home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Plus 1997 #1
/
Amiga Plus CD - 1997 - No. 01.iso
/
pd
/
programmierung
/
mesa-1.2.8
/
src
/
get.c
< prev
next >
Wrap
C/C++ Source or Header
|
1996-05-27
|
95KB
|
3,148 lines
/* get.c */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995 Brian Paul (brianp@ssec.wisc.edu)
*
* 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.
*/
/*
$Id: get.c,v 1.23 1996/02/26 15:07:16 brianp Exp $
$Log: get.c,v $
* Revision 1.23 1996/02/26 15:07:16 brianp
* replaced CC.Current.Color with CC.Current.IntColor
*
* Revision 1.22 1996/02/19 21:50:16 brianp
* glGet(GL_ALPHA_BITS) now returns correct value for softare alpha buffering
*
* Revision 1.21 1996/02/15 16:01:01 brianp
* added vertex array extension support
*
* Revision 1.20 1996/01/17 15:16:34 brianp
* glGet(GL_INDEX_MODE) returned wrong result
*
* Revision 1.19 1996/01/11 20:14:38 brianp
* use new GLstencil datatype
*
* Revision 1.18 1995/12/18 17:25:55 brianp
* use new GLdepth and GLaccum datatypes
*
* Revision 1.17 1995/10/27 20:29:02 brianp
* added glPolygonOffsetEXT() support
*
* Revision 1.16 1995/10/14 16:29:18 brianp
* replaced dd_buffer_info with DD.buffer_size
*
* Revision 1.15 1995/08/31 21:29:33 brianp
* new TexGenEnabled bitfield
*
* Revision 1.14 1995/07/12 21:19:02 brianp
* bug fix: glGet(GL_DEPTH_BITS) returned bytes, not bits (per Tor Stenvaag)
*
* Revision 1.13 1995/06/08 20:51:57 brianp
* added missing RenderMode to glGetDoublev()
*
* Revision 1.12 1995/05/22 21:02:41 brianp
* Release 1.2
*
* Revision 1.11 1995/05/17 13:52:37 brianp
* implemented glIndexMask(0) and glColorMask(0,0,0,0)
*
* Revision 1.10 1995/05/15 15:24:07 brianp
* replaced CC.CurrentListNum with gl_list_index()
*
* Revision 1.9 1995/05/12 19:26:43 brianp
* replaced CC.Mode!=0 with INSIDE_BEGIN_END
*
* Revision 1.8 1995/05/12 17:00:43 brianp
* changed CC.Mode!=0 to INSIDE_BEGIN_END
*
* Revision 1.7 1995/03/27 20:31:53 brianp
* new Texture.Enabled scheme
*
* Revision 1.6 1995/03/24 15:28:47 brianp
* replaced ACCUM_BITS with ACC_TYPE
*
* Revision 1.5 1995/03/22 21:37:22 brianp
* removed BufferDepth from CC
*
* Revision 1.4 1995/03/10 16:25:53 brianp
* updated for blending extensions
*
* Revision 1.3 1995/03/10 14:26:58 brianp
* implemented get(GL_CURRENT_RASTER_TEXTURE_COORDS)
*
* Revision 1.2 1995/03/04 19:29:44 brianp
* 1.1 beta revision
*
* Revision 1.1 1995/02/24 14:23:16 brianp
* Initial revision
*
*/
/* glGet functions */
#include <string.h>
#include "context.h"
#include "dd.h"
#include "list.h"
#include "macros.h"
#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 )
/*#define FLOAT_TO_INT(I) ((GLint) (I * 2147483647.0))*/
/*
* Given a color component scale value such as CC.RedScale, CC.BlueScale,
* etc. return the number of bits implied by that scaling. This is
* usually expressed by: scale = 2^bits - 1.
* Example: if RedScale==63.0, bits must be 6.
* Input: a color component scale value
* Return: number of bits implied by the scale value.
*/
static GLuint bits( GLfloat scale )
{
GLuint iscale, bits;
iscale = (GLuint) scale;
for (bits=0; iscale>0; bits++) {
iscale = iscale >> 1;
}
return bits;
}
void glGetBooleanv( GLenum pname, GLboolean *params )
{
GLuint i;
if (INSIDE_BEGIN_END) {
gl_error( 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(sizeof(GLaccum)*8);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(CC.Accum.ClearColor[0]);
params[1] = FLOAT_TO_BOOL(CC.Accum.ClearColor[1]);
params[2] = FLOAT_TO_BOOL(CC.Accum.ClearColor[2]);
params[3] = FLOAT_TO_BOOL(CC.Accum.ClearColor[3]);
break;
case GL_ALPHA_BIAS:
*params = FLOAT_TO_BOOL(CC.Pixel.AlphaBias);
break;
case GL_ALPHA_BITS:
if (CC.FrontAlphaEnabled || CC.BackAlphaEnabled) {
*params = GL_TRUE;
}
else {
*params = GL_FALSE;
}
break;
case GL_ALPHA_SCALE:
*params = FLOAT_TO_BOOL(CC.Pixel.AlphaScale);
break;
case GL_ALPHA_TEST:
*params = CC.Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_BOOL(CC.Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = FLOAT_TO_BOOL(CC.Color.AlphaRef);
break;
case GL_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(CC.AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = CC.Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (NUM_AUX_BUFFERS) ? GL_TRUE : GL_FALSE;
break;
case GL_BLEND:
*params = CC.Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_BOOL(CC.Color.BlendDst);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_BOOL(CC.Color.BlendSrc);
break;
case GL_BLEND_EQUATION_EXT:
*params = ENUM_TO_BOOL( CC.Color.BlendEquation );
break;
case GL_BLEND_COLOR_EXT:
params[0] = FLOAT_TO_BOOL( CC.Color.BlendColor[0] );
params[1] = FLOAT_TO_BOOL( CC.Color.BlendColor[1] );
params[2] = FLOAT_TO_BOOL( CC.Color.BlendColor[2] );
params[3] = FLOAT_TO_BOOL( CC.Color.BlendColor[3] );
break;
case GL_BLUE_BIAS:
*params = FLOAT_TO_BOOL(CC.Pixel.BlueBias);
break;
case GL_BLUE_BITS:
*params = INT_TO_BOOL( bits( CC.BlueScale ) );
break;
case GL_BLUE_SCALE:
*params = FLOAT_TO_BOOL(CC.Pixel.BlueScale);
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 = CC.Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(CC.Color.ClearColor[0]);
params[1] = FLOAT_TO_BOOL(CC.Color.ClearColor[1]);
params[2] = FLOAT_TO_BOOL(CC.Color.ClearColor[2]);
params[3] = FLOAT_TO_BOOL(CC.Color.ClearColor[3]);
break;
case GL_COLOR_MATERIAL:
*params = CC.Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_BOOL(CC.Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_BOOL(CC.Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = (CC.Color.ColorMask & 8) ? GL_TRUE : GL_FALSE;
params[1] = (CC.Color.ColorMask & 4) ? GL_TRUE : GL_FALSE;
params[2] = (CC.Color.ColorMask & 2) ? GL_TRUE : GL_FALSE;
params[3] = (CC.Color.ColorMask & 1) ? GL_TRUE : GL_FALSE;
break;
case GL_CULL_FACE:
*params = CC.Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_BOOL(CC.Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
params[0] = INT_TO_BOOL(CC.Current.IntColor[0]);
params[1] = INT_TO_BOOL(CC.Current.IntColor[1]);
params[2] = INT_TO_BOOL(CC.Current.IntColor[2]);
params[3] = INT_TO_BOOL(CC.Current.IntColor[3]);
break;
case GL_CURRENT_INDEX:
*params = INT_TO_BOOL(CC.Current.Index);
break;
case GL_CURRENT_NORMAL:
params[0] = FLOAT_TO_BOOL(CC.Current.Normal[0]);
params[1] = FLOAT_TO_BOOL(CC.Current.Normal[1]);
params[2] = FLOAT_TO_BOOL(CC.Current.Normal[2]);
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_BOOL(CC.Current.RasterColor[0]);
params[1] = FLOAT_TO_BOOL(CC.Current.RasterColor[1]);
params[2] = FLOAT_TO_BOOL(CC.Current.RasterColor[2]);
params[3] = FLOAT_TO_BOOL(CC.Current.RasterColor[3]);
break;
case GL_CURRENT_RASTER_DISTANCE:
*params = FLOAT_TO_BOOL(CC.Current.RasterDistance);
break;
case GL_CURRENT_RASTER_INDEX:
*params = FLOAT_TO_BOOL(CC.Current.RasterIndex);
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = FLOAT_TO_BOOL(CC.Current.RasterPos[0]);
params[1] = FLOAT_TO_BOOL(CC.Current.RasterPos[1]);
params[2] = FLOAT_TO_BOOL(CC.Current.RasterPos[2]);
params[3] = FLOAT_TO_BOOL(CC.Current.RasterPos[3]);
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = FLOAT_TO_BOOL(CC.Current.RasterTexCoord[0]);
params[1] = FLOAT_TO_BOOL(CC.Current.RasterTexCoord[1]);
params[2] = FLOAT_TO_BOOL(CC.Current.RasterTexCoord[2]);
params[3] = FLOAT_TO_BOOL(CC.Current.RasterTexCoord[3]);
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = CC.Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = FLOAT_TO_BOOL(CC.Current.TexCoord[0]);
params[1] = FLOAT_TO_BOOL(CC.Current.TexCoord[1]);
params[2] = FLOAT_TO_BOOL(CC.Current.TexCoord[2]);
params[3] = FLOAT_TO_BOOL(CC.Current.TexCoord[3]);
break;
case GL_DEPTH_BIAS:
*params = FLOAT_TO_BOOL(CC.Pixel.DepthBias);
break;
case GL_DEPTH_BITS:
*params = INT_TO_BOOL(8*sizeof(GLdepth));
break;
case GL_DEPTH_CLEAR_VALUE:
*params = FLOAT_TO_BOOL(CC.Depth.Clear);
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_BOOL(CC.Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = FLOAT_TO_BOOL(CC.Viewport.Near);
params[1] = FLOAT_TO_BOOL(CC.Viewport.Far);
break;
case GL_DEPTH_SCALE:
*params = FLOAT_TO_BOOL(CC.Pixel.DepthScale);
break;
case GL_DEPTH_TEST:
*params = CC.Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = CC.Depth.Mask;
break;
case GL_DITHER:
*params = CC.Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = CC.DBflag;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_BOOL(CC.Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
*params = CC.Current.EdgeFlag;
break;
case GL_FOG:
*params = CC.Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_BOOL(CC.Fog.Color[0]);
params[1] = FLOAT_TO_BOOL(CC.Fog.Color[1]);
params[2] = FLOAT_TO_BOOL(CC.Fog.Color[2]);
params[3] = FLOAT_TO_BOOL(CC.Fog.Color[3]);
break;
case GL_FOG_DENSITY:
*params = FLOAT_TO_BOOL(CC.Fog.Density);
break;
case GL_FOG_END:
*params = FLOAT_TO_BOOL(CC.Fog.End);
break;
case GL_FOG_HINT:
*params = ENUM_TO_BOOL(CC.Hint.Fog);
break;
case GL_FOG_INDEX:
*params = FLOAT_TO_BOOL(CC.Fog.Index);
break;
case GL_FOG_MODE:
*params = ENUM_TO_BOOL(CC.Fog.Mode);
break;
case GL_FOG_START:
*params = FLOAT_TO_BOOL(CC.Fog.End);
break;
case GL_FRONT_FACE:
*params = ENUM_TO_BOOL(CC.Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = FLOAT_TO_BOOL(CC.Pixel.GreenBias);
break;
case GL_GREEN_BITS:
*params = INT_TO_BOOL( bits( CC.GreenScale ) );
break;
case GL_GREEN_SCALE:
*params = FLOAT_TO_BOOL(CC.Pixel.GreenScale);
break;
case GL_INDEX_BITS:
{
GLuint width, height, depth;
(*DD.buffer_size)( &width, &height, &depth );
*params = INT_TO_BOOL(depth);
}
break;
case GL_INDEX_CLEAR_VALUE:
*params = INT_TO_BOOL(CC.Color.ClearIndex);
break;
case GL_INDEX_MODE:
*params = CC.RGBAflag ? GL_FALSE : GL_TRUE;
break;
case GL_INDEX_OFFSET:
*params = INT_TO_BOOL(CC.Pixel.IndexOffset);
break;
case GL_INDEX_SHIFT:
*params = INT_TO_BOOL(CC.Pixel.IndexShift);
break;
case GL_INDEX_WRITEMASK:
*params = INT_TO_BOOL(CC.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 = CC.Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = CC.Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_BOOL(CC.Light.Model.Ambient[0]);
params[1] = FLOAT_TO_BOOL(CC.Light.Model.Ambient[1]);
params[2] = FLOAT_TO_BOOL(CC.Light.Model.Ambient[2]);
params[3] = FLOAT_TO_BOOL(CC.Light.Model.Ambient[3]);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = CC.Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = CC.Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = CC.Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_BOOL(CC.Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = CC.Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = INT_TO_BOOL(CC.Line.StipplePattern);
break;
case GL_LINE_STIPPLE_REPEAT:
*params = INT_TO_BOOL(CC.Line.StippleFactor);
break;
case GL_LINE_WIDTH:
*params = FLOAT_TO_BOOL(CC.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(CC.List.ListBase);
break;
case GL_LIST_INDEX:
*params = INT_TO_BOOL( gl_list_index() );
break;
case GL_LIST_MODE:
*params = ENUM_TO_BOOL( CC.ExecuteFlag
? GL_COMPILE_AND_EXECUTE : GL_COMPILE );
break;
case GL_LOGIC_OP:
*params = CC.Color.LogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_BOOL(CC.Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = CC.Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(CC.Eval.MapGrid1u1);
params[1] = FLOAT_TO_BOOL(CC.Eval.MapGrid1u2);
break;
case GL_MAP1_GRID_SEGMENTS:
*params = INT_TO_BOOL(CC.Eval.MapGrid1un);
break;
case GL_MAP1_INDEX:
*params = CC.Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = CC.Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = CC.Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = CC.Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = CC.Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = CC.Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = CC.Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = CC.Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = CC.Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(CC.Eval.MapGrid2u1);
params[1] = FLOAT_TO_BOOL(CC.Eval.MapGrid2u2);
params[2] = FLOAT_TO_BOOL(CC.Eval.MapGrid2v1);
params[3] = FLOAT_TO_BOOL(CC.Eval.MapGrid2v2);
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = INT_TO_BOOL(CC.Eval.MapGrid2un);
params[1] = INT_TO_BOOL(CC.Eval.MapGrid2vn);
break;
case GL_MAP2_INDEX:
*params = CC.Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = CC.Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = CC.Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = CC.Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = CC.Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = CC.Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = CC.Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = CC.Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = CC.Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = CC.Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_BOOL( CC.Transform.MatrixMode );
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_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(CC.ModelViewMatrix[i]);
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = INT_TO_BOOL(CC.ModelViewStackDepth);
break;
case GL_NAME_STACK_DEPTH:
*params = INT_TO_BOOL(CC.NameStackDepth);
break;
case GL_NORMALIZE:
*params = CC.Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = INT_TO_BOOL(CC.PackAlignment);
break;
case GL_PACK_LSB_FIRST:
*params = CC.PackLSBFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = INT_TO_BOOL(CC.PackRowLength);
break;
case GL_PACK_SKIP_PIXELS:
*params = INT_TO_BOOL(CC.PackSkipPixels);
break;
case GL_PACK_SKIP_ROWS:
*params = INT_TO_BOOL(CC.PackSkipRows);
break;
case GL_PACK_SWAP_BYTES:
*params = CC.PackSwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_BOOL(CC.Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapAtoAsize);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapBtoBsize);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapGtoGsize);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapItoAsize);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapItoBsize);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapItoGsize);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapItoIsize);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapItoRsize);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapRtoRsize);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = INT_TO_BOOL(CC.Pixel.MapStoSsize);
break;
case GL_POINT_SIZE:
*params = FLOAT_TO_BOOL(CC.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 = CC.Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_BOOL(CC.Hint.PointSmooth);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_BOOL(CC.Polygon.FrontMode);
params[1] = ENUM_TO_BOOL(CC.Polygon.BackMode);
break;
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = FLOAT_TO_BOOL( CC.Polygon.OffsetBias );
break;
case GL_POLYGON_OFFSET_FACTOR_EXT:
*params = FLOAT_TO_BOOL( CC.Polygon.OffsetFactor );
break;
case GL_POLYGON_SMOOTH:
*params = CC.Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_BOOL(CC.Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
*params = CC.Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(CC.ProjectionMatrix[i]);
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = INT_TO_BOOL(CC.ProjectionStackDepth);
break;
case GL_READ_BUFFER:
*params = ENUM_TO_BOOL(CC.Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = FLOAT_TO_BOOL(CC.Pixel.RedBias);
break;
case GL_RED_BITS:
*params = INT_TO_BOOL( bits( CC.RedScale ) );
break;
case GL_RED_SCALE:
*params = FLOAT_TO_BOOL(CC.Pixel.RedScale);
break;
case GL_RENDER_MODE:
*params = ENUM_TO_BOOL(CC.RenderMode);
break;
case GL_RGBA_MODE:
*params = CC.RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = INT_TO_BOOL(CC.Scissor.X);
params[1] = INT_TO_BOOL(CC.Scissor.Y);
params[2] = INT_TO_BOOL(CC.Scissor.Width);
params[3] = INT_TO_BOOL(CC.Scissor.Height);
break;
case GL_SCISSOR_TEST:
*params = CC.Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_BOOL(CC.Light.ShadeModel);
break;
case GL_STENCIL_BITS:
*params = INT_TO_BOOL(8*sizeof(GLstencil));
break;
case GL_STENCIL_CLEAR_VALUE:
*params = INT_TO_BOOL(CC.Stencil.Clear);
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_BOOL(CC.Stencil.FailFunc);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_BOOL(CC.Stencil.Function);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_BOOL(CC.Stencil.ZFailFunc);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_BOOL(CC.Stencil.ZPassFunc);
break;
case GL_STENCIL_REF:
*params = INT_TO_BOOL(CC.Stencil.Ref);
break;
case GL_STENCIL_TEST:
*params = CC.Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = INT_TO_BOOL(CC.Stencil.ValueMask);
break;
case GL_STENCIL_WRITEMASK:
*params = INT_TO_BOOL(CC.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 = (CC.Texture.Enabled & 1) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_2D:
*params = (CC.Texture.Enabled & 2) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = FLOAT_TO_BOOL(CC.Texture.EnvColor[0]);
params[1] = FLOAT_TO_BOOL(CC.Texture.EnvColor[1]);
params[2] = FLOAT_TO_BOOL(CC.Texture.EnvColor[2]);
params[3] = FLOAT_TO_BOOL(CC.Texture.EnvColor[3]);
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_BOOL(CC.Texture.EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (CC.Texture.TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_T:
*params = (CC.Texture.TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_R:
*params = (CC.Texture.TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_Q:
*params = (CC.Texture.TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(CC.TextureMatrix[i]);
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = INT_TO_BOOL(CC.TextureStackDepth);
break;
case GL_UNPACK_ALIGNMENT:
*params = INT_TO_BOOL(CC.UnpackAlignment);
break;
case GL_UNPACK_LSB_FIRST:
*params = CC.UnpackLSBFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = INT_TO_BOOL(CC.UnpackRowLength);
break;
case GL_UNPACK_SKIP_PIXELS:
*params = INT_TO_BOOL(CC.UnpackSkipPixels);
break;
case GL_UNPACK_SKIP_ROWS:
*params = INT_TO_BOOL(CC.UnpackSkipRows);
break;
case GL_UNPACK_SWAP_BYTES:
*params = CC.UnpackSwapBytes;
break;
case GL_VIEWPORT:
params[0] = INT_TO_BOOL(CC.Viewport.X);
params[1] = INT_TO_BOOL(CC.Viewport.Y);
params[2] = INT_TO_BOOL(CC.Viewport.Width);
params[3] = INT_TO_BOOL(CC.Viewport.Height);
break;
case GL_ZOOM_X:
*params = FLOAT_TO_BOOL(CC.Pixel.ZoomX);
break;
case GL_ZOOM_Y:
*params = FLOAT_TO_BOOL(CC.Pixel.ZoomY);
break;
case GL_VERTEX_ARRAY_SIZE_EXT:
*params = INT_TO_BOOL(CC.Array.VertexSize);
break;
case GL_VERTEX_ARRAY_TYPE_EXT:
*params = ENUM_TO_BOOL(CC.Array.VertexType);
break;
case GL_VERTEX_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.VertexStride);
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.VertexCount);
break;
case GL_NORMAL_ARRAY_TYPE_EXT:
*params = ENUM_TO_BOOL(CC.Array.NormalType);
break;
case GL_NORMAL_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.NormalStride);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.NormalCount);
break;
case GL_COLOR_ARRAY_SIZE_EXT:
*params = INT_TO_BOOL(CC.Array.ColorSize);
break;
case GL_COLOR_ARRAY_TYPE_EXT:
*params = ENUM_TO_BOOL(CC.Array.ColorType);
break;
case GL_COLOR_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.ColorStride);
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.ColorCount);
break;
case GL_INDEX_ARRAY_TYPE_EXT:
*params = ENUM_TO_BOOL(CC.Array.IndexType);
break;
case GL_INDEX_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.IndexStride);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.IndexCount);
break;
case GL_TEXTURE_COORD_ARRAY_SIZE_EXT:
*params = INT_TO_BOOL(CC.Array.TexCoordSize);
break;
case GL_TEXTURE_COORD_ARRAY_TYPE_EXT:
*params = ENUM_TO_BOOL(CC.Array.TexCoordType);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.TexCoordStride);
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.TexCoordCount);
break;
case GL_EDGE_FLAG_ARRAY_STRIDE_EXT:
*params = INT_TO_BOOL(CC.Array.EdgeFlagStride);
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(CC.Array.EdgeFlagCount);
break;
default:
gl_error( GL_INVALID_ENUM, "glGetBooleanv" );
}
}
void glGetDoublev( GLenum pname, GLdouble *params )
{
GLuint i;
if (INSIDE_BEGIN_END) {
gl_error( 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) (sizeof(GLaccum)*8);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = (GLdouble) CC.Accum.ClearColor[0];
params[1] = (GLdouble) CC.Accum.ClearColor[1];
params[2] = (GLdouble) CC.Accum.ClearColor[2];
params[3] = (GLdouble) CC.Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = (GLdouble) CC.Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
if (CC.FrontAlphaEnabled || CC.BackAlphaEnabled) {
*params = 8*sizeof(GLubyte);
}
else {
*params = 0.0;
}
break;
case GL_ALPHA_SCALE:
*params = (GLdouble) CC.Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLdouble) CC.Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = (GLdouble) CC.Color.AlphaFunc;
break;
case GL_ALPHA_TEST_REF:
*params = (GLdouble) CC.Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLdouble ) CC.AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLdouble) CC.Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLdouble) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLdouble) CC.Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = (GLdouble) CC.Color.BlendDst;
break;
case GL_BLEND_SRC:
*params = (GLdouble) CC.Color.BlendSrc;
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLdouble) CC.Color.BlendEquation;
break;
case GL_BLEND_COLOR_EXT:
params[0] = (GLdouble) CC.Color.BlendColor[0];
params[1] = (GLdouble) CC.Color.BlendColor[1];
params[2] = (GLdouble) CC.Color.BlendColor[2];
params[3] = (GLdouble) CC.Color.BlendColor[3];
break;
case GL_BLUE_BIAS:
*params = (GLdouble) CC.Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLdouble) bits( CC.BlueScale );
break;
case GL_BLUE_SCALE:
*params = (GLdouble) CC.Pixel.BlueScale;
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) CC.Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = (GLdouble) CC.Color.ClearColor[0];
params[1] = (GLdouble) CC.Color.ClearColor[1];
params[2] = (GLdouble) CC.Color.ClearColor[2];
params[3] = (GLdouble) CC.Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLdouble) CC.Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = (GLdouble) CC.Light.ColorMaterialFace;
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = (GLdouble) CC.Light.ColorMaterialMode;
break;
case GL_COLOR_WRITEMASK:
params[0] = (CC.Color.ColorMask & 8) ? 1.0 : 0.0;
params[1] = (CC.Color.ColorMask & 4) ? 1.0 : 0.0;
params[2] = (CC.Color.ColorMask & 2) ? 1.0 : 0.0;
params[3] = (CC.Color.ColorMask & 1) ? 1.0 : 0.0;
break;
case GL_CULL_FACE:
*params = (GLdouble) CC.Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = (GLdouble) CC.Polygon.CullFaceMode;
break;
case GL_CURRENT_COLOR:
params[0] = (GLdouble) CC.Current.IntColor[0] / CC.RedScale;
params[1] = (GLdouble) CC.Current.IntColor[1] / CC.GreenScale;
params[2] = (GLdouble) CC.Current.IntColor[2] / CC.BlueScale;
params[3] = (GLdouble) CC.Current.IntColor[3] / CC.AlphaScale;
break;
case GL_CURRENT_INDEX:
*params = (GLdouble) CC.Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = (GLdouble) CC.Current.Normal[0];
params[1] = (GLdouble) CC.Current.Normal[1];
params[2] = (GLdouble) CC.Current.Normal[2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = (GLdouble) CC.Current.RasterColor[0];
params[1] = (GLdouble) CC.Current.RasterColor[1];
params[2] = (GLdouble) CC.Current.RasterColor[2];
params[3] = (GLdouble) CC.Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLdouble) CC.Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLdouble) CC.Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLdouble) CC.Current.RasterPos[0];
params[1] = (GLdouble) CC.Current.RasterPos[1];
params[2] = (GLdouble) CC.Current.RasterPos[2];
params[3] = (GLdouble) CC.Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLdouble) CC.Current.RasterTexCoord[0];
params[1] = (GLdouble) CC.Current.RasterTexCoord[1];
params[2] = (GLdouble) CC.Current.RasterTexCoord[2];
params[3] = (GLdouble) CC.Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLdouble) CC.Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLdouble) CC.Current.TexCoord[0];
params[1] = (GLdouble) CC.Current.TexCoord[1];
params[2] = (GLdouble) CC.Current.TexCoord[2];
params[3] = (GLdouble) CC.Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLdouble) CC.Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLdouble) (8*sizeof(GLdepth));
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLdouble) CC.Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = (GLdouble) CC.Depth.Func;
break;
case GL_DEPTH_RANGE:
params[0] = (GLdouble) CC.Viewport.Near;
params[1] = (GLdouble) CC.Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLdouble) CC.Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLdouble) CC.Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLdouble) CC.Depth.Mask;
break;
case GL_DITHER:
*params = (GLdouble) CC.Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLdouble) CC.DBflag;
break;
case GL_DRAW_BUFFER:
*params = (GLdouble) CC.Color.DrawBuffer;
break;
case GL_EDGE_FLAG:
*params = (GLdouble) CC.Current.EdgeFlag;
break;
case GL_FOG:
*params = (GLdouble) CC.Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = (GLdouble) CC.Fog.Color[0];
params[1] = (GLdouble) CC.Fog.Color[1];
params[2] = (GLdouble) CC.Fog.Color[2];
params[3] = (GLdouble) CC.Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = (GLdouble) CC.Fog.Density;
break;
case GL_FOG_END:
*params = (GLdouble) CC.Fog.End;
break;
case GL_FOG_HINT:
*params = (GLdouble) CC.Hint.Fog;
break;
case GL_FOG_INDEX:
*params = (GLdouble) CC.Fog.Index;
break;
case GL_FOG_MODE:
*params = (GLdouble) CC.Fog.Mode;
break;
case GL_FOG_START:
*params = (GLdouble) CC.Fog.Start;
break;
case GL_FRONT_FACE:
*params = (GLdouble) CC.Polygon.FrontFace;
break;
case GL_GREEN_BIAS:
*params = (GLdouble) CC.Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLdouble) bits( CC.GreenScale );
break;
case GL_GREEN_SCALE:
*params = (GLdouble) CC.Pixel.GreenScale;
break;
case GL_INDEX_BITS:
{
GLuint width, height, depth;
(*DD.buffer_size)( &width, &height, &depth );
*params = (GLdouble) depth;
}
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLdouble) CC.Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = CC.RGBAflag ? 0.0 : 1.0;
break;
case GL_INDEX_OFFSET:
*params = (GLdouble) CC.Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLdouble) CC.Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLdouble) CC.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) CC.Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLdouble) CC.Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = (GLdouble) CC.Light.Model.Ambient[0];
params[1] = (GLdouble) CC.Light.Model.Ambient[1];
params[2] = (GLdouble) CC.Light.Model.Ambient[2];
params[3] = (GLdouble) CC.Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLdouble) CC.Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLdouble) CC.Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLdouble) CC.Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = (GLdouble) CC.Hint.LineSmooth;
break;
case GL_LINE_STIPPLE:
*params = (GLdouble) CC.Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLdouble) CC.Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLdouble) CC.Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLdouble) CC.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) CC.List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLdouble) gl_list_index();
break;
case GL_LIST_MODE:
*params = CC.ExecuteFlag ? (GLdouble) GL_COMPILE_AND_EXECUTE
: (GLdouble) GL_COMPILE;
break;
case GL_LOGIC_OP:
*params = (GLdouble) CC.Color.LogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = (GLdouble) CC.Color.LogicOp;
break;
case GL_MAP1_COLOR_4:
*params = (GLdouble) CC.Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLdouble) CC.Eval.MapGrid1u1;
params[1] = (GLdouble) CC.Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLdouble) CC.Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLdouble) CC.Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLdouble) CC.Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLdouble) CC.Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLdouble) CC.Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLdouble) CC.Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLdouble) CC.Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLdouble) CC.Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLdouble) CC.Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLdouble) CC.Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLdouble) CC.Eval.MapGrid2u1;
params[1] = (GLdouble) CC.Eval.MapGrid2u2;
params[2] = (GLdouble) CC.Eval.MapGrid2v1;
params[3] = (GLdouble) CC.Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLdouble) CC.Eval.MapGrid2un;
params[1] = (GLdouble) CC.Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLdouble) CC.Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLdouble) CC.Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLdouble) CC.Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLdouble) CC.Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLdouble) CC.Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLdouble) CC.Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLdouble) CC.Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLdouble) CC.Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLdouble) CC.Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLdouble) CC.Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = (GLdouble) CC.Transform.MatrixMode;
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLdouble) MAX_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) CC.ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLdouble) CC.ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLdouble) CC.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLdouble) CC.Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLdouble) CC.PackAlignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLdouble) CC.PackLSBFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLdouble) CC.PackRowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLdouble) CC.PackSkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLdouble) CC.PackSkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLdouble) CC.PackSwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = (GLdouble) CC.Hint.PerspectiveCorrection;
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLdouble) CC.Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLdouble) CC.Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLdouble) CC.Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLdouble) CC.Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLdouble) CC.Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLdouble) CC.Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLdouble) CC.Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLdouble) CC.Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLdouble) CC.Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLdouble) CC.Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLdouble) CC.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) CC.Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = (GLdouble) CC.Hint.PointSmooth;
break;
case GL_POLYGON_MODE:
params[0] = (GLdouble) CC.Polygon.FrontMode;
params[1] = (GLdouble) CC.Polygon.BackMode;
break;
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = (GLdouble) CC.Polygon.OffsetBias;
break;
case GL_POLYGON_OFFSET_FACTOR_EXT:
*params = (GLdouble) CC.Polygon.OffsetFactor;
break;
case GL_POLYGON_SMOOTH:
*params = (GLdouble) CC.Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = (GLdouble) CC.Hint.PolygonSmooth;
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLdouble) CC.PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) CC.ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLdouble) CC.ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = (GLdouble) CC.Pixel.ReadBuffer;
break;
case GL_RED_BIAS:
*params = (GLdouble) CC.Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLdouble) bits( CC.RedScale );
break;
case GL_RED_SCALE:
*params = (GLdouble) CC.Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = (GLdouble) CC.RenderMode;
break;
case GL_RGBA_MODE:
*params = (GLdouble) CC.RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLdouble) CC.Scissor.X;
params[1] = (GLdouble) CC.Scissor.Y;
params[2] = (GLdouble) CC.Scissor.Width;
params[3] = (GLdouble) CC.Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLdouble) CC.Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = (GLdouble) CC.Light.ShadeModel;
break;
case GL_STENCIL_BITS:
*params = (GLdouble) (8*sizeof(GLstencil));
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLdouble) CC.Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = (GLdouble) CC.Stencil.FailFunc;
break;
case GL_STENCIL_FUNC:
*params = (GLdouble) CC.Stencil.Function;
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = (GLdouble) CC.Stencil.ZFailFunc;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = (GLdouble) CC.Stencil.ZPassFunc;
break;
case GL_STENCIL_REF:
*params = (GLdouble) CC.Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLdouble) CC.Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLdouble) CC.Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLdouble) CC.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 = (CC.Texture.Enabled & 1) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (CC.Texture.Enabled & 2) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = (GLdouble) CC.Texture.EnvColor[0];
params[1] = (GLdouble) CC.Texture.EnvColor[1];
params[2] = (GLdouble) CC.Texture.EnvColor[2];
params[3] = (GLdouble) CC.Texture.EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = (GLdouble) CC.Texture.EnvMode;
break;
case GL_TEXTURE_GEN_S:
*params = (CC.Texture.TexGenEnabled & S_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_T:
*params = (CC.Texture.TexGenEnabled & T_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_R:
*params = (CC.Texture.TexGenEnabled & R_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_Q:
*params = (CC.Texture.TexGenEnabled & Q_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) CC.TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLdouble) CC.TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLdouble) CC.UnpackAlignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLdouble) CC.UnpackLSBFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLdouble) CC.UnpackRowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLdouble) CC.UnpackSkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLdouble) CC.UnpackSkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLdouble) CC.UnpackSwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLdouble) CC.Viewport.X;
params[1] = (GLdouble) CC.Viewport.Y;
params[2] = (GLdouble) CC.Viewport.Width;
params[3] = (GLdouble) CC.Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLdouble) CC.Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLdouble) CC.Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE_EXT:
*params = (GLdouble) CC.Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE_EXT:
*params = (GLdouble) CC.Array.VertexType;
break;
case GL_VERTEX_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.VertexCount;
break;
case GL_NORMAL_ARRAY_TYPE_EXT:
*params = (GLdouble) CC.Array.NormalType;
break;
case GL_NORMAL_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.NormalCount;
break;
case GL_COLOR_ARRAY_SIZE_EXT:
*params = (GLdouble) CC.Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE_EXT:
*params = (GLdouble) CC.Array.ColorType;
break;
case GL_COLOR_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.ColorCount;
break;
case GL_INDEX_ARRAY_TYPE_EXT:
*params = (GLdouble) CC.Array.IndexType;
break;
case GL_INDEX_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.IndexCount;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE_EXT:
*params = (GLdouble) CC.Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE_EXT:
*params = (GLdouble) CC.Array.TexCoordType;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.TexCoordCount;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE_EXT:
*params = (GLdouble) CC.Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = (GLdouble) CC.Array.EdgeFlagCount;
break;
default:
gl_error( GL_INVALID_ENUM, "glGetDoublev" );
}
}
void glGetFloatv( GLenum pname, GLfloat *params )
{
GLuint i;
if (INSIDE_BEGIN_END) {
gl_error( 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) (sizeof(GLaccum)*8);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = CC.Accum.ClearColor[0];
params[1] = CC.Accum.ClearColor[1];
params[2] = CC.Accum.ClearColor[2];
params[3] = CC.Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = CC.Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
if (CC.FrontAlphaEnabled || CC.BackAlphaEnabled) {
*params = 8*sizeof(GLubyte);
}
else {
*params = 0.0F;
}
break;
case GL_ALPHA_SCALE:
*params = CC.Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLfloat) CC.Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = (GLfloat) CC.Color.AlphaFunc;
break;
case GL_ALPHA_TEST_REF:
*params = (GLfloat) CC.Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLfloat ) CC.AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLfloat) CC.Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLfloat) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLfloat) CC.Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = (GLfloat) CC.Color.BlendDst;
break;
case GL_BLEND_SRC:
*params = (GLfloat) CC.Color.BlendSrc;
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLfloat) CC.Color.BlendEquation;
break;
case GL_BLEND_COLOR_EXT:
params[0] = CC.Color.BlendColor[0];
params[1] = CC.Color.BlendColor[1];
params[2] = CC.Color.BlendColor[2];
params[3] = CC.Color.BlendColor[3];
break;
case GL_BLUE_BIAS:
*params = CC.Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLfloat) bits( CC.BlueScale );
break;
case GL_BLUE_SCALE:
*params = CC.Pixel.BlueScale;
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) CC.Transform.ClipEnabled[pname-GL_CLIP_PLANE0];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = (GLfloat) CC.Color.ClearColor[0];
params[1] = (GLfloat) CC.Color.ClearColor[1];
params[2] = (GLfloat) CC.Color.ClearColor[2];
params[3] = (GLfloat) CC.Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLfloat) CC.Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = (GLfloat) CC.Light.ColorMaterialFace;
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = (GLfloat) CC.Light.ColorMaterialMode;
break;
case GL_COLOR_WRITEMASK:
params[0] = (CC.Color.ColorMask & 8) ? 1.0F : 0.0F;
params[1] = (CC.Color.ColorMask & 4) ? 1.0F : 0.0F;
params[2] = (CC.Color.ColorMask & 2) ? 1.0F : 0.0F;
params[3] = (CC.Color.ColorMask & 1) ? 1.0F : 0.0F;
break;
case GL_CULL_FACE:
*params = (GLfloat) CC.Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = (GLfloat) CC.Polygon.CullFaceMode;
break;
case GL_CURRENT_COLOR:
params[0] = CC.Current.IntColor[0] / CC.RedScale;
params[1] = CC.Current.IntColor[1] / CC.GreenScale;
params[2] = CC.Current.IntColor[2] / CC.BlueScale;
params[3] = CC.Current.IntColor[3] / CC.AlphaScale;
break;
case GL_CURRENT_INDEX:
*params = (GLfloat) CC.Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = CC.Current.Normal[0];
params[1] = CC.Current.Normal[1];
params[2] = CC.Current.Normal[2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = CC.Current.RasterColor[0];
params[1] = CC.Current.RasterColor[1];
params[2] = CC.Current.RasterColor[2];
params[3] = CC.Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = CC.Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLfloat) CC.Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = CC.Current.RasterPos[0];
params[1] = CC.Current.RasterPos[1];
params[2] = CC.Current.RasterPos[2];
params[3] = CC.Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = CC.Current.RasterTexCoord[0];
params[1] = CC.Current.RasterTexCoord[1];
params[2] = CC.Current.RasterTexCoord[2];
params[3] = CC.Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLfloat) CC.Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLfloat) CC.Current.TexCoord[0];
params[1] = (GLfloat) CC.Current.TexCoord[1];
params[2] = (GLfloat) CC.Current.TexCoord[2];
params[3] = (GLfloat) CC.Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLfloat) CC.Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLfloat) (8*sizeof(GLdepth));
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLfloat) CC.Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = (GLfloat) CC.Depth.Func;
break;
case GL_DEPTH_RANGE:
params[0] = (GLfloat) CC.Viewport.Near;
params[1] = (GLfloat) CC.Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLfloat) CC.Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLfloat) CC.Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLfloat) CC.Depth.Mask;
break;
case GL_DITHER:
*params = (GLfloat) CC.Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLfloat) CC.DBflag;
break;
case GL_DRAW_BUFFER:
*params = (GLfloat) CC.Color.DrawBuffer;
break;
case GL_EDGE_FLAG:
*params = (GLfloat) CC.Current.EdgeFlag;
break;
case GL_FOG:
*params = (GLfloat) CC.Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = CC.Fog.Color[0];
params[1] = CC.Fog.Color[1];
params[2] = CC.Fog.Color[2];
params[3] = CC.Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = CC.Fog.Density;
break;
case GL_FOG_END:
*params = CC.Fog.End;
break;
case GL_FOG_HINT:
*params = (GLfloat) CC.Hint.Fog;
break;
case GL_FOG_INDEX:
*params = CC.Fog.Index;
break;
case GL_FOG_MODE:
*params = (GLfloat) CC.Fog.Mode;
break;
case GL_FOG_START:
*params = CC.Fog.Start;
break;
case GL_FRONT_FACE:
*params = (GLfloat) CC.Polygon.FrontFace;
break;
case GL_GREEN_BIAS:
*params = (GLfloat) CC.Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLfloat) bits( CC.GreenScale );
break;
case GL_GREEN_SCALE:
*params = (GLfloat) CC.Pixel.GreenScale;
break;
case GL_INDEX_BITS:
{
GLuint width, height, depth;
(*DD.buffer_size)( &width, &height, &depth );
*params = (GLfloat) depth;
}
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLfloat) CC.Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = CC.RGBAflag ? 0.0F : 1.0F;
break;
case GL_INDEX_OFFSET:
*params = (GLfloat) CC.Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLfloat) CC.Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLfloat) CC.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) CC.Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLfloat) CC.Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = CC.Light.Model.Ambient[0];
params[1] = CC.Light.Model.Ambient[1];
params[2] = CC.Light.Model.Ambient[2];
params[3] = CC.Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLfloat) CC.Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLfloat) CC.Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLfloat) CC.Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = (GLfloat) CC.Hint.LineSmooth;
break;
case GL_LINE_STIPPLE:
*params = (GLfloat) CC.Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLfloat) CC.Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLfloat) CC.Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLfloat) CC.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) CC.List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLfloat) gl_list_index();
break;
case GL_LIST_MODE:
*params = CC.ExecuteFlag ? (GLfloat) GL_COMPILE_AND_EXECUTE
: (GLfloat) GL_COMPILE;
break;
case GL_LOGIC_OP:
*params = (GLfloat) CC.Color.LogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = (GLfloat) CC.Color.LogicOp;
break;
case GL_MAP1_COLOR_4:
*params = (GLfloat) CC.Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = CC.Eval.MapGrid1u1;
params[1] = CC.Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLfloat) CC.Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLfloat) CC.Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLfloat) CC.Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLfloat) CC.Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLfloat) CC.Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLfloat) CC.Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLfloat) CC.Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLfloat) CC.Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLfloat) CC.Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLfloat) CC.Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = CC.Eval.MapGrid2u1;
params[1] = CC.Eval.MapGrid2u2;
params[2] = CC.Eval.MapGrid2v1;
params[3] = CC.Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLfloat) CC.Eval.MapGrid2un;
params[1] = (GLfloat) CC.Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLfloat) CC.Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLfloat) CC.Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = CC.Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = CC.Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = CC.Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = CC.Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLfloat) CC.Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLfloat) CC.Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLfloat) CC.Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLfloat) CC.Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = (GLfloat) CC.Transform.MatrixMode;
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLfloat) MAX_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] = CC.ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLfloat) CC.ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLfloat) CC.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLfloat) CC.Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLfloat) CC.PackAlignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLfloat) CC.PackLSBFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLfloat) CC.PackRowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLfloat) CC.PackSkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLfloat) CC.PackSkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLfloat) CC.PackSwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = (GLfloat) CC.Hint.PerspectiveCorrection;
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLfloat) CC.Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLfloat) CC.Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLfloat) CC.Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLfloat) CC.Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLfloat) CC.Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLfloat) CC.Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLfloat) CC.Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLfloat) CC.Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLfloat) CC.Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLfloat) CC.Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLfloat) CC.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) CC.Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = (GLfloat) CC.Hint.PointSmooth;
break;
case GL_POLYGON_MODE:
params[0] = (GLfloat) CC.Polygon.FrontMode;
params[1] = (GLfloat) CC.Polygon.BackMode;
break;
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = CC.Polygon.OffsetBias;
break;
case GL_POLYGON_OFFSET_FACTOR_EXT:
*params = CC.Polygon.OffsetFactor;
break;
case GL_POLYGON_SMOOTH:
*params = (GLfloat) CC.Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = (GLfloat) CC.Hint.PolygonSmooth;
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLfloat) CC.PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = CC.ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLfloat) CC.ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = (GLfloat) CC.Pixel.ReadBuffer;
break;
case GL_RED_BIAS:
*params = CC.Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLfloat) bits( CC.RedScale );
break;
case GL_RED_SCALE:
*params = CC.Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = (GLfloat) CC.RenderMode;
break;
case GL_RGBA_MODE:
*params = (GLfloat) CC.RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLfloat) CC.Scissor.X;
params[1] = (GLfloat) CC.Scissor.Y;
params[2] = (GLfloat) CC.Scissor.Width;
params[3] = (GLfloat) CC.Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLfloat) CC.Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = (GLfloat) CC.Light.ShadeModel;
break;
case GL_STENCIL_BITS:
*params = (GLfloat) (8*sizeof(GLstencil));
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLfloat) CC.Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = (GLfloat) CC.Stencil.FailFunc;
break;
case GL_STENCIL_FUNC:
*params = (GLfloat) CC.Stencil.Function;
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = (GLfloat) CC.Stencil.ZFailFunc;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = (GLfloat) CC.Stencil.ZPassFunc;
break;
case GL_STENCIL_REF:
*params = (GLfloat) CC.Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLfloat) CC.Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLfloat) CC.Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLfloat) CC.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 = (CC.Texture.Enabled & 1) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (CC.Texture.Enabled & 2) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = CC.Texture.EnvColor[0];
params[1] = CC.Texture.EnvColor[1];
params[2] = CC.Texture.EnvColor[2];
params[3] = CC.Texture.EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = (GLfloat) CC.Texture.EnvMode;
break;
case GL_TEXTURE_GEN_S:
*params = (CC.Texture.TexGenEnabled & S_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_T:
*params = (CC.Texture.TexGenEnabled & T_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_R:
*params = (CC.Texture.TexGenEnabled & R_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_Q:
*params = (CC.Texture.TexGenEnabled & Q_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = CC.TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLfloat) CC.TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLfloat) CC.UnpackAlignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLfloat) CC.UnpackLSBFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLfloat) CC.UnpackRowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLfloat) CC.UnpackSkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLfloat) CC.UnpackSkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLfloat) CC.UnpackSwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLfloat) CC.Viewport.X;
params[1] = (GLfloat) CC.Viewport.Y;
params[2] = (GLfloat) CC.Viewport.Width;
params[3] = (GLfloat) CC.Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLfloat) CC.Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLfloat) CC.Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE_EXT:
*params = (GLfloat) CC.Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE_EXT:
*params = (GLfloat) CC.Array.VertexType;
break;
case GL_VERTEX_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.VertexCount;
break;
case GL_NORMAL_ARRAY_TYPE_EXT:
*params = (GLfloat) CC.Array.NormalType;
break;
case GL_NORMAL_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.NormalCount;
break;
case GL_COLOR_ARRAY_SIZE_EXT:
*params = (GLfloat) CC.Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE_EXT:
*params = (GLfloat) CC.Array.ColorType;
break;
case GL_COLOR_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.ColorCount;
break;
case GL_INDEX_ARRAY_TYPE_EXT:
*params = (GLfloat) CC.Array.IndexType;
break;
case GL_INDEX_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.IndexCount;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE_EXT:
*params = (GLfloat) CC.Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE_EXT:
*params = (GLfloat) CC.Array.TexCoordType;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.TexCoordCount;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE_EXT:
*params = (GLfloat) CC.Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = (GLfloat) CC.Array.EdgeFlagCount;
break;
default:
gl_error( GL_INVALID_ENUM, "glGetFloatv" );
}
}
void glGetIntegerv( GLenum pname, GLint *params )
{
GLuint i;
if (INSIDE_BEGIN_END) {
gl_error( 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) (sizeof(GLaccum)*8);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( CC.Accum.ClearColor[0] );
params[1] = FLOAT_TO_INT( CC.Accum.ClearColor[1] );
params[2] = FLOAT_TO_INT( CC.Accum.ClearColor[2] );
params[3] = FLOAT_TO_INT( CC.Accum.ClearColor[3] );
break;
case GL_ALPHA_BIAS:
*params = (GLint) CC.Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
if (CC.FrontAlphaEnabled || CC.BackAlphaEnabled) {
*params = 8*sizeof(GLubyte);
}
else {
*params = 0;
}
break;
case GL_ALPHA_SCALE:
*params = (GLint) CC.Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLint) CC.Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_REF:
*params = FLOAT_TO_INT( CC.Color.AlphaRef );
break;
case GL_ALPHA_TEST_FUNC:
*params = (GLint) CC.Color.AlphaFunc;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLint) CC.AttribStackDepth;
break;
case GL_AUTO_NORMAL:
*params = (GLint) CC.Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLint) NUM_AUX_BUFFERS;
break;
case GL_BLEND:
*params = (GLint) CC.Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = (GLint) CC.Color.BlendDst;
break;
case GL_BLEND_SRC:
*params = (GLint) CC.Color.BlendSrc;
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLint) CC.Color.BlendEquation;
break;
case GL_BLEND_COLOR_EXT:
params[0] = FLOAT_TO_INT( CC.Color.BlendColor[0] );
params[1] = FLOAT_TO_INT( CC.Color.BlendColor[1] );
params[2] = FLOAT_TO_INT( CC.Color.BlendColor[2] );
params[3] = FLOAT_TO_INT( CC.Color.BlendColor[3] );
break;
case GL_BLUE_BIAS:
*params = (GLint) CC.Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLint) bits( CC.BlueScale );
break;
case GL_BLUE_SCALE:
*params = (GLint) CC.Pixel.BlueScale;
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) CC.Transform.ClipEnabled[i];
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( CC.Color.ClearColor[0] );
params[1] = FLOAT_TO_INT( CC.Color.ClearColor[1] );
params[2] = FLOAT_TO_INT( CC.Color.ClearColor[2] );
params[3] = FLOAT_TO_INT( CC.Color.ClearColor[3] );
break;
case GL_COLOR_MATERIAL:
*params = (GLint) CC.Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = (GLint) CC.Light.ColorMaterialFace;
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = (GLint) CC.Light.ColorMaterialMode;
break;
case GL_COLOR_WRITEMASK:
params[0] = (CC.Color.ColorMask & 8) ? 1 : 0;
params[1] = (CC.Color.ColorMask & 4) ? 1 : 0;
params[2] = (CC.Color.ColorMask & 2) ? 1 : 0;
params[3] = (CC.Color.ColorMask & 1) ? 1 : 0;
break;
case GL_CULL_FACE:
*params = (GLint) CC.Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = (GLint) CC.Polygon.CullFaceMode;
break;
case GL_CURRENT_COLOR:
params[0] = FLOAT_TO_INT( (CC.Current.IntColor[0]/CC.RedScale) );
params[1] = FLOAT_TO_INT( (CC.Current.IntColor[1]/CC.GreenScale) );
params[2] = FLOAT_TO_INT( (CC.Current.IntColor[2]/CC.BlueScale) );
params[3] = FLOAT_TO_INT( (CC.Current.IntColor[3]/CC.AlphaScale) );
break;
case GL_CURRENT_INDEX:
*params = (GLint) CC.Current.Index;
break;
case GL_CURRENT_NORMAL:
params[0] = FLOAT_TO_INT( CC.Current.Normal[0] );
params[1] = FLOAT_TO_INT( CC.Current.Normal[1] );
params[2] = FLOAT_TO_INT( CC.Current.Normal[2] );
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_INT( CC.Current.RasterColor[0] );
params[1] = FLOAT_TO_INT( CC.Current.RasterColor[1] );
params[2] = FLOAT_TO_INT( CC.Current.RasterColor[2] );
params[3] = FLOAT_TO_INT( CC.Current.RasterColor[3] );
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLint) CC.Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLint) CC.Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLint) CC.Current.RasterPos[0];
params[1] = (GLint) CC.Current.RasterPos[1];
params[2] = (GLint) CC.Current.RasterPos[2];
params[3] = (GLint) CC.Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLint) CC.Current.RasterTexCoord[0];
params[1] = (GLint) CC.Current.RasterTexCoord[1];
params[2] = (GLint) CC.Current.RasterTexCoord[2];
params[3] = (GLint) CC.Current.RasterTexCoord[3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLint) CC.Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
params[0] = (GLint) CC.Current.TexCoord[0];
params[1] = (GLint) CC.Current.TexCoord[1];
params[2] = (GLint) CC.Current.TexCoord[2];
params[3] = (GLint) CC.Current.TexCoord[3];
break;
case GL_DEPTH_BIAS:
*params = (GLint) CC.Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = 8*sizeof(GLdepth);
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLint) CC.Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = (GLint) CC.Depth.Func;
break;
case GL_DEPTH_RANGE:
params[0] = (GLint) CC.Viewport.Near;
params[1] = (GLint) CC.Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLint) CC.Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLint) CC.Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLint) CC.Depth.Mask;
break;
case GL_DITHER:
*params = (GLint) CC.Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLint) CC.DBflag;
break;
case GL_DRAW_BUFFER:
*params = (GLint) CC.Color.DrawBuffer;
break;
case GL_EDGE_FLAG:
*params = (GLint) CC.Current.EdgeFlag;
break;
case GL_FOG:
*params = (GLint) CC.Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_INT( CC.Fog.Color[0] );
params[1] = FLOAT_TO_INT( CC.Fog.Color[1] );
params[2] = FLOAT_TO_INT( CC.Fog.Color[2] );
params[3] = FLOAT_TO_INT( CC.Fog.Color[3] );
break;
case GL_FOG_DENSITY:
*params = (GLint) CC.Fog.Density;
break;
case GL_FOG_END:
*params = (GLint) CC.Fog.End;
break;
case GL_FOG_HINT:
*params = (GLint) CC.Hint.Fog;
break;
case GL_FOG_INDEX:
*params = (GLint) CC.Fog.Index;
break;
case GL_FOG_MODE:
*params = (GLint) CC.Fog.Mode;
break;
case GL_FOG_START:
*params = (GLint) CC.Fog.Start;
break;
case GL_FRONT_FACE:
*params = (GLint) CC.Polygon.FrontFace;
break;
case GL_GREEN_BIAS:
*params = (GLint) CC.Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLint) bits( CC.GreenScale );
break;
case GL_GREEN_SCALE:
*params = (GLint) CC.Pixel.GreenScale;
break;
case GL_INDEX_BITS:
{
GLuint width, height, depth;
(*DD.buffer_size)( &width, &height, &depth );
*params = (GLint) depth;
}
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLint) CC.Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = CC.RGBAflag ? 0 : 1;
break;
case GL_INDEX_OFFSET:
*params = CC.Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = CC.Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLint) CC.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) CC.Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLint) CC.Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_INT( CC.Light.Model.Ambient[0] );
params[1] = FLOAT_TO_INT( CC.Light.Model.Ambient[1] );
params[2] = FLOAT_TO_INT( CC.Light.Model.Ambient[2] );
params[3] = FLOAT_TO_INT( CC.Light.Model.Ambient[3] );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLint) CC.Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLint) CC.Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLint) CC.Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = (GLint) CC.Hint.LineSmooth;
break;
case GL_LINE_STIPPLE:
*params = (GLint) CC.Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLint) CC.Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLint) CC.Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLint) CC.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) CC.List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLint) gl_list_index();
break;
case GL_LIST_MODE:
*params = CC.ExecuteFlag ? (GLint) GL_COMPILE_AND_EXECUTE
: (GLint) GL_COMPILE;
break;
case GL_LOGIC_OP:
*params = (GLint) CC.Color.LogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = (GLint) CC.Color.LogicOp;
break;
case GL_MAP1_COLOR_4:
*params = (GLint) CC.Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLint) CC.Eval.MapGrid1u1;
params[1] = (GLint) CC.Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLint) CC.Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLint) CC.Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLint) CC.Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLint) CC.Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLint) CC.Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLint) CC.Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLint) CC.Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLint) CC.Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLint) CC.Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLint) CC.Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLint) CC.Eval.MapGrid2u1;
params[1] = (GLint) CC.Eval.MapGrid2u2;
params[2] = (GLint) CC.Eval.MapGrid2v1;
params[3] = (GLint) CC.Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLint) CC.Eval.MapGrid2un;
params[1] = (GLint) CC.Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLint) CC.Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLint) CC.Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLint) CC.Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLint) CC.Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLint) CC.Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLint) CC.Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLint) CC.Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLint) CC.Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLint) CC.Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLint) CC.Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = (GLint) CC.Transform.MatrixMode;
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLint) MAX_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) CC.ModelViewMatrix[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLint) CC.ModelViewStackDepth;
break;
case GL_NAME_STACK_DEPTH:
*params = (GLint) CC.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLint) CC.Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = CC.PackAlignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLint) CC.PackLSBFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = CC.PackRowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = CC.PackSkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = CC.PackSkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLint) CC.PackSwapBytes;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = (GLint) CC.Hint.PerspectiveCorrection;
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = CC.Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = CC.Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = CC.Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = CC.Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = CC.Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = CC.Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = CC.Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = CC.Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = CC.Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = CC.Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLint) CC.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) CC.Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = (GLint) CC.Hint.PointSmooth;
break;
case GL_POLYGON_MODE:
params[0] = (GLint) CC.Polygon.FrontMode;
params[1] = (GLint) CC.Polygon.BackMode;
break;
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = (GLint) CC.Polygon.OffsetBias;
break;
case GL_POLYGON_OFFSET_FACTOR_EXT:
*params = (GLint) CC.Polygon.OffsetFactor;
break;
case GL_POLYGON_SMOOTH:
*params = (GLint) CC.Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = (GLint) CC.Hint.PolygonSmooth;
break;
case GL_POLYGON_STIPPLE:
for (i=0;i<32;i++) { /* RIGHT? */
params[i] = (GLint) CC.PolygonStipple[i];
}
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) CC.ProjectionMatrix[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLint) CC.ProjectionStackDepth;
break;
case GL_READ_BUFFER:
*params = (GLint) CC.Pixel.ReadBuffer;
break;
case GL_RED_BIAS:
*params = (GLint) CC.Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLint) bits( CC.RedScale );
break;
case GL_RED_SCALE:
*params = (GLint) CC.Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = (GLint) CC.RenderMode;
break;
case GL_RGBA_MODE:
*params = (GLint) CC.RGBAflag;
break;
case GL_SCISSOR_BOX:
params[0] = (GLint) CC.Scissor.X;
params[1] = (GLint) CC.Scissor.Y;
params[2] = (GLint) CC.Scissor.Width;
params[3] = (GLint) CC.Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLint) CC.Scissor.Enabled;
break;
case GL_SHADE_MODEL:
*params = (GLint) CC.Light.ShadeModel;
break;
case GL_STENCIL_BITS:
*params = 8*sizeof(GLstencil);
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLint) CC.Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = (GLint) CC.Stencil.FailFunc;
break;
case GL_STENCIL_FUNC:
*params = (GLint) CC.Stencil.Function;
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = (GLint) CC.Stencil.ZFailFunc;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = (GLint) CC.Stencil.ZPassFunc;
break;
case GL_STENCIL_REF:
*params = (GLint) CC.Stencil.Ref;
break;
case GL_STENCIL_TEST:
*params = (GLint) CC.Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLint) CC.Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
*params = (GLint) CC.Stencil.WriteMask;
break;
case GL_STEREO:
*params = 0; /* TODO */
break;
case GL_SUBPIXEL_BITS:
*params = 0; /* TODO */
break;
case GL_TEXTURE_1D:
*params = (CC.Texture.Enabled & 1) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = (CC.Texture.Enabled & 2) ? 1.0 : 0.0;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = FLOAT_TO_INT( CC.Texture.EnvColor[0] );
params[1] = FLOAT_TO_INT( CC.Texture.EnvColor[1] );
params[2] = FLOAT_TO_INT( CC.Texture.EnvColor[2] );
params[3] = FLOAT_TO_INT( CC.Texture.EnvColor[3] );
break;
case GL_TEXTURE_ENV_MODE:
*params = (GLint) CC.Texture.EnvMode;
break;
case GL_TEXTURE_GEN_S:
*params = (CC.Texture.TexGenEnabled & S_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_T:
*params = (CC.Texture.TexGenEnabled & T_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_R:
*params = (CC.Texture.TexGenEnabled & R_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_Q:
*params = (CC.Texture.TexGenEnabled & Q_BIT) ? 1 : 0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) CC.TextureMatrix[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLint) CC.TextureStackDepth;
break;
case GL_UNPACK_ALIGNMENT:
*params = CC.UnpackAlignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLint) CC.UnpackLSBFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = CC.UnpackRowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = CC.UnpackSkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = CC.UnpackSkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLint) CC.UnpackSwapBytes;
break;
case GL_VIEWPORT:
params[0] = (GLint) CC.Viewport.X;
params[1] = (GLint) CC.Viewport.Y;
params[2] = (GLint) CC.Viewport.Width;
params[3] = (GLint) CC.Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLint) CC.Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLint) CC.Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY_SIZE_EXT:
*params = CC.Array.VertexSize;
break;
case GL_VERTEX_ARRAY_TYPE_EXT:
*params = CC.Array.VertexType;
break;
case GL_VERTEX_ARRAY_STRIDE_EXT:
*params = CC.Array.VertexStride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = CC.Array.VertexCount;
break;
case GL_NORMAL_ARRAY_TYPE_EXT:
*params = CC.Array.NormalType;
break;
case GL_NORMAL_ARRAY_STRIDE_EXT:
*params = CC.Array.NormalStride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = CC.Array.NormalCount;
break;
case GL_COLOR_ARRAY_SIZE_EXT:
*params = CC.Array.ColorSize;
break;
case GL_COLOR_ARRAY_TYPE_EXT:
*params = CC.Array.ColorType;
break;
case GL_COLOR_ARRAY_STRIDE_EXT:
*params = CC.Array.ColorStride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = CC.Array.ColorCount;
break;
case GL_INDEX_ARRAY_TYPE_EXT:
*params = CC.Array.IndexType;
break;
case GL_INDEX_ARRAY_STRIDE_EXT:
*params = CC.Array.IndexStride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = CC.Array.IndexCount;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE_EXT:
*params = CC.Array.TexCoordSize;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE_EXT:
*params = CC.Array.TexCoordType;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE_EXT:
*params = CC.Array.TexCoordStride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = CC.Array.TexCoordCount;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE_EXT:
*params = CC.Array.EdgeFlagStride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = CC.Array.EdgeFlagCount;
break;
default:
gl_error( GL_INVALID_ENUM, "glGetIntegerv" );
}
}