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📄 get.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 5 页
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      case GL_EDGE_FLAG:
         {
         FLUSH_CURRENT(ctx, 0);
         params[0] = ctx->Current.EdgeFlag;
         }
         break;
      case GL_FEEDBACK_BUFFER_SIZE:
         params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize);
         break;
      case GL_FEEDBACK_BUFFER_TYPE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type);
         break;
      case GL_FOG:
         params[0] = ctx->Fog.Enabled;
         break;
      case GL_FOG_COLOR:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);
         params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);
         params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);
         break;
      case GL_FOG_DENSITY:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);
         break;
      case GL_FOG_END:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);
         break;
      case GL_FOG_HINT:
         params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);
         break;
      case GL_FOG_INDEX:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index);
         break;
      case GL_FOG_MODE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);
         break;
      case GL_FOG_START:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);
         break;
      case GL_FRONT_FACE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);
         break;
      case GL_GREEN_BIAS:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias);
         break;
      case GL_GREEN_BITS:
         params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits);
         break;
      case GL_GREEN_SCALE:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale);
         break;
      case GL_INDEX_BITS:
         params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.indexBits);
         break;
      case GL_INDEX_CLEAR_VALUE:
         params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex);
         break;
      case GL_INDEX_MODE:
         params[0] = !ctx->DrawBuffer->Visual.rgbMode;
         break;
      case GL_INDEX_OFFSET:
         params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset);
         break;
      case GL_INDEX_SHIFT:
         params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift);
         break;
      case GL_INDEX_WRITEMASK:
         params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask);
         break;
      case GL_LIGHT0:
         params[0] = ctx->Light.Light[0].Enabled;
         break;
      case GL_LIGHT1:
         params[0] = ctx->Light.Light[1].Enabled;
         break;
      case GL_LIGHT2:
         params[0] = ctx->Light.Light[2].Enabled;
         break;
      case GL_LIGHT3:
         params[0] = ctx->Light.Light[3].Enabled;
         break;
      case GL_LIGHT4:
         params[0] = ctx->Light.Light[4].Enabled;
         break;
      case GL_LIGHT5:
         params[0] = ctx->Light.Light[5].Enabled;
         break;
      case GL_LIGHT6:
         params[0] = ctx->Light.Light[6].Enabled;
         break;
      case GL_LIGHT7:
         params[0] = ctx->Light.Light[7].Enabled;
         break;
      case GL_LIGHTING:
         params[0] = ctx->Light.Enabled;
         break;
      case GL_LIGHT_MODEL_AMBIENT:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);
         params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);
         params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);
         break;
      case GL_LIGHT_MODEL_COLOR_CONTROL:
         params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl);
         break;
      case GL_LIGHT_MODEL_LOCAL_VIEWER:
         params[0] = ctx->Light.Model.LocalViewer;
         break;
      case GL_LIGHT_MODEL_TWO_SIDE:
         params[0] = ctx->Light.Model.TwoSide;
         break;
      case GL_LINE_SMOOTH:
         params[0] = ctx->Line.SmoothFlag;
         break;
      case GL_LINE_SMOOTH_HINT:
         params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);
         break;
      case GL_LINE_STIPPLE:
         params[0] = ctx->Line.StippleFlag;
         break;
      case GL_LINE_STIPPLE_PATTERN:
         params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern);
         break;
      case GL_LINE_STIPPLE_REPEAT:
         params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor);
         break;
      case GL_LINE_WIDTH:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);
         break;
      case GL_LINE_WIDTH_GRANULARITY:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity);
         break;
      case GL_LINE_WIDTH_RANGE:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);
         break;
      case GL_ALIASED_LINE_WIDTH_RANGE:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);
         break;
      case GL_LIST_BASE:
         params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);
         break;
      case GL_LIST_INDEX:
         params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);
         break;
      case GL_LIST_MODE:
         {
         GLenum mode;
         if (!ctx->CompileFlag)
            mode = 0;
         else if (ctx->ExecuteFlag)
            mode = GL_COMPILE_AND_EXECUTE;
         else
            mode = GL_COMPILE;
         params[0] = ENUM_TO_BOOLEAN(mode);
         }
         break;
      case GL_INDEX_LOGIC_OP:
         params[0] = ctx->Color.IndexLogicOpEnabled;
         break;
      case GL_COLOR_LOGIC_OP:
         params[0] = ctx->Color.ColorLogicOpEnabled;
         break;
      case GL_LOGIC_OP_MODE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);
         break;
      case GL_MAP1_COLOR_4:
         params[0] = ctx->Eval.Map1Color4;
         break;
      case GL_MAP1_GRID_DOMAIN:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2);
         break;
      case GL_MAP1_GRID_SEGMENTS:
         params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un);
         break;
      case GL_MAP1_INDEX:
         params[0] = ctx->Eval.Map1Index;
         break;
      case GL_MAP1_NORMAL:
         params[0] = ctx->Eval.Map1Normal;
         break;
      case GL_MAP1_TEXTURE_COORD_1:
         params[0] = ctx->Eval.Map1TextureCoord1;
         break;
      case GL_MAP1_TEXTURE_COORD_2:
         params[0] = ctx->Eval.Map1TextureCoord2;
         break;
      case GL_MAP1_TEXTURE_COORD_3:
         params[0] = ctx->Eval.Map1TextureCoord3;
         break;
      case GL_MAP1_TEXTURE_COORD_4:
         params[0] = ctx->Eval.Map1TextureCoord4;
         break;
      case GL_MAP1_VERTEX_3:
         params[0] = ctx->Eval.Map1Vertex3;
         break;
      case GL_MAP1_VERTEX_4:
         params[0] = ctx->Eval.Map1Vertex4;
         break;
      case GL_MAP2_COLOR_4:
         params[0] = ctx->Eval.Map2Color4;
         break;
      case GL_MAP2_GRID_DOMAIN:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1);
         params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2);
         params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1);
         params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2);
         break;
      case GL_MAP2_GRID_SEGMENTS:
         params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un);
         params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn);
         break;
      case GL_MAP2_INDEX:
         params[0] = ctx->Eval.Map2Index;
         break;
      case GL_MAP2_NORMAL:
         params[0] = ctx->Eval.Map2Normal;
         break;
      case GL_MAP2_TEXTURE_COORD_1:
         params[0] = ctx->Eval.Map2TextureCoord1;
         break;
      case GL_MAP2_TEXTURE_COORD_2:
         params[0] = ctx->Eval.Map2TextureCoord2;
         break;
      case GL_MAP2_TEXTURE_COORD_3:
         params[0] = ctx->Eval.Map2TextureCoord3;
         break;
      case GL_MAP2_TEXTURE_COORD_4:
         params[0] = ctx->Eval.Map2TextureCoord4;
         break;
      case GL_MAP2_VERTEX_3:
         params[0] = ctx->Eval.Map2Vertex3;
         break;
      case GL_MAP2_VERTEX_4:
         params[0] = ctx->Eval.Map2Vertex4;
         break;
      case GL_MAP_COLOR:
         params[0] = ctx->Pixel.MapColorFlag;
         break;
      case GL_MAP_STENCIL:
         params[0] = ctx->Pixel.MapStencilFlag;
         break;
      case GL_MATRIX_MODE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);
         break;
      case GL_MAX_ATTRIB_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH);
         break;
      case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH);
         break;
      case GL_MAX_CLIP_PLANES:
         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);
         break;
      case GL_MAX_ELEMENTS_VERTICES:
         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
         break;
      case GL_MAX_ELEMENTS_INDICES:
         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
         break;
      case GL_MAX_EVAL_ORDER:
         params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER);
         break;
      case GL_MAX_LIGHTS:
         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);
         break;
      case GL_MAX_LIST_NESTING:
         params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING);
         break;
      case GL_MAX_MODELVIEW_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);
         break;
      case GL_MAX_NAME_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH);
         break;
      case GL_MAX_PIXEL_MAP_TABLE:
         params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE);
         break;
      case GL_MAX_PROJECTION_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);
         break;
      case GL_MAX_TEXTURE_SIZE:
         params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));
         break;
      case GL_MAX_3D_TEXTURE_SIZE:
         params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1));
         break;
      case GL_MAX_TEXTURE_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);
         break;
      case GL_MAX_VIEWPORT_DIMS:
         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);
         params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);
         break;
      case GL_MODELVIEW_MATRIX:
         {
         const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
         params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
         params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
         params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
         params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
         params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
         params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
         params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
         params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
         params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
         params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
         params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
         params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
         params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
         params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
         params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
         params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
         }
         break;
      case GL_MODELVIEW_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);
         break;
      case GL_NAME_STACK_DEPTH:
         params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth);
         break;
      case GL_NORMALIZE:
         params[0] = ctx->Transform.Normalize;
         break;
      case GL_PACK_ALIGNMENT:

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