📄 get.c
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params[0] = (ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0); } 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: params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);
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