/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard, * which is licensed under the MIT license (see LICENSE). * It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later). */ #include "graphics/tinygl/zgl.h" namespace TinyGL { void GLContext::gl_GetIntegerv(TGLenum pname, TGLint *data) { switch (pname) { case TGL_VIEWPORT: data[0] = viewport.xmin; data[1] = viewport.ymin; data[2] = viewport.xsize; data[3] = viewport.ysize; break; case TGL_MAX_MODELVIEW_STACK_DEPTH: *data = MAX_MODELVIEW_STACK_DEPTH; break; case TGL_MAX_PROJECTION_STACK_DEPTH: *data = MAX_PROJECTION_STACK_DEPTH; break; case TGL_MAX_LIGHTS: *data = T_MAX_LIGHTS; break; case TGL_MAX_TEXTURE_SIZE: *data = _textureSize; break; case TGL_MAX_TEXTURE_STACK_DEPTH: *data = MAX_TEXTURE_STACK_DEPTH; break; case TGL_BLEND: *data = blending_enabled; break; case TGL_ALPHA_TEST: *data = alpha_test_enabled; break; case TGL_DEPTH_TEST: *data = depth_test_enabled; break; case TGL_STENCIL_TEST: *data = stencil_test_enabled; break; default: error("tglGet: option not implemented"); break; } } void GLContext::gl_GetFloatv(TGLenum pname, TGLfloat *data) { int mnr = 0; // just a trick to return the correct matrix switch (pname) { case TGL_TEXTURE_MATRIX: mnr++; // fall through case TGL_PROJECTION_MATRIX: mnr++; // fall through case TGL_MODELVIEW_MATRIX: { float *p = &matrix_stack_ptr[mnr]->_m[0][0]; for (int i = 0; i < 4; i++) { *data++ = p[0]; *data++ = p[4]; *data++ = p[8]; *data++ = p[12]; p++; } } break; case TGL_LINE_WIDTH: *data = 1.0f; break; case TGL_LINE_WIDTH_RANGE: data[0] = data[1] = 1.0f; break; case TGL_POINT_SIZE: *data = 1.0f; break; case TGL_POINT_SIZE_RANGE: data[0] = data[1] = 1.0f; break; default: warning("gl_GetFloatv: unknown pname"); break; } } } // end of namespace TinyGL