ref: 50fc39b242e889b7bec9971acb1f8438e29095f5
dir: /src/get.c/
#include "msghandling.h" #include "zgl.h" #define TINYGL_VERSION 0.8 #define xstr(s) str(s) #define str(s) #s /* const GLubyte* license_string = (const GLubyte*)"" "Copyright notice:\n" "\n" " (C) 1997-2021 Fabrice Bellard, Gek (DMHSW), C-Chads\n" "\n" " This software is provided 'as-is', without any express or implied\n" " warranty. In no event will the authors be held liable for any damages\n" " arising from the use of this software.\n" "\n" " Permission is granted to anyone to use this software for any purpose,\n" " including commercial applications, and to alter it and redistribute it\n" " freely, subject to the following restrictions:\n" "\n" " 1. The origin of this software must not be misrepresented; you must not\n" " claim that you wrote the original software. If you use this software\n" " in a product, an acknowledgment in the product and its documentation \n" " *is* required.\n" " 2. Altered source versions must be plainly marked as such, and must not be\n" " misrepresented as being the original software.\n" " 3. This notice may not be removed or altered from any source distribution.\n" "\n" "If you redistribute modified sources, I would appreciate that you\n" "include in the files history information documenting your changes."; */ const GLubyte* vendor_string = (const GLubyte*)"Fabrice Bellard, Gek, and the C-Chads"; const GLubyte* renderer_string = (const GLubyte*)"TinyGL"; const GLubyte* version_string = (const GLubyte*)"" xstr(TINYGL_VERSION) " TinyGLv" xstr(TINYGL_VERSION) " " #ifdef __GNUC__ "Compiled using GCC " __VERSION__ #endif #ifdef __TINYC__ "Compiled using Tiny C Compiler " xstr(__TINYC__) #endif #ifdef _MSVC_VER "Compiled using the worst compiler on earth, M$VC. Fuck you!" #endif #ifdef __clang__ "Compiled Using Clang " __clang_version__ #endif ; const GLubyte* extensions_string = (const GLubyte*)"TGL_TEXTURE " "TGL_SMOOTHSHADING " "TGL_LIGHTING " #if TGL_FEATURE_ERROR_CHECK == 1 "TGL_FEATURE_ERROR_CHECK " #endif #if TGL_FEATURE_STRICT_OOM_CHECKS == 1 "TGL_FEATURE_STRICT_OOM_CHECKS " #endif #if TGL_FEATURE_FISR == 1 "TGL_FEATURE_FISR " #endif #if TGL_FEATURE_ARRAYS == 1 "TGL_FEATURE_ARRAYS " #endif #if TGL_FEATURE_DISPLAYLISTS == 1 "TGL_FEATURE_DISPLAYLISTS " #endif #if ZB_POINT_T_FRAC_BITS == (ZB_POINT_S_FRAC_BITS + TGL_FEATURE_TEXTURE_POW2) "TGL_FEATURE_OPTIMIZED_TEXTURE_ACCESS " #endif "TGL_FEATURE_TEXTURE_POW2=" xstr(TGL_FEATURE_TEXTURE_POW2) " " #if TGL_FEATURE_LIT_TEXTURES == 1 "TGL_FEATURE_LIT_TEXTURES " #endif #if TGL_FEATURE_SPECULAR_BUFFERS == 1 "TGL_FEATURE_SPECULAR_BUFFERS " #endif #if TGL_FEATURE_POLYGON_OFFSET == 1 "TGL_FEATURE_POLYGON_OFFSET " #endif #if TGL_FEATURE_POLYGON_STIPPLE == 1 "TGL_FEATURE_POLYGON_STIPPLE " #endif #if TGL_FEATURE_NO_COPY_COLOR == 1 "TGL_FEATURE_NO_COPY_COLOR " #endif #if TGL_FEATURE_BLEND == 1 "TGL_FEATURE_BLEND " #endif #if TGL_FEATURE_NO_DRAW_COLOR == 1 "TGL_FEATURE_NO_DRAW_COLOR " #endif #if TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR == 1 "TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR " #endif #if TGL_FEATURE_16_BITS == 1 "TGL_FEATURE_16_BITS " #endif #if TGL_FEATURE_32_BITS == 1 "TGL_FEATURE_32_BITS " #endif #if COMPILETIME_TINYGL_COMPAT_TEST == 1 "TGL_COMPILETIME_TINYGL_COMPAT_TEST " #endif #if TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST == 1 "TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST " #endif "TGL_BUFFER_EXT " "TGL_FEEDBACK " "TGL_SELECT " "TGL_SOFTWARE_ACCELERATED"; const GLubyte* glGetString(GLenum name){ switch(name){ case GL_VENDOR: return vendor_string; case GL_RENDERER: return renderer_string; case GL_VERSION: return version_string; case GL_EXTENSIONS: return extensions_string; /*case GL_LICENSE: return license_string;*/ } return NULL; } //NOTE: You should never be prevented from retrieving values from the GL state, even in GL_OUT_OF_MEMORY void glGetIntegerv(GLint pname, GLint* params) { GLContext* c = gl_get_context(); GLint i = 0; switch (pname) { case GL_LIGHT15: i++; case GL_LIGHT14: i++; case GL_LIGHT13: i++; case GL_LIGHT12: i++; case GL_LIGHT11: i++; case GL_LIGHT10: i++; case GL_LIGHT9: i++; case GL_LIGHT8: i++; case GL_LIGHT7: i++; case GL_LIGHT6: i++; case GL_LIGHT5: i++; case GL_LIGHT4: i++; case GL_LIGHT3: i++; case GL_LIGHT2: i++; case GL_LIGHT1: i++; case GL_LIGHT0: *params = c->lights[i].enabled; break; case GL_COLOR_ARRAY: *params = ((c->client_states & COLOR_ARRAY)!=0); break; case GL_COLOR_ARRAY_SIZE: *params = (c->color_array_size); break; case GL_COLOR_ARRAY_STRIDE: *params = c->color_array_stride; break; case GL_VERTEX_ARRAY: *params = ((c->client_states & VERTEX_ARRAY)!=0); break; case GL_VERTEX_ARRAY_SIZE: *params = c->vertex_array_size; break; case GL_VERTEX_ARRAY_STRIDE: *params = c->vertex_array_stride; break; case GL_TEXTURE_COORD_ARRAY: *params = ((c->client_states & TEXCOORD_ARRAY)!=0); break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = c->texcoord_array_size; break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = c->texcoord_array_stride; break; case GL_NORMAL_ARRAY: *params = ((c->client_states & NORMAL_ARRAY)!=0); break; case GL_NORMAL_ARRAY_STRIDE: *params = c->normal_array_stride; break; case GL_BLEND: *params = c->zb->enable_blend; break; case GL_SHADE_MODEL: *params = c->current_shade_model; break; case GL_BLEND_DST: *params = c->zb->dfactor; break; case GL_BLEND_SRC: *params = c->zb->sfactor; break; case GL_POLYGON_MODE: params[0] = c->polygon_mode_front; params[1] = c->polygon_mode_back; break; case GL_LIST_MODE: params[0] = c->compile_flag; break; case GL_LIST_BASE: *params = c->listbase; break; case GL_LIST_INDEX: params[0] = 0; break; case GL_TEXTURE_2D: params[0] = c->texture_2d_enabled; break; case GL_POLYGON_STIPPLE: #if TGL_FEATURE_POLYGON_STIPPLE == 1 params[0] = c->zb->GLuint dostipple; #else params[0] = GL_FALSE; #endif break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = c->local_light_model; break; case GL_FOG_INDEX: *params = 0; break; case GL_FOG_COLOR: params[0] = 0; params[1] = 0; params[2] = 0; params[3] = 0; break; case GL_FOG_MODE: *params = GL_EXP; break; case GL_LIGHTING: *params = (c->lighting_enabled != 0); break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (c->light_model_two_side != 0); break; case GL_LINE_STIPPLE_REPEAT: *params = 1; break; case GL_LINE_STIPPLE: *params = 0; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLushort)(~0); break; case GL_NORMALIZE: params[0] = c->normalize_enabled; break; case GL_POINT_SMOOTH_HINT: case GL_FOG_HINT: case GL_LINE_SMOOTH_HINT: case GL_PERSPECTIVE_CORRECTION_HINT: case GL_POLYGON_SMOOTH_HINT: *params = GL_FASTEST; break; case GL_BLUE_SCALE: case GL_RED_SCALE: case GL_GREEN_SCALE: case GL_ALPHA_SCALE: *params = 1; break; case GL_SUBPIXEL_BITS: *params = 6; break; case GL_MATRIX_MODE: if(c->matrix_mode == 0) *params = GL_MODELVIEW; else if (c->matrix_mode == 1) *params = GL_PROJECTION; else if (c->matrix_mode == 2) *params = GL_TEXTURE; break; case GL_BLUE_BIAS: case GL_RED_BIAS: case GL_GREEN_BIAS: case GL_ALPHA_BIAS: case GL_CLIP_PLANE0: //TODO case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: case GL_SCISSOR_TEST: case GL_UNPACK_SWAP_BYTES: case GL_UNPACK_SKIP_ROWS: case GL_UNPACK_SKIP_PIXELS: case GL_UNPACK_ROW_LENGTH: case GL_UNPACK_LSB_FIRST: case GL_TEXTURE_GEN_T: case GL_TEXTURE_GEN_S: case GL_TEXTURE_GEN_R: case GL_TEXTURE_GEN_Q: case GL_TEXTURE_1D: //TODO case GL_STEREO: case GL_PACK_SWAP_BYTES: case GL_PACK_SKIP_ROWS: case GL_PACK_SKIP_PIXELS: case GL_PACK_ROW_LENGTH: case GL_PACK_LSB_FIRST: case GL_STENCIL_TEST: case GL_MAX_PIXEL_MAP_TABLE: case GL_MAX_EVAL_ORDER: case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: params[0] = 0; break; case GL_MAX_VIEWPORT_DIMS: params[0] = 4096; params[1] = 4096; break; case GL_MAX_LIST_NESTING: *params = 2147483647; //No checking is done, indicate it to the user! break; case GL_STENCIL_FUNC: *params = GL_ALWAYS; break; case GL_STENCIL_CLEAR_VALUE: *params = 0; break; case GL_STENCIL_BITS: case GL_MAP_STENCIL: case GL_MAP_COLOR: case GL_INDEX_SHIFT: case GL_INDEX_OFFSET: case GL_INDEX_MODE: case GL_INDEX_CLEAR_VALUE: case GL_INDEX_BITS: case GL_INDEX_ARRAY: *params = 0; break; case GL_FRONT_FACE: *params = c->current_front_face; break; case GL_STENCIL_PASS_DEPTH_PASS: case GL_STENCIL_PASS_DEPTH_FAIL: *params = GL_KEEP; break; case GL_STENCIL_VALUE_MASK: case GL_INDEX_WRITEMASK: *params = ~0; break; case GL_UNPACK_ALIGNMENT: case GL_PACK_ALIGNMENT: *params = 4; break; case GL_COLOR_ARRAY_TYPE: case GL_NORMAL_ARRAY_TYPE: case GL_TEXTURE_COORD_ARRAY_TYPE: case GL_VERTEX_ARRAY_TYPE: *params = GL_FLOAT; break; case GL_RENDER_MODE: *params = c->render_mode; break; case GL_BLEND_EQUATION: *params = c->zb->blendeq; break; case GL_DRAW_BUFFER: *params = c->drawbuffer; break; case GL_READ_BUFFER: *params = c->readbuffer; break; case GL_AUX_BUFFERS: *params = 0; break; case GL_PIXEL_MAP_S_TO_S_SIZE: case GL_PIXEL_MAP_I_TO_I_SIZE: case GL_PIXEL_MAP_I_TO_R_SIZE: case GL_PIXEL_MAP_I_TO_G_SIZE: case GL_PIXEL_MAP_I_TO_B_SIZE: case GL_PIXEL_MAP_I_TO_A_SIZE: case GL_PIXEL_MAP_R_TO_R_SIZE: case GL_PIXEL_MAP_G_TO_G_SIZE: case GL_PIXEL_MAP_B_TO_B_SIZE: case GL_PIXEL_MAP_A_TO_A_SIZE: *params = 0; break; case GL_RGBA_MODE: *params = 1; //yes, even in 565 (it's what the spec says) break; case GL_VIEWPORT: params[0] = c->viewport.xmin; params[1] = c->viewport.ymin; params[2] = c->viewport.xsize; params[3] = c->viewport.ysize; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = MAX_NAME_STACK_DEPTH; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = MAX_TEXTURE_STACK_DEPTH; break; case GL_GREEN_BITS: #if TGL_FEATURE_RENDER_BITS == 16 *params = 6; #elif TGL_FEATURE_RENDER_BITS == 32 *params = 8; #endif break; case GL_BLUE_BITS: case GL_RED_BITS: #if TGL_FEATURE_RENDER_BITS == 16 *params = 5; #elif TGL_FEATURE_RENDER_BITS == 32 *params = 8; #endif break; case GL_POLYGON_OFFSET_FILL: *params = ((c->offset_states & TGL_OFFSET_FILL) != 0); break; case GL_POLYGON_OFFSET_LINE: *params = ((c->offset_states & TGL_OFFSET_LINE) != 0); break; case GL_DEPTH_BITS: *params = 16; break; case GL_POLYGON_OFFSET_POINT: *params = ((c->offset_states & TGL_OFFSET_POINT) != 0); break; case GL_POLYGON_SMOOTH: *params = GL_FALSE; break; case GL_CULL_FACE_MODE: *params = c->current_cull_face; break; case GL_MAX_LIGHTS: *params = MAX_LIGHTS; break; case GL_MAX_TEXTURE_SIZE: *params = TGL_FEATURE_TEXTURE_DIM; /* not completely true, but... */ break; case GL_CULL_FACE: *params = c->cull_face_enabled; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = c->rasterposvalid; break; case GL_FOG: *params = GL_FALSE; break; case GL_EDGE_FLAG: *params = c->current_edge_flag; break; case GL_DOUBLEBUFFER: case GL_DITHER: *params = GL_FALSE; break; case GL_DEPTH_TEST: *params = (c->zb->depth_test == 1); break; case GL_DEPTH_FUNC: *params = GL_LESS; break; default: tgl_warning("glGet: option not implemented"); #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #endif break; } } void glGetFloatv(GLint pname, GLfloat* v) { GLint i; GLint mnr = 0; /* just a trick to return the correct matrix */ GLContext* c = gl_get_context(); switch (pname) { case GL_BLUE_SCALE: case GL_RED_SCALE: case GL_GREEN_SCALE: case GL_ALPHA_SCALE: case GL_FOG_END: case GL_FOG_DENSITY: *v = 1; break; case GL_BLUE_BIAS: case GL_RED_BIAS: case GL_GREEN_BIAS: case GL_ALPHA_BIAS: case GL_FOG_START: *v = 0; break; case GL_DEPTH_SCALE: *v = 1; break; case GL_TEXTURE_MATRIX: mnr++; case GL_PROJECTION_MATRIX: mnr++; case GL_MODELVIEW_MATRIX: { GLfloat* p = &c->matrix_stack_ptr[mnr]->m[0][0]; for (i = 0; i < 4; i++) { *v++ = p[0]; *v++ = p[4]; *v++ = p[8]; *v++ = p[12]; p++; } } break; case GL_LINE_WIDTH: *v = 1.0f; break; case GL_DEPTH_CLEAR_VALUE: *v = 1; //This is not entirely true, but... good enough? break; case GL_DEPTH_RANGE: v[0] = 0; v[1] = 1; break; case GL_DEPTH_BIAS: *v = 0; break; case GL_CURRENT_TEXTURE_COORDS: v[0] = c->current_tex_coord.X; v[1] = c->current_tex_coord.Y; v[2] = c->current_tex_coord.Z; v[3] = c->current_tex_coord.W; break; case GL_CURRENT_RASTER_POSITION: v[0] = c->rastervertex.pc.X; v[1] = c->rastervertex.pc.Y; v[2] = c->rastervertex.pc.Z; v[3] = c->rastervertex.pc.W; break; case GL_CURRENT_RASTER_DISTANCE: *v = c->rastervertex.ec.Z; break; case GL_LINE_WIDTH_RANGE: v[0] = v[1] = 1.0f; break; case GL_POINT_SIZE: //case GL_POINT_SIZE_MIN: //case GL_POINT_SIZE_MAX: *v = c->zb->pointsize; break; case GL_FOG_COLOR: v[0] = 0; v[1] = 0; v[2] = 0; v[3] = 0; break; case GL_POINT_SIZE_GRANULARITY: *v = 1.0f; //if we ever implement AA'd points... break; case GL_POLYGON_OFFSET_FACTOR: *v = 0; break; case GL_POLYGON_OFFSET_UNITS: *v = 0; break; case GL_LIGHT_MODEL_AMBIENT: for (i = 0; i < 4; i++) v[i] = c->ambient_light_model.v[i]; break; case GL_ZOOM_X: *v = c->pzoomx; break; case GL_ZOOM_Y: *v = c->pzoomy; break; case GL_POINT_SIZE_RANGE: v[0] = c->zb->pointsize; v[1] = c->zb->pointsize; break; default: tgl_warning("warning: unknown pname in glGetFloatv()\n"); break; } }