shithub: tinygl

ref: c8272c514c3737b079cffc44a6e0c8eea8f5e7d8
dir: /src/get.c/

View raw version
#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_CUSTOM_MALLOC == 1
"TGL_FEATURE_CUSTOM_MALLOC "
#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_GL_POLYGON == 1
"TGL_FEATURE_GL_POLYGON "
#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->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;
	}
}