Windows NT 4.0 source code leak
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/*
** Copyright 1992, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include <windows.h>
#include <GL/gl.h>
#include "shell.h"
void CallRasterPos(void)
{
float x, y, z, w;
x = 1.0;
y = 1.0;
z = 1.0;
w = 1.0;
Output("glRasterPos2s, ");
Output("glRasterPos2sv, ");
Output("glRasterPos2i, ");
Output("glRasterPos2iv, ");
Output("glRasterPos2f, ");
Output("glRasterPos2fv, ");
Output("glRasterPos2d, ");
Output("glRasterPos2dv, ");
Output("glRasterPos3s, ");
Output("glRasterPos3sv, ");
Output("glRasterPos3i, ");
Output("glRasterPos3iv, ");
Output("glRasterPos3f, ");
Output("glRasterPos3fv, ");
Output("glRasterPos3d, ");
Output("glRasterPos3dv, ");
Output("glRasterPos4s, ");
Output("glRasterPos4sv, ");
Output("glRasterPos4i, ");
Output("glRasterPos4iv, ");
Output("glRasterPos4f, ");
Output("glRasterPos4fv, ");
Output("glRasterPos4d, ");
Output("glRasterPos4dv\n");
glRasterPos2s((GLshort)x, (GLshort)y);
{
GLshort buf[2];
buf[0] = (GLshort)x;
buf[1] = (GLshort)y;
glRasterPos2sv(buf);
}
glRasterPos2i((GLint)x, (GLint)y);
{
GLint buf[2];
buf[0] = (GLint)x;
buf[1] = (GLint)y;
glRasterPos2iv(buf);
}
glRasterPos2f((GLfloat)x, (GLfloat)y);
{
GLfloat buf[2];
buf[0] = (GLfloat)x;
buf[1] = (GLfloat)y;
glRasterPos2fv(buf);
}
glRasterPos2d((GLdouble)x, (GLdouble)y);
{
GLdouble buf[2];
buf[0] = (GLdouble)x;
buf[1] = (GLdouble)y;
glRasterPos2dv(buf);
}
glRasterPos3s((GLshort)x, (GLshort)y, (GLshort)z);
{
GLshort buf[3];
buf[0] = (GLshort)x;
buf[1] = (GLshort)y;
buf[2] = (GLshort)z;
glRasterPos3sv(buf);
}
glRasterPos3i((GLint)x, (GLint)y, (GLint)z);
{
GLint buf[3];
buf[0] = (GLint)x;
buf[1] = (GLint)y;
buf[2] = (GLint)z;
glRasterPos3iv(buf);
}
glRasterPos3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
{
GLfloat buf[3];
buf[0] = (GLfloat)x;
buf[1] = (GLfloat)y;
buf[2] = (GLfloat)z;
glRasterPos3fv(buf);
}
glRasterPos3d((GLdouble)x, (GLdouble)y, (GLdouble)z);
{
GLdouble buf[3];
buf[0] = (GLdouble)x;
buf[1] = (GLdouble)y;
buf[2] = (GLdouble)z;
glRasterPos3dv(buf);
}
glRasterPos4s((GLshort)x, (GLshort)y, (GLshort)z, (GLshort)w);
{
GLshort buf[4];
buf[0] = (GLshort)x;
buf[1] = (GLshort)y;
buf[2] = (GLshort)z;
buf[3] = (GLshort)w;
glRasterPos4sv(buf);
}
glRasterPos4i((GLint)x, (GLint)y, (GLint)z, (GLint)w);
{
GLint buf[4];
buf[0] = (GLint)x;
buf[1] = (GLint)y;
buf[2] = (GLint)z;
buf[3] = (GLint)w;
glRasterPos4iv(buf);
}
glRasterPos4f((GLfloat)x, (GLfloat)y, (GLfloat)z, (GLfloat)w);
{
GLfloat buf[4];
buf[0] = (GLfloat)x;
buf[1] = (GLfloat)y;
buf[2] = (GLfloat)z;
buf[3] = (GLfloat)w;
glRasterPos4fv(buf);
}
glRasterPos4d((GLdouble)x, (GLdouble)y, (GLdouble)z, (GLdouble)w);
{
GLdouble buf[4];
buf[0] = (GLdouble)x;
buf[1] = (GLdouble)y;
buf[2] = (GLdouble)z;
buf[3] = (GLdouble)w;
glRasterPos4dv(buf);
}
Output("\n");
}
void CallReadBuffer(void)
{
long i;
Output("glReadBuffer\n");
for (i = 0; enum_ReadBufferMode[i].value != -1; i++) {
Output("\t%s\n", enum_ReadBufferMode[i].name);
glReadBuffer(enum_ReadBufferMode[i].value);
ProbeEnum();
}
Output("\n");
}
void CallReadDrawPixels(void)
{
float buf[100];
long i, j;
Output("glReadPixels, ");
Output("glDrawPixels\n");
for (i = 0; enum_PixelFormat[i].value != -1; i++) {
for (j = 0; enum_PixelType[j].value != -1; j++) {
if (enum_PixelType[j].value == GL_BITMAP) {
continue;
}
Output("\t%s, %s\n", enum_PixelFormat[i].name, enum_PixelType[j].name);
glReadPixels(0, 0, 1, 1, enum_PixelFormat[i].value, enum_PixelType[j].value, (GLubyte *)buf);
glDrawPixels(1, 1, enum_PixelFormat[i].value, enum_PixelType[j].value, (GLubyte *)buf);
ProbeEnum();
}
}
Output("\n");
}
void CallRect(void)
{
float x1, y1, x2, y2;
x1 = 1.0;
y1 = 1.0;
x2 = 1.0;
y2 = 1.0;
Output("glRects, ");
Output("glRectsv, ");
Output("glRecti, ");
Output("glRectiv, ");
Output("glRectf, ");
Output("glRectfv, ");
Output("glRectd, ");
Output("glRectdv\n");
glRects((GLshort)x1, (GLshort)y1, (GLshort)x2, (GLshort)y2);
{
GLshort buf1[2], buf2[2];
buf1[0] = (GLshort)x1;
buf1[1] = (GLshort)y1;
buf2[0] = (GLshort)x2;
buf2[1] = (GLshort)y2;
glRectsv(buf1, buf2);
}
glRecti((GLint)x1, (GLint)y1, (GLint)x2, (GLint)y2);
{
GLint buf1[2], buf2[2];
buf1[0] = (GLint)x1;
buf1[1] = (GLint)y1;
buf2[0] = (GLint)x2;
buf2[1] = (GLint)y2;
glRectiv(buf1, buf2);
}
glRectf((GLfloat)x1, (GLfloat)y1, (GLfloat)x2, (GLfloat)y2);
{
GLfloat buf1[2], buf2[2];
buf1[0] = (GLfloat)x1;
buf1[1] = (GLfloat)y1;
buf2[0] = (GLfloat)x2;
buf2[1] = (GLfloat)y2;
glRectfv(buf1, buf2);
}
glRectd((GLdouble)x1, (GLdouble)y1, (GLdouble)x2, (GLdouble)y2);
{
GLdouble buf1[2], buf2[2];
buf1[0] = (GLdouble)x1;
buf1[1] = (GLdouble)y1;
buf2[0] = (GLdouble)x2;
buf2[1] = (GLdouble)y2;
glRectdv(buf1, buf2);
}
Output("\n");
}
void CallRenderMode(void)
{
GLint i, j;
Output("glRenderMode\n");
for (i = 0; enum_RenderingMode[i].value != -1; i++) {
Output("\t%s\n", enum_RenderingMode[i].name);
j = glRenderMode(enum_RenderingMode[i].value);
ProbeEnum();
}
Output("\n");
}
void CallRotate(void)
{
Output("glRotatef, ");
Output("glRotated\n");
glRotatef(0.0, 1, 1, 1);
glRotated(0.0, 1, 1, 1);
Output("\n");
}