reactos/dll/opengl/mesa/get.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

3199 lines
97 KiB
C

/* $Id: get.c,v 1.19 1998/02/04 05:00:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.6
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: get.c,v $
* Revision 1.19 1998/02/04 05:00:28 brianp
* more casts for Amiga StormC
*
* Revision 1.18 1998/02/03 23:45:02 brianp
* added casts to prevent warnings with Amiga StormC compiler
*
* Revision 1.17 1997/12/06 18:06:50 brianp
* moved several static display list vars into GLcontext
*
* Revision 1.16 1997/10/29 01:29:09 brianp
* added GL_EXT_point_parameters extension from Daniel Barrero
*
* Revision 1.15 1997/10/16 01:59:08 brianp
* added GL_EXT_shared_texture_palette extension
*
* Revision 1.14 1997/07/24 01:25:18 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.13 1997/06/20 02:00:27 brianp
* replaced Current.IntColor with Current.ByteColor
*
* Revision 1.12 1997/05/28 03:24:54 brianp
* added precompiled header (PCH) support
*
* Revision 1.11 1997/05/26 21:13:42 brianp
* rewrite code for GL_RED/GREEN/BLUE/ALPHA_BITS
*
* Revision 1.10 1997/04/26 04:33:11 brianp
* glGet(accum, stencil, depth bits) always returned non-zero values- wrong
*
* Revision 1.9 1997/03/11 00:57:38 brianp
* removed redundant GL_POLYGON_OFFSET_FACTOR_EXT cases
*
* Revision 1.8 1997/02/10 21:15:59 brianp
* renamed GL_TEXTURE_BINDING_3D_EXT to GL_TEXTURE_3D_BINDING_EXT
*
* Revision 1.7 1997/02/09 19:53:43 brianp
* now use TEXTURE_xD enable constants
*
* Revision 1.6 1997/02/09 18:49:23 brianp
* added GL_EXT_texture3D support
*
* Revision 1.5 1997/01/30 21:05:20 brianp
* moved in gl_GetPointerv() from varray.c
* added some missing GLenums to the glGet*() functions
*
* Revision 1.4 1997/01/28 22:13:42 brianp
* now there's separate state for CI and RGBA logic op enabled
*
* Revision 1.3 1996/10/11 03:43:34 brianp
* replaced old texture _EXT symbols
* added GL_EXT_polygon_offset stuff
*
* Revision 1.2 1996/09/15 14:17:30 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <string.h>
#include "context.h"
#include "get.h"
#include "dlist.h"
#include "macros.h"
#include "types.h"
#endif
#define FLOAT_TO_BOOL(X) ( (X)==0.0F ? GL_FALSE : GL_TRUE )
#define INT_TO_BOOL(I) ( (I)==0 ? GL_FALSE : GL_TRUE )
#define ENUM_TO_BOOL(E) ( (E)==0 ? GL_FALSE : GL_TRUE )
#ifdef SPECIALCAST
/* Needed for an Amiga compiler */
#define ENUM_TO_FLOAT(X) ((GLfloat)(GLint)(X))
#define ENUM_TO_DOUBLE(X) ((GLdouble)(GLint)(X))
#else
/* all other compilers */
#define ENUM_TO_FLOAT(X) ((GLfloat)(X))
#define ENUM_TO_DOUBLE(X) ((GLdouble)(X))
#endif
void gl_GetBooleanv( GLcontext *ctx, GLenum pname, GLboolean *params )
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glGetBooleanv" );
return;
}
switch (pname) {
case GL_ACCUM_RED_BITS:
case GL_ACCUM_GREEN_BITS:
case GL_ACCUM_BLUE_BITS:
case GL_ACCUM_ALPHA_BITS:
*params = INT_TO_BOOL(ctx->Visual->AccumBits);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[3]);
break;
case GL_ALPHA_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.AlphaBias);
break;
case GL_ALPHA_BITS:
*params = INT_TO_BOOL(ctx->Visual->AlphaBits);
break;
case GL_ALPHA_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.AlphaScale);
break;
case GL_ALPHA_TEST:
*params = ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_BOOL(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = FLOAT_TO_BOOL(ctx->Color.AlphaRef);
break;
case GL_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (NUM_AUX_BUFFERS) ? GL_TRUE : GL_FALSE;
break;
case GL_BLEND:
*params = ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_BOOL(ctx->Color.BlendDst);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrc);
break;
case GL_BLUE_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.BlueBias);
break;
case GL_BLUE_BITS:
*params = INT_TO_BOOL( ctx->Visual->BlueBits );
break;
case GL_BLUE_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.BlueScale);
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ClientAttribStackDepth);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
*params = ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(ctx->Color.ClearColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Color.ClearColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Color.ClearColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Color.ClearColor[3]);
break;
case GL_COLOR_MATERIAL:
*params = ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_BOOL(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_BOOL(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = (ctx->Color.ColorMask & 8) ? GL_TRUE : GL_FALSE;
params[1] = (ctx->Color.ColorMask & 4) ? GL_TRUE : GL_FALSE;
params[2] = (ctx->Color.ColorMask & 2) ? GL_TRUE : GL_FALSE;
params[3] = (ctx->Color.ColorMask & 1) ? GL_TRUE : GL_FALSE;
break;
case GL_CULL_FACE:
*params = ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_BOOL(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
params[0] = INT_TO_BOOL(ctx->Current.ByteColor[0]);
params[1] = INT_TO_BOOL(ctx->Current.ByteColor[1]);
params[2] = INT_TO_BOOL(ctx->Current.ByteColor[2]);
params[3] = INT_TO_BOOL(ctx->Current.ByteColor[3]);
break;
case GL_CURRENT_INDEX:
*params = INT_TO_BOOL(ctx->Current.Index);
break;
case GL_CURRENT_NORMAL:
params[0] = FLOAT_TO_BOOL(ctx->Current.Normal[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.Normal[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.Normal[2]);
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterColor[3]);
break;
case GL_CURRENT_RASTER_DISTANCE:
*params = FLOAT_TO_BOOL(ctx->Current.RasterDistance);
break;
case GL_CURRENT_RASTER_INDEX:
*params = FLOAT_TO_BOOL(ctx->Current.RasterIndex);
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterPos[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterPos[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterPos[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterPos[3]);
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoord[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoord[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoord[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoord[3]);
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = FLOAT_TO_BOOL(ctx->Current.TexCoord[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.TexCoord[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.TexCoord[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.TexCoord[3]);
break;
case GL_DEPTH_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.DepthBias);
break;
case GL_DEPTH_BITS:
*params = INT_TO_BOOL(ctx->Visual->DepthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
*params = FLOAT_TO_BOOL(ctx->Depth.Clear);
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_BOOL(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Viewport.Near);
params[1] = FLOAT_TO_BOOL(ctx->Viewport.Far);
break;
case GL_DEPTH_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.DepthScale);
break;
case GL_DEPTH_TEST:
*params = ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = ctx->Depth.Mask;
break;
case GL_DITHER:
*params = ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = ctx->Visual->DBflag;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_BOOL(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
*params = ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
/* TODO: is this right? Or, return number of entries in buffer? */
*params = INT_TO_BOOL(ctx->Feedback.BufferSize);
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = INT_TO_BOOL(ctx->Feedback.Type);
break;
case GL_FOG:
*params = ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_BOOL(ctx->Fog.Color[0]);
params[1] = FLOAT_TO_BOOL(ctx->Fog.Color[1]);
params[2] = FLOAT_TO_BOOL(ctx->Fog.Color[2]);
params[3] = FLOAT_TO_BOOL(ctx->Fog.Color[3]);
break;
case GL_FOG_DENSITY:
*params = FLOAT_TO_BOOL(ctx->Fog.Density);
break;
case GL_FOG_END:
*params = FLOAT_TO_BOOL(ctx->Fog.End);
break;
case GL_FOG_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = FLOAT_TO_BOOL(ctx->Fog.Index);
break;
case GL_FOG_MODE:
*params = ENUM_TO_BOOL(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = FLOAT_TO_BOOL(ctx->Fog.End);
break;
case GL_FRONT_FACE:
*params = ENUM_TO_BOOL(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.GreenBias);
break;
case GL_GREEN_BITS:
*params = INT_TO_BOOL( ctx->Visual->GreenBits );
break;
case GL_GREEN_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.GreenScale);
break;
case GL_INDEX_BITS:
*params = INT_TO_BOOL( ctx->Visual->IndexBits );
break;
case GL_INDEX_CLEAR_VALUE:
*params = INT_TO_BOOL(ctx->Color.ClearIndex);
break;
case GL_INDEX_MODE:
*params = ctx->Visual->RGBAflag ? GL_FALSE : GL_TRUE;
break;
case GL_INDEX_OFFSET:
*params = INT_TO_BOOL(ctx->Pixel.IndexOffset);
break;
case GL_INDEX_SHIFT:
*params = INT_TO_BOOL(ctx->Pixel.IndexShift);
break;
case GL_INDEX_WRITEMASK:
*params = INT_TO_BOOL(ctx->Color.IndexMask);
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[0]);
params[1] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[1]);
params[2] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[2]);
params[3] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[3]);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = INT_TO_BOOL(ctx->Line.StipplePattern);
break;
case GL_LINE_STIPPLE_REPEAT:
*params = INT_TO_BOOL(ctx->Line.StippleFactor);
break;
case GL_LINE_WIDTH:
*params = FLOAT_TO_BOOL(ctx->Line.Width);
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = FLOAT_TO_BOOL(LINE_WIDTH_GRANULARITY);
break;
case GL_LINE_WIDTH_RANGE:
params[0] = FLOAT_TO_BOOL(MIN_LINE_WIDTH);
params[1] = FLOAT_TO_BOOL(MAX_LINE_WIDTH);
break;
case GL_LIST_BASE:
*params = INT_TO_BOOL(ctx->List.ListBase);
break;
case GL_LIST_INDEX:
*params = INT_TO_BOOL( ctx->CurrentListNum );
break;
case GL_LIST_MODE:
*params = ENUM_TO_BOOL( ctx->ExecuteFlag
? GL_COMPILE_AND_EXECUTE : GL_COMPILE );
break;
case GL_INDEX_LOGIC_OP:
*params = ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_BOOL(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u1);
params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u2);
break;
case GL_MAP1_GRID_SEGMENTS:
*params = INT_TO_BOOL(ctx->Eval.MapGrid1un);
break;
case GL_MAP1_INDEX:
*params = ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u1);
params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u2);
params[2] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v1);
params[3] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v2);
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = INT_TO_BOOL(ctx->Eval.MapGrid2un);
params[1] = INT_TO_BOOL(ctx->Eval.MapGrid2vn);
break;
case GL_MAP2_INDEX:
*params = ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_BOOL( ctx->Transform.MatrixMode );
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL( MAX_CLIENT_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIP_PLANES:
*params = INT_TO_BOOL(MAX_CLIP_PLANES);
break;
case GL_MAX_EVAL_ORDER:
*params = INT_TO_BOOL(MAX_EVAL_ORDER);
break;
case GL_MAX_LIGHTS:
*params = INT_TO_BOOL(MAX_LIGHTS);
break;
case GL_MAX_LIST_NESTING:
*params = INT_TO_BOOL(MAX_LIST_NESTING);
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_MODELVIEW_STACK_DEPTH);
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_NAME_STACK_DEPTH);
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = INT_TO_BOOL(MAX_PIXEL_MAP_TABLE);
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_PROJECTION_STACK_DEPTH);
break;
case GL_MAX_TEXTURE_SIZE:
*params = INT_TO_BOOL(MAX_TEXTURE_SIZE);
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_TEXTURE_STACK_DEPTH);
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = INT_TO_BOOL(MAX_WIDTH);
params[1] = INT_TO_BOOL(MAX_HEIGHT);
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->ModelViewMatrix[i]);
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ModelViewStackDepth);
break;
case GL_NAME_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->Select.NameStackDepth);
break;
case GL_NORMALIZE:
*params = ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = INT_TO_BOOL(ctx->Pack.Alignment);
break;
case GL_PACK_LSB_FIRST:
*params = ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = INT_TO_BOOL(ctx->Pack.RowLength);
break;
case GL_PACK_SKIP_PIXELS:
*params = INT_TO_BOOL(ctx->Pack.SkipPixels);
break;
case GL_PACK_SKIP_ROWS:
*params = INT_TO_BOOL(ctx->Pack.SkipRows);
break;
case GL_PACK_SWAP_BYTES:
*params = ctx->Pack.SwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapAtoAsize);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapBtoBsize);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapGtoGsize);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoAsize);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoBsize);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoGsize);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoIsize);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoRsize);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapRtoRsize);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapStoSsize);
break;
case GL_POINT_SIZE:
*params = FLOAT_TO_BOOL(ctx->Point.Size );
break;
case GL_POINT_SIZE_GRANULARITY:
*params = FLOAT_TO_BOOL(POINT_SIZE_GRANULARITY );
break;
case GL_POINT_SIZE_RANGE:
params[0] = FLOAT_TO_BOOL(MIN_POINT_SIZE );
params[1] = FLOAT_TO_BOOL(MAX_POINT_SIZE );
break;
case GL_POINT_SMOOTH:
*params = ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PointSmooth);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_BOOL(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode);
break;
#ifdef GL_EXT_polygon_offset
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits );
break;
#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor );
break;
case GL_POLYGON_OFFSET_UNITS:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits );
break;
case GL_POLYGON_SMOOTH:
*params = ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
*params = ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->ProjectionMatrix[i]);
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ProjectionStackDepth);
break;
case GL_READ_BUFFER:
*params = ENUM_TO_BOOL(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.RedBias);
break;
case GL_RED_BITS:
*params = INT_TO_BOOL( ctx->Visual->RedBits );
break;
case GL_RED_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.RedScale);
break;
case GL_RENDER_MODE:
*params = ENUM_TO_BOOL(ctx->RenderMode);
break;
case GL_RGBA_MODE:
*params = ctx->Visual->RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = INT_TO_BOOL(ctx->Scissor.X);
params[1] = INT_TO_BOOL(ctx->Scissor.Y);
params[2] = INT_TO_BOOL(ctx->Scissor.Width);
params[3] = INT_TO_BOOL(ctx->Scissor.Height);
break;
case GL_SCISSOR_TEST:
*params = ctx->Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_BOOL(ctx->Light.ShadeModel);
break;
case GL_STENCIL_BITS:
*params = INT_TO_BOOL(ctx->Visual->StencilBits);
break;
case GL_STENCIL_CLEAR_VALUE:
*params = INT_TO_BOOL(ctx->Stencil.Clear);
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_BOOL(ctx->Stencil.FailFunc);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_BOOL(ctx->Stencil.Function);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc);
break;
case GL_STENCIL_REF:
*params = INT_TO_BOOL(ctx->Stencil.Ref);
break;
case GL_STENCIL_TEST:
*params = ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = INT_TO_BOOL(ctx->Stencil.ValueMask);
break;
case GL_STENCIL_WRITEMASK:
*params = INT_TO_BOOL(ctx->Stencil.WriteMask);
break;
case GL_STEREO:
*params = GL_FALSE; /* TODO */
break;
case GL_SUBPIXEL_BITS:
*params = INT_TO_BOOL(0); /* TODO */
break;
case GL_TEXTURE_1D:
*params = (ctx->Texture.Enabled & TEXTURE_1D) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_2D:
*params = (ctx->Texture.Enabled & TEXTURE_2D) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = FLOAT_TO_BOOL(ctx->Texture.EnvColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Texture.EnvColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Texture.EnvColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Texture.EnvColor[3]);
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_BOOL(ctx->Texture.EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (ctx->Texture.TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_T:
*params = (ctx->Texture.TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_R:
*params = (ctx->Texture.TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_Q:
*params = (ctx->Texture.TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->TextureMatrix[i]);
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->TextureStackDepth);
break;
case GL_UNPACK_ALIGNMENT:
*params = INT_TO_BOOL(ctx->Unpack.Alignment);
break;
case GL_UNPACK_LSB_FIRST:
*params = ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = INT_TO_BOOL(ctx->Unpack.RowLength);
break;
case GL_UNPACK_SKIP_PIXELS:
*params = INT_TO_BOOL(ctx->Unpack.SkipPixels);
break;
case GL_UNPACK_SKIP_ROWS:
*params = INT_TO_BOOL(ctx->Unpack.SkipRows);
break;
case GL_UNPACK_SWAP_BYTES:
*params = ctx->Unpack.SwapBytes;
break;
case GL_VIEWPORT:
params[0] = INT_TO_BOOL(ctx->Viewport.X);
params[1] = INT_TO_BOOL(ctx->Viewport.Y);
params[2] = INT_TO_BOOL(ctx->Viewport.Width);
params[3] = INT_TO_BOOL(ctx->Viewport.Height);
break;
case GL_ZOOM_X:
*params = FLOAT_TO_BOOL(ctx->Pixel.ZoomX);
break;
case GL_ZOOM_Y:
*params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY);
break;
case GL_VERTEX_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.VertexSize);
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.VertexType);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.VertexStride);
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.NormalType);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.NormalStride);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_COLOR_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.ColorSize);
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.ColorType);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.ColorStride);
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.IndexType);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.IndexStride);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.TexCoordSize);
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.TexCoordType);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.TexCoordStride);
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.EdgeFlagStride);
break;
case GL_EDGE_FLAG_ARRAY_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_TEXTURE_BINDING_1D:
*params = INT_TO_BOOL(ctx->Texture.Current1D->Name);
break;
case GL_TEXTURE_BINDING_2D:
*params = INT_TO_BOOL(ctx->Texture.Current2D->Name);
break;
case GL_TEXTURE_3D_BINDING_EXT:
*params = INT_TO_BOOL(ctx->Texture.Current2D->Name);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" );
}
}
void gl_GetDoublev( GLcontext *ctx, GLenum pname, GLdouble *params )
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glGetDoublev" );
return;
}
switch (pname) {
case GL_ACCUM_RED_BITS:
case GL_ACCUM_GREEN_BITS:
case GL_ACCUM_BLUE_BITS:
case GL_ACCUM_ALPHA_BITS:
*params = (GLdouble) ctx->Visual->AccumBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = (GLdouble) ctx->Accum.ClearColor[0];
params[1] = (GLdouble) ctx->Accum.ClearColor[1];
params[2] = (GLdouble) ctx->Accum.ClearColor[2];
params[3] = (GLdouble) ctx->Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = (GLdouble) ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = (GLdouble) ctx->Visual->AlphaBits;
break;
case GL_ALPHA_SCALE:
*params = (GLdouble) ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLdouble) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = (GLdouble) ctx->Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLdouble ) ctx->AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLdouble) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLdouble) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLdouble) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDst);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrc);
break;
case GL_BLUE_BIAS:
*params = (GLdouble) ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLdouble) ctx->Visual->BlueBits;
break;
case GL_BLUE_SCALE:
*params = (GLdouble) ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLdouble) ctx->ClientAttribStackDepth;
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
*params = (GLdouble) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = (GLdouble) ctx->Color.ClearColor[0];
params[1] = (GLdouble) ctx->Color.ClearColor[1];
params[2] = (GLdouble) ctx->Color.ClearColor[2];
params[3] = (GLdouble) ctx->Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLdouble) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = (ctx->Color.ColorMask & 8) ? 1.0 : 0.0;
params[1] = (ctx->Color.ColorMask & 4) ? 1.0 : 0.0;
params[2] = (ctx->Color.ColorMask & 2) ? 1.0 : 0.0;
params[3] = (ctx->Color.ColorMask & 1) ? 1.0 : 0.0;
break;
case GL_CULL_FACE:
*params = (GLdouble) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_DOUBLE(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
params[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale;
params[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale;
params[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale;
params[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale;
break;
case GL_CURRENT_INDEX:
*params = (GLdouble) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = (GLdouble) ctx->Current.Normal[0];
params[1] = (GLdouble) ctx->Current.Normal[1];
params[2] = (GLdouble) ctx->Current.Normal[2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = (GLdouble) ctx->Current.RasterColor[0];
params[1] = (GLdouble) ctx->Current.RasterColor[1];
params[2] = (GLdouble) ctx->Current.RasterColor[2];
params[3] = (GLdouble) ctx->Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLdouble) ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLdouble) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLdouble) ctx->Current.RasterPos[0];
params[1] = (GLdouble) ctx->Current.RasterPos[1];
params[2] = (GLdouble) ctx->Current.RasterPos[2];
params[3] = (GLdouble) ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLdouble) ctx->Current.RasterTexCoord[0];
params[1] = (GLdouble) ctx->Current.RasterTexCoord[1];
params[2] = (GLdouble) ctx->Current.RasterTexCoord[2];
params[3] = (GLdouble) ctx->Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLdouble) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLdouble) ctx->Current.TexCoord[0];
params[1] = (GLdouble) ctx->Current.TexCoord[1];
params[2] = (GLdouble) ctx->Current.TexCoord[2];
params[3] = (GLdouble) ctx->Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLdouble) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLdouble) ctx->Visual->DepthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLdouble) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = (GLdouble) ctx->Viewport.Near;
params[1] = (GLdouble) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLdouble) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLdouble) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLdouble) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLdouble) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLdouble) ctx->Visual->DBflag;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_DOUBLE(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
*params = (GLdouble) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
/* TODO: is this right? Or, return number of entries in buffer? */
*params = (GLdouble) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Feedback.Type);
break;
case GL_FOG:
*params = (GLdouble) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = (GLdouble) ctx->Fog.Color[0];
params[1] = (GLdouble) ctx->Fog.Color[1];
params[2] = (GLdouble) ctx->Fog.Color[2];
params[3] = (GLdouble) ctx->Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = (GLdouble) ctx->Fog.Density;
break;
case GL_FOG_END:
*params = (GLdouble) ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = (GLdouble) ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = ENUM_TO_DOUBLE(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = (GLdouble) ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = ENUM_TO_DOUBLE(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = (GLdouble) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLdouble) ctx->Visual->GreenBits;
break;
case GL_GREEN_SCALE:
*params = (GLdouble) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLdouble) ctx->Visual->IndexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLdouble) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual->RGBAflag ? 0.0 : 1.0;
break;
case GL_INDEX_OFFSET:
*params = (GLdouble) ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLdouble) ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLdouble) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLdouble) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLdouble) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = (GLdouble) ctx->Light.Model.Ambient[0];
params[1] = (GLdouble) ctx->Light.Model.Ambient[1];
params[2] = (GLdouble) ctx->Light.Model.Ambient[2];
params[3] = (GLdouble) ctx->Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLdouble) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLdouble) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLdouble) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = (GLdouble) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLdouble) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLdouble) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLdouble) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLdouble) LINE_WIDTH_GRANULARITY;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLdouble) MIN_LINE_WIDTH;
params[1] = (GLdouble) MAX_LINE_WIDTH;
break;
case GL_LIST_BASE:
*params = (GLdouble) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLdouble) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? ENUM_TO_DOUBLE(GL_COMPILE_AND_EXECUTE)
: ENUM_TO_DOUBLE(GL_COMPILE);
break;
case GL_INDEX_LOGIC_OP:
*params = (GLdouble) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLdouble) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_DOUBLE(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = (GLdouble) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLdouble) ctx->Eval.MapGrid1u1;
params[1] = (GLdouble) ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLdouble) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLdouble) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLdouble) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLdouble) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLdouble) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLdouble) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLdouble) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLdouble) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLdouble) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLdouble) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLdouble) ctx->Eval.MapGrid2u1;
params[1] = (GLdouble) ctx->Eval.MapGrid2u2;
params[2] = (GLdouble) ctx->Eval.MapGrid2v1;
params[3] = (GLdouble) ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLdouble) ctx->Eval.MapGrid2un;
params[1] = (GLdouble) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLdouble) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLdouble) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLdouble) ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLdouble) ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLdouble) ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLdouble) ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLdouble) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLdouble) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLdouble) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLdouble) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_DOUBLE(ctx->Transform.MatrixMode);
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLdouble) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLdouble) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLdouble) MAX_CLIP_PLANES;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLdouble) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLdouble) MAX_LIGHTS;
break;
case GL_MAX_LIST_NESTING:
*params = (GLdouble) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLdouble) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLdouble) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLdouble) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLdouble) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (GLdouble) MAX_TEXTURE_SIZE;
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLdouble) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLdouble) MAX_WIDTH;
params[1] = (GLdouble) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLdouble) ctx->ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLdouble) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLdouble) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLdouble) ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLdouble) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLdouble) ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLdouble) ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLdouble) ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLdouble) ctx->Pack.SwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLdouble) ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLdouble) ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLdouble) ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLdouble) ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLdouble) ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLdouble) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLdouble) POINT_SIZE_GRANULARITY;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLdouble) MIN_POINT_SIZE;
params[1] = (GLdouble) MAX_POINT_SIZE;
break;
case GL_POINT_SMOOTH:
*params = (GLdouble) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PointSmooth);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_DOUBLE(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode);
break;
#ifdef GL_EXT_polygon_offset
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = (GLdouble) ctx->Polygon.OffsetUnits;
break;
#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLdouble) ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = (GLdouble) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLdouble) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLdouble) ctx->PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLdouble) ctx->ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = ENUM_TO_DOUBLE(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = (GLdouble) ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLdouble) ctx->Visual->RedBits;
break;
case GL_RED_SCALE:
*params = (GLdouble) ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = ENUM_TO_DOUBLE(ctx->RenderMode);
break;
case GL_RGBA_MODE:
*params = (GLdouble) ctx->Visual->RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLdouble) ctx->Scissor.X;
params[1] = (GLdouble) ctx->Scissor.Y;
params[2] = (GLdouble) ctx->Scissor.Width;
params[3] = (GLdouble) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLdouble) ctx->Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_DOUBLE(ctx->Light.ShadeModel);
break;
case GL_STENCIL_BITS:
*params = (GLdouble) ctx->Visual->StencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLdouble) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Stencil.Function);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc);
break;
case GL_STENCIL_REF:
*params = (GLdouble) ctx->Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLdouble) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLdouble) ctx->Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLdouble) ctx->Stencil.WriteMask;
break;
case GL_STEREO:
*params = 0.0; /* TODO */
break;
case GL_SUBPIXEL_BITS:
*params = 0.0; /* TODO */
break;
case GL_TEXTURE_1D:
*params = (ctx->Texture.Enabled & TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (ctx->Texture.Enabled & TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = (GLdouble) ctx->Texture.EnvColor[0];
params[1] = (GLdouble) ctx->Texture.EnvColor[1];
params[2] = (GLdouble) ctx->Texture.EnvColor[2];
params[3] = (GLdouble) ctx->Texture.EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_DOUBLE(ctx->Texture.EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (ctx->Texture.TexGenEnabled & S_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_T:
*params = (ctx->Texture.TexGenEnabled & T_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_R:
*params = (ctx->Texture.TexGenEnabled & R_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_Q:
*params = (ctx->Texture.TexGenEnabled & Q_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLdouble) ctx->TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLdouble) ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLdouble) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLdouble) ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLdouble) ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLdouble) ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLdouble) ctx->Unpack.SwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLdouble) ctx->Viewport.X;
params[1] = (GLdouble) ctx->Viewport.Y;
params[2] = (GLdouble) ctx->Viewport.Width;
params[3] = (GLdouble) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLdouble) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLdouble) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.VertexType);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.NormalType);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.ColorType);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.IndexType);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.TexCoordType);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLdouble) ctx->Texture.Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = (GLdouble) ctx->Texture.Current2D->Name;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" );
}
}
void gl_GetFloatv( GLcontext *ctx, GLenum pname, GLfloat *params )
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glGetFloatv" );
return;
}
switch (pname) {
case GL_ACCUM_RED_BITS:
case GL_ACCUM_GREEN_BITS:
case GL_ACCUM_BLUE_BITS:
case GL_ACCUM_ALPHA_BITS:
*params = (GLfloat) ctx->Visual->AccumBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = ctx->Accum.ClearColor[0];
params[1] = ctx->Accum.ClearColor[1];
params[2] = ctx->Accum.ClearColor[2];
params[3] = ctx->Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = (GLfloat) ctx->Visual->AlphaBits;
break;
case GL_ALPHA_SCALE:
*params = ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLfloat) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = (GLfloat) ctx->Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLfloat ) ctx->AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLfloat) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLfloat) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLfloat) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDst);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrc);
break;
case GL_BLUE_BIAS:
*params = ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLfloat) ctx->Visual->BlueBits;
break;
case GL_BLUE_SCALE:
*params = ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLfloat) ctx->ClientAttribStackDepth;
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
*params = (GLfloat) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = (GLfloat) ctx->Color.ClearColor[0];
params[1] = (GLfloat) ctx->Color.ClearColor[1];
params[2] = (GLfloat) ctx->Color.ClearColor[2];
params[3] = (GLfloat) ctx->Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLfloat) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = (ctx->Color.ColorMask & 8) ? 1.0F : 0.0F;
params[1] = (ctx->Color.ColorMask & 4) ? 1.0F : 0.0F;
params[2] = (ctx->Color.ColorMask & 2) ? 1.0F : 0.0F;
params[3] = (ctx->Color.ColorMask & 1) ? 1.0F : 0.0F;
break;
case GL_CULL_FACE:
*params = (GLfloat) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
params[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale;
params[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale;
params[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale;
params[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale;
break;
case GL_CURRENT_INDEX:
*params = (GLfloat) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = ctx->Current.Normal[0];
params[1] = ctx->Current.Normal[1];
params[2] = ctx->Current.Normal[2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = ctx->Current.RasterColor[0];
params[1] = ctx->Current.RasterColor[1];
params[2] = ctx->Current.RasterColor[2];
params[3] = ctx->Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLfloat) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = ctx->Current.RasterPos[0];
params[1] = ctx->Current.RasterPos[1];
params[2] = ctx->Current.RasterPos[2];
params[3] = ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = ctx->Current.RasterTexCoord[0];
params[1] = ctx->Current.RasterTexCoord[1];
params[2] = ctx->Current.RasterTexCoord[2];
params[3] = ctx->Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLfloat) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLfloat) ctx->Current.TexCoord[0];
params[1] = (GLfloat) ctx->Current.TexCoord[1];
params[2] = (GLfloat) ctx->Current.TexCoord[2];
params[3] = (GLfloat) ctx->Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLfloat) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLfloat) ctx->Visual->DepthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLfloat) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_FLOAT(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = (GLfloat) ctx->Viewport.Near;
params[1] = (GLfloat) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLfloat) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLfloat) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLfloat) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLfloat) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLfloat) ctx->Visual->DBflag;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_FLOAT(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
*params = (GLfloat) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
/* TODO: is this right? Or, return number of entries in buffer? */
*params = (GLfloat) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ENUM_TO_FLOAT(ctx->Feedback.Type);
break;
case GL_FOG:
*params = (GLfloat) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = ctx->Fog.Color[0];
params[1] = ctx->Fog.Color[1];
params[2] = ctx->Fog.Color[2];
params[3] = ctx->Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = ctx->Fog.Density;
break;
case GL_FOG_END:
*params = ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = ENUM_TO_FLOAT(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = (GLfloat) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLfloat) ctx->Visual->GreenBits;
break;
case GL_GREEN_SCALE:
*params = (GLfloat) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLfloat) ctx->Visual->IndexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLfloat) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual->RGBAflag ? 0.0F : 1.0F;
break;
case GL_INDEX_OFFSET:
*params = (GLfloat) ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLfloat) ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLfloat) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLfloat) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLfloat) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = ctx->Light.Model.Ambient[0];
params[1] = ctx->Light.Model.Ambient[1];
params[2] = ctx->Light.Model.Ambient[2];
params[3] = ctx->Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLfloat) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLfloat) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLfloat) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = (GLfloat) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLfloat) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLfloat) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLfloat) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLfloat) LINE_WIDTH_GRANULARITY;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLfloat) MIN_LINE_WIDTH;
params[1] = (GLfloat) MAX_LINE_WIDTH;
break;
case GL_LIST_BASE:
*params = (GLfloat) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLfloat) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? ENUM_TO_FLOAT(GL_COMPILE_AND_EXECUTE)
: ENUM_TO_FLOAT(GL_COMPILE);
break;
case GL_INDEX_LOGIC_OP:
*params = (GLfloat) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLfloat) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_FLOAT(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = (GLfloat) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = ctx->Eval.MapGrid1u1;
params[1] = ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLfloat) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLfloat) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLfloat) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLfloat) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLfloat) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLfloat) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLfloat) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLfloat) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLfloat) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLfloat) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = ctx->Eval.MapGrid2u1;
params[1] = ctx->Eval.MapGrid2u2;
params[2] = ctx->Eval.MapGrid2v1;
params[3] = ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLfloat) ctx->Eval.MapGrid2un;
params[1] = (GLfloat) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLfloat) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLfloat) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLfloat) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLfloat) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLfloat) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLfloat) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLfloat) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLfloat) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLfloat) MAX_CLIP_PLANES;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLfloat) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLfloat) MAX_LIGHTS;
break;
case GL_MAX_LIST_NESTING:
*params = (GLfloat) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLfloat) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLfloat) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLfloat) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLfloat) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (GLfloat) MAX_TEXTURE_SIZE;
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLfloat) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLfloat) MAX_WIDTH;
params[1] = (GLfloat) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLfloat) ctx->ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLfloat) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLfloat) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLfloat) ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLfloat) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLfloat) ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLfloat) ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLfloat) ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLfloat) ctx->Pack.SwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLfloat) ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLfloat) ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLfloat) ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLfloat) ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLfloat) ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLfloat) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLfloat) POINT_SIZE_GRANULARITY;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLfloat) MIN_POINT_SIZE;
params[1] = (GLfloat) MAX_POINT_SIZE;
break;
case GL_POINT_SMOOTH:
*params = (GLfloat) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode);
break;
#ifdef GL_EXT_polygon_offset
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = ctx->Polygon.OffsetUnits;
break;
#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLfloat) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLfloat) ctx->PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLfloat) ctx->ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLfloat) ctx->Visual->RedBits;
break;
case GL_RED_SCALE:
*params = ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = ENUM_TO_FLOAT(ctx->RenderMode);
break;
case GL_RGBA_MODE:
*params = (GLfloat) ctx->Visual->RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLfloat) ctx->Scissor.X;
params[1] = (GLfloat) ctx->Scissor.Y;
params[2] = (GLfloat) ctx->Scissor.Width;
params[3] = (GLfloat) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLfloat) ctx->Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_FLOAT(ctx->Light.ShadeModel);
break;
case GL_STENCIL_BITS:
*params = (GLfloat) ctx->Visual->StencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLfloat) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_FLOAT(ctx->Stencil.Function);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc);
break;
case GL_STENCIL_REF:
*params = (GLfloat) ctx->Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLfloat) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLfloat) ctx->Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLfloat) ctx->Stencil.WriteMask;
break;
case GL_STEREO:
*params = 0.0F; /* TODO */
break;
case GL_SUBPIXEL_BITS:
*params = 0.0F; /* TODO */
break;
case GL_TEXTURE_1D:
*params = (ctx->Texture.Enabled & TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (ctx->Texture.Enabled & TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = ctx->Texture.EnvColor[0];
params[1] = ctx->Texture.EnvColor[1];
params[2] = ctx->Texture.EnvColor[2];
params[3] = ctx->Texture.EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_FLOAT(ctx->Texture.EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (ctx->Texture.TexGenEnabled & S_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_T:
*params = (ctx->Texture.TexGenEnabled & T_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_R:
*params = (ctx->Texture.TexGenEnabled & R_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_Q:
*params = (ctx->Texture.TexGenEnabled & Q_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLfloat) ctx->TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLfloat) ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLfloat) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLfloat) ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLfloat) ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLfloat) ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLfloat) ctx->Unpack.SwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLfloat) ctx->Viewport.X;
params[1] = (GLfloat) ctx->Viewport.Y;
params[2] = (GLfloat) ctx->Viewport.Width;
params[3] = (GLfloat) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLfloat) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLfloat) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.VertexType);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.NormalType);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.ColorType);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.IndexType);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.TexCoordType);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLfloat) ctx->Texture.Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = (GLfloat) ctx->Texture.Current2D->Name;
break;
case GL_TEXTURE_3D_BINDING_EXT:
*params = (GLfloat) ctx->Texture.Current2D->Name;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" );
}
}
void gl_GetIntegerv( GLcontext *ctx, GLenum pname, GLint *params )
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glGetIntegerv" );
return;
}
switch (pname) {
case GL_ACCUM_RED_BITS:
case GL_ACCUM_GREEN_BITS:
case GL_ACCUM_BLUE_BITS:
case GL_ACCUM_ALPHA_BITS:
*params = (GLint) ctx->Visual->AccumBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( ctx->Accum.ClearColor[0] );
params[1] = FLOAT_TO_INT( ctx->Accum.ClearColor[1] );
params[2] = FLOAT_TO_INT( ctx->Accum.ClearColor[2] );
params[3] = FLOAT_TO_INT( ctx->Accum.ClearColor[3] );
break;
case GL_ALPHA_BIAS:
*params = (GLint) ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = ctx->Visual->AlphaBits;
break;
case GL_ALPHA_SCALE:
*params = (GLint) ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLint) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_REF:
*params = FLOAT_TO_INT( ctx->Color.AlphaRef );
break;
case GL_ALPHA_TEST_FUNC:
*params = (GLint) ctx->Color.AlphaFunc;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLint) ctx->AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLint) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLint) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLint) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = (GLint) ctx->Color.BlendDst;
break;
case GL_BLEND_SRC:
*params = (GLint) ctx->Color.BlendSrc;
break;
case GL_BLUE_BIAS:
*params = (GLint) ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLint) ctx->Visual->BlueBits;
break;
case GL_BLUE_SCALE:
*params = (GLint) ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = ctx->ClientAttribStackDepth;
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
i = (GLint) (pname - GL_CLIP_PLANE0);
*params = (GLint) ctx->Transform.ClipEnabled[i];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( ctx->Color.ClearColor[0] );
params[1] = FLOAT_TO_INT( ctx->Color.ClearColor[1] );
params[2] = FLOAT_TO_INT( ctx->Color.ClearColor[2] );
params[3] = FLOAT_TO_INT( ctx->Color.ClearColor[3] );
break;
case GL_COLOR_MATERIAL:
*params = (GLint) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = (GLint) ctx->Light.ColorMaterialFace;
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = (GLint) ctx->Light.ColorMaterialMode;
break;
case GL_COLOR_WRITEMASK:
params[0] = (ctx->Color.ColorMask & 8) ? 1 : 0;
params[1] = (ctx->Color.ColorMask & 4) ? 1 : 0;
params[2] = (ctx->Color.ColorMask & 2) ? 1 : 0;
params[3] = (ctx->Color.ColorMask & 1) ? 1 : 0;
break;
case GL_CULL_FACE:
*params = (GLint) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = (GLint) ctx->Polygon.CullFaceMode;
break;
case GL_CURRENT_COLOR:
params[0] = FLOAT_TO_INT( (ctx->Current.ByteColor[0]*ctx->Visual->InvRedScale) );
params[1] = FLOAT_TO_INT( (ctx->Current.ByteColor[1]*ctx->Visual->InvGreenScale) );
params[2] = FLOAT_TO_INT( (ctx->Current.ByteColor[2]*ctx->Visual->InvBlueScale) );
params[3] = FLOAT_TO_INT( (ctx->Current.ByteColor[3]*ctx->Visual->InvAlphaScale) );
break;
case GL_CURRENT_INDEX:
*params = (GLint) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = FLOAT_TO_INT( ctx->Current.Normal[0] );
params[1] = FLOAT_TO_INT( ctx->Current.Normal[1] );
params[2] = FLOAT_TO_INT( ctx->Current.Normal[2] );
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_INT( ctx->Current.RasterColor[0] );
params[1] = FLOAT_TO_INT( ctx->Current.RasterColor[1] );
params[2] = FLOAT_TO_INT( ctx->Current.RasterColor[2] );
params[3] = FLOAT_TO_INT( ctx->Current.RasterColor[3] );
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLint) ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLint) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLint) ctx->Current.RasterPos[0];
params[1] = (GLint) ctx->Current.RasterPos[1];
params[2] = (GLint) ctx->Current.RasterPos[2];
params[3] = (GLint) ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLint) ctx->Current.RasterTexCoord[0];
params[1] = (GLint) ctx->Current.RasterTexCoord[1];
params[2] = (GLint) ctx->Current.RasterTexCoord[2];
params[3] = (GLint) ctx->Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLint) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLint) ctx->Current.TexCoord[0];
params[1] = (GLint) ctx->Current.TexCoord[1];
params[2] = (GLint) ctx->Current.TexCoord[2];
params[3] = (GLint) ctx->Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLint) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = ctx->Visual->DepthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLint) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = (GLint) ctx->Depth.Func;
break;
case GL_DEPTH_RANGE:
params[0] = (GLint) ctx->Viewport.Near;
params[1] = (GLint) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLint) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLint) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLint) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLint) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLint) ctx->Visual->DBflag;
break;
case GL_DRAW_BUFFER:
*params = (GLint) ctx->Color.DrawBuffer;
break;
case GL_EDGE_FLAG:
*params = (GLint) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
/* TODO: is this right? Or, return number of entries in buffer? */
*params = ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ctx->Feedback.Type;
break;
case GL_FOG:
*params = (GLint) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_INT( ctx->Fog.Color[0] );
params[1] = FLOAT_TO_INT( ctx->Fog.Color[1] );
params[2] = FLOAT_TO_INT( ctx->Fog.Color[2] );
params[3] = FLOAT_TO_INT( ctx->Fog.Color[3] );
break;
case GL_FOG_DENSITY:
*params = (GLint) ctx->Fog.Density;
break;
case GL_FOG_END:
*params = (GLint) ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = (GLint) ctx->Hint.Fog;
break;
case GL_FOG_INDEX:
*params = (GLint) ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = (GLint) ctx->Fog.Mode;
break;
case GL_FOG_START:
*params = (GLint) ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = (GLint) ctx->Polygon.FrontFace;
break;
case GL_GREEN_BIAS:
*params = (GLint) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLint) ctx->Visual->GreenBits;
break;
case GL_GREEN_SCALE:
*params = (GLint) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLint) ctx->Visual->IndexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLint) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual->RGBAflag ? 0 : 1;
break;
case GL_INDEX_OFFSET:
*params = ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLint) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLint) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLint) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_INT( ctx->Light.Model.Ambient[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Model.Ambient[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Model.Ambient[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Model.Ambient[3] );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLint) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLint) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLint) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = (GLint) ctx->Hint.LineSmooth;
break;
case GL_LINE_STIPPLE:
*params = (GLint) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLint) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLint) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLint) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLint) LINE_WIDTH_GRANULARITY;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLint) MIN_LINE_WIDTH;
params[1] = (GLint) MAX_LINE_WIDTH;
break;
case GL_LIST_BASE:
*params = (GLint) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLint) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? (GLint) GL_COMPILE_AND_EXECUTE
: (GLint) GL_COMPILE;
break;
case GL_INDEX_LOGIC_OP:
*params = (GLint) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLint) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = (GLint) ctx->Color.LogicOp;
break;
case GL_MAP1_COLOR_4:
*params = (GLint) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLint) ctx->Eval.MapGrid1u1;
params[1] = (GLint) ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLint) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLint) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLint) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLint) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLint) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLint) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLint) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLint) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLint) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLint) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLint) ctx->Eval.MapGrid2u1;
params[1] = (GLint) ctx->Eval.MapGrid2u2;
params[2] = (GLint) ctx->Eval.MapGrid2v1;
params[3] = (GLint) ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLint) ctx->Eval.MapGrid2un;
params[1] = (GLint) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLint) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLint) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLint) ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLint) ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLint) ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLint) ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLint) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLint) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLint) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLint) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = (GLint) ctx->Transform.MatrixMode;
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLint) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLint) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLint) MAX_CLIP_PLANES;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLint) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLint) MAX_LIGHTS;
break;
case GL_MAX_LIST_NESTING:
*params = (GLint) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLint) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLint) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLint) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLint) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (GLint) MAX_TEXTURE_SIZE;
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLint) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLint) MAX_WIDTH;
params[1] = (GLint) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLint) ctx->ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLint) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLint) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLint) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLint) ctx->Pack.SwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = (GLint) ctx->Hint.PerspectiveCorrection;
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLint) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLint) POINT_SIZE_GRANULARITY;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLint) MIN_POINT_SIZE;
params[1] = (GLint) MAX_POINT_SIZE;
break;
case GL_POINT_SMOOTH:
*params = (GLint) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = (GLint) ctx->Hint.PointSmooth;
break;
case GL_POLYGON_MODE:
params[0] = (GLint) ctx->Polygon.FrontMode;
params[1] = (GLint) ctx->Polygon.BackMode;
break;
#ifdef GL_EXT_polygon_offset
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = (GLint) ctx->Polygon.OffsetUnits;
break;
#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLint) ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = (GLint) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLint) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = (GLint) ctx->Hint.PolygonSmooth;
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLint) ctx->PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLint) ctx->ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = (GLint) ctx->Pixel.ReadBuffer;
break;
case GL_RED_BIAS:
*params = (GLint) ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLint) ctx->Visual->RedBits;
break;
case GL_RED_SCALE:
*params = (GLint) ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = (GLint) ctx->RenderMode;
break;
case GL_RGBA_MODE:
*params = (GLint) ctx->Visual->RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLint) ctx->Scissor.X;
params[1] = (GLint) ctx->Scissor.Y;
params[2] = (GLint) ctx->Scissor.Width;
params[3] = (GLint) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLint) ctx->Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = (GLint) ctx->Light.ShadeModel;
break;
case GL_STENCIL_BITS:
*params = ctx->Visual->StencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLint) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = (GLint) ctx->Stencil.FailFunc;
break;
case GL_STENCIL_FUNC:
*params = (GLint) ctx->Stencil.Function;
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = (GLint) ctx->Stencil.ZFailFunc;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = (GLint) ctx->Stencil.ZPassFunc;
break;
case GL_STENCIL_REF:
*params = (GLint) ctx->Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLint) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLint) ctx->Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLint) ctx->Stencil.WriteMask;
break;
case GL_STEREO:
*params = 0; /* TODO */
break;
case GL_SUBPIXEL_BITS:
*params = 0; /* TODO */
break;
case GL_TEXTURE_1D:
*params = (ctx->Texture.Enabled & TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (ctx->Texture.Enabled & TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = FLOAT_TO_INT( ctx->Texture.EnvColor[0] );
params[1] = FLOAT_TO_INT( ctx->Texture.EnvColor[1] );
params[2] = FLOAT_TO_INT( ctx->Texture.EnvColor[2] );
params[3] = FLOAT_TO_INT( ctx->Texture.EnvColor[3] );
break;
case GL_TEXTURE_ENV_MODE:
*params = (GLint) ctx->Texture.EnvMode;
break;
case GL_TEXTURE_GEN_S:
*params = (ctx->Texture.TexGenEnabled & S_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_T:
*params = (ctx->Texture.TexGenEnabled & T_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_R:
*params = (ctx->Texture.TexGenEnabled & R_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_Q:
*params = (ctx->Texture.TexGenEnabled & Q_BIT) ? 1 : 0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLint) ctx->TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLint) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLint) ctx->Unpack.SwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLint) ctx->Viewport.X;
params[1] = (GLint) ctx->Viewport.Y;
params[2] = (GLint) ctx->Viewport.Width;
params[3] = (GLint) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLint) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLint) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = ctx->Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ctx->Array.VertexType;
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = ctx->Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ctx->Array.NormalType;
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = ctx->Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_COLOR_ARRAY_SIZE:
*params = ctx->Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ctx->Array.ColorType;
break;
case GL_COLOR_ARRAY_STRIDE:
*params = ctx->Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ctx->Array.IndexType;
break;
case GL_INDEX_ARRAY_STRIDE:
*params = ctx->Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = ctx->Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ctx->Array.TexCoordType;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = ctx->Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = ctx->Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_TEXTURE_BINDING_1D:
*params = ctx->Texture.Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = ctx->Texture.Current2D->Name;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" );
}
}
void gl_GetPointerv( GLcontext *ctx, GLenum pname, GLvoid **params )
{
switch (pname) {
case GL_VERTEX_ARRAY_POINTER:
*params = ctx->Array.VertexPtr;
break;
case GL_NORMAL_ARRAY_POINTER:
*params = ctx->Array.NormalPtr;
break;
case GL_COLOR_ARRAY_POINTER:
*params = ctx->Array.ColorPtr;
break;
case GL_INDEX_ARRAY_POINTER:
*params = ctx->Array.IndexPtr;
break;
case GL_TEXTURE_COORD_ARRAY_POINTER:
*params = ctx->Array.TexCoordPtr;
break;
case GL_EDGE_FLAG_ARRAY_POINTER:
*params = ctx->Array.EdgeFlagPtr;
break;
case GL_FEEDBACK_BUFFER_POINTER:
*params = ctx->Feedback.Buffer;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glGetPointerv" );
return;
}
}