    00377         }
    00378     }
    00379
    00380   /*
    00381     a=0;
    00382     a|=(val[0]^params[0])
    00383     a|=(val[1]^params[1])
    00384     a|=(val[2]^params[2])
    00385     a|=(val[3]^params[3])
    00386    */
    00387   // GL_FLAT   = 0x1D00
    00388   // GL_SMOOTH = 0x1D01
    00389   GLenum ShadeModel_bucket;
    00390   inline void glShadeModel(GLenum e)
    00391     {
    00392       if(ShadeModel_bucket!=e)
    00393         {
    00394         ShadeModel_bucket=e;
    00395         ::glShadeModel(e);
    00396         }
    00397     }
    00398
    00399   GLclampf ClearColor_buckets[4];
    00400   inline void glClearColor(GLclampf r,GLclampf g,GLclampf b,GLclampf a)
    00401     {
    00402       register GLclampf *c=ClearColor_buckets;
    00403       if(c[0]!=r ||
    00404          c[1]!=g ||
    00405          c[2]!=b ||
    00406          c[3]!=a)
    00407         {
    00408         c[0]=r;
    00409         c[1]=g;
    00410         c[2]=b;
    00411         c[3]=a;
    00412         ::glClearColor(r,g,b,a);
    00413         }
    00414     }
    00415
    00416   GLclampd ClearDepth_bucket;
    00417   inline void glClearDepth(GLclampd d)
    00418     {
    00419       if(d!=ClearDepth_bucket)
    00420         {
    00421         ClearDepth_bucket=d;
    00422         ::glClearDepth(d);
    00423         }
    00424     }
    00425
    00426   GLclampf DepthMask_bucket;
    00427   inline void glDepthMask(GLenum e)
    00428     {
    00429       if(DepthMask_bucket!=e)
    00430         {
    00431         DepthMask_bucket=e;
    00432         ::glDepthMask(e);
    00433         }
    00434     }
    00435
    00436   // GL_FRONT = 0x0404
    00437   // GL_BACK  = 0x0405
    00438   GLenum CullFace_bucket;
    00439   inline void glCullFace(GLenum e)
    00440     {
    00441       if(CullFace_bucket!=e)
    00442         {
    00443         CullFace_bucket=e;
    00444         ::glCullFace(e);
    00445         }
    00446     }
    00447
    00448   // well, lets go ahead and let it clear when it wants to
    00449   inline void glClear(GLbitfield b) { ::glClear(b);}
    00450   // GL_BACK_LEFT  = 0x0402
    00451   // GL_BACK_RIGHT = 0x0403
    00452   // GL_FRONT      = 0x0404
    00453   // GL_BACK       = 0x0405
    00454   GLenum DrawBuffer_bucket;
    00455   inline void glDrawBuffer(GLenum e) {
    00456     if(e!=DrawBuffer_bucket){
    00457       DrawBuffer_bucket=e;
    00458       ::glDrawBuffer(e);
    00459     }
    00460   }
    00461   //============Matrix Ops (behave different for deferred ops)===
    00462   // GL_MODELVIEW=0x1700
    00463   // GL_PROJECTION=0x1701
    00464   GLenum  MatrixMode_bucket;
    00465   inline void glMatrixMode(GLenum e) {
    00466     if(e!=MatrixMode_bucket){
    00467       MatrixMode_bucket=e;
    00468       ::glMatrixMode(e);
    00469     }
    00470   }
    00471
    00472   GLint Viewport_bucket[4];
    00473   inline void glViewport(GLint llx,GLint lly,GLint u,GLint v){
    00474     register GLint *val=Viewport_bucket;
    00475     if(val[0]!=llx ||
    00476        val[1]!=lly ||
    00477        val[2]!=u ||
    00478        val[3]!=v){
    00479       val[0]=llx;
    00480       val[1]=lly;
    00481       val[2]=u;
    00482       val[3]=v;
    00483       ::glViewport(llx,lly,u,v);
    00484     }
    00485   }
    00486   // only needs to be called if scissor changes (and it usually won't)
    00487   GLint Scissor_bucket[4];
    00488   inline void glScissor(GLint llx,GLint lly,GLint u,GLint v){
    00489     register GLint *val=Scissor_bucket;
    00490     if(val[0]!=llx ||
    00491        val[1]!=lly ||
    00492        val[2]!=u ||
    00493        val[3]!=v){
    00494       val[0]=llx;
    00495       val[1]=lly;
    00496       val[2]=u;
    00497       val[3]=v;
    00498       ::glScissor(llx,lly,u,v);
    00499     }
    00500   }
    00501
    00502   // what is the order of the clip plane eqn???
    00503   // GL_CLIP_PLANE0 = 0x3000
    00504   GLdouble ClipPlane_bucket[4*GL_MAX_CLIP_PLANES];
    00505   inline void glClipPlane(GLenum e,const GLdouble *eqn){
    00506     register GLdouble *val=ClipPlane_bucket + ((e-0x3000)<<2);
    00507     if(val[0]!=eqn[0] ||
    00508        val[1]!=eqn[1] ||
    00509        val[2]!=eqn[2] ||
    00510        val[3]!=eqn[3]){
    00511       val[0]=eqn[0];
    00512       val[1]=eqn[1];
    00513       val[2]=eqn[2];
    00514       val[3]=eqn[3];
    00515       ::glClipPlane(e,eqn);
    00516     }
    00517   }
    00518
    00519   // face=
    00520   //   GL_FRONT          = 0x0404
    00521   //   GL_BACK           = 0x0405
    00522   //   GL_FRONT_AND_BACK = 0x0408
    00523   GLenum ColorMaterial_bucket[8];
    00524   inline void glColorMaterial(GLenum face,GLenum mode ){
    00525     register GLenum *val= ColorMaterial_bucket + (face-0x0404);
    00526     if(*val!=mode){
    00527       *val=mode;
    00528       ::glColorMaterial(face,mode);
    00529     }
    00530   }
    00531   GLfloat PointSize_bucket;
    00532   inline void glPointSize(GLfloat f) {
    00533     if(f!=PointSize_bucket){
    00534       PointSize_bucket=f;
    00535       ::glPointSize(f);
    00536     }
    00537   }
    00538   GLfloat LineWidth_bucket;
    00539   inline void glLineWidth(GLfloat f){
    00540     if(f!=LineWidth_bucket){
    00541       LineWidth_bucket=f;
    00542       ::glPointSize(f);
    00543     }
    00544   }
    00545   GLint LineStipple_FACTOR_bucket;
    00546   GLushort LineStipple_PATTERN_bucket;
    00547   inline void glLineStipple(GLint factor, GLushort pattern )
    00548     {
    00549       if(factor!=LineStipple_FACTOR_bucket ||
    00550          pattern!=LineStipple_PATTERN_bucket)
    00551         {
    00552         LineStipple_FACTOR_bucket=factor;
    00553         LineStipple_PATTERN_bucket=pattern;
    00554         ::glLineStipple(factor,pattern);
    00555         }
    00556     }
    00557
    00558   GLclampd DepthRange_NEAR_bucket;
    00559   GLclampd DepthRange_FAR_bucket;
    00560   inline void glDepthRange(GLclampd nearval,GLclampd farval )
    00561     {
    00562       if(DepthRange_NEAR_bucket!=nearval ||
    00563          DepthRange_FAR_bucket!=farval)
    00564         {
    00565         DepthRange_NEAR_bucket=nearval;
    00566         DepthRange_FAR_bucket=farval;
    00567         ::glDepthRange(nearval,farval);
    00568         }
    00569     }
    00570
    00571 #ifdef GL_VERSION_1_1
    00572   // enable GL_POLYGON_OFFSET_FILL = 0x8037
    00573   GLfloat PolygonOffset_bucket[2];
    00574   inline void glPolygonOffset( GLfloat f,GLfloat u) {
    00575     if(PolygonOffset_bucket[0]!=f ||
    00576        PolygonOffset_bucket[1]!=u){
    00577       PolygonOffset_bucket[0]=f;
    00578       PolygonOffset_bucket[1]=u;
    00579       ::glPolygonOffset(f,u);
    00580     }
    00581   }
    00582 #endif
    00583 };
    00584
    00585
    00586 //#ifdef vtkOpenGLStateCache_Cache
    00587 //#undef vtkOpenGLStateCache_Cache
    00588 //#endif