gl10.def 30 KB

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  1. # This is the definition file for all GL 1.0 stuff
  2. %COPY_INTERFACE
  3. const
  4. GL_NO_ERROR = 0;
  5. // Boolean values
  6. GL_FALSE = 0;
  7. GL_TRUE = 1;
  8. // Data types
  9. GL_BYTE = $1400;
  10. GL_UNSIGNED_BYTE = $1401;
  11. GL_SHORT = $1402;
  12. GL_UNSIGNED_SHORT = $1403;
  13. GL_INT = $1404;
  14. GL_UNSIGNED_INT = $1405;
  15. GL_FLOAT = $1406;
  16. GL_DOUBLE = $140A;
  17. GL_2_BYTES = $1407;
  18. GL_3_BYTES = $1408;
  19. GL_4_BYTES = $1409;
  20. // Primitives
  21. GL_LINES = $0001;
  22. GL_POINTS = $0000;
  23. GL_LINE_STRIP = $0003;
  24. GL_LINE_LOOP = $0002;
  25. GL_TRIANGLES = $0004;
  26. GL_TRIANGLE_STRIP = $0005;
  27. GL_TRIANGLE_FAN = $0006;
  28. GL_QUADS = $0007;
  29. GL_QUAD_STRIP = $0008;
  30. GL_POLYGON = $0009;
  31. GL_EDGE_FLAG = $0B43;
  32. // Vertex arrays
  33. GL_VERTEX_ARRAY = $8074;
  34. GL_NORMAL_ARRAY = $8075;
  35. GL_COLOR_ARRAY = $8076;
  36. GL_INDEX_ARRAY = $8077;
  37. GL_TEXTURE_COORD_ARRAY = $8078;
  38. GL_EDGE_FLAG_ARRAY = $8079;
  39. GL_VERTEX_ARRAY_SIZE = $807A;
  40. GL_VERTEX_ARRAY_TYPE = $807B;
  41. GL_VERTEX_ARRAY_STRIDE = $807C;
  42. GL_NORMAL_ARRAY_TYPE = $807E;
  43. GL_NORMAL_ARRAY_STRIDE = $807F;
  44. GL_COLOR_ARRAY_SIZE = $8081;
  45. GL_COLOR_ARRAY_TYPE = $8082;
  46. GL_COLOR_ARRAY_STRIDE = $8083;
  47. GL_INDEX_ARRAY_TYPE = $8085;
  48. GL_INDEX_ARRAY_STRIDE = $8086;
  49. GL_TEXTURE_COORD_ARRAY_SIZE = $8088;
  50. GL_TEXTURE_COORD_ARRAY_TYPE = $8089;
  51. GL_TEXTURE_COORD_ARRAY_STRIDE = $808A;
  52. GL_EDGE_FLAG_ARRAY_STRIDE = $808C;
  53. GL_VERTEX_ARRAY_POINTER = $808E;
  54. GL_NORMAL_ARRAY_POINTER = $808F;
  55. GL_COLOR_ARRAY_POINTER = $8090;
  56. GL_INDEX_ARRAY_POINTER = $8091;
  57. GL_TEXTURE_COORD_ARRAY_POINTER = $8092;
  58. GL_EDGE_FLAG_ARRAY_POINTER = $8093;
  59. GL_V2F = $2A20;
  60. GL_V3F = $2A21;
  61. GL_C4UB_V2F = $2A22;
  62. GL_C4UB_V3F = $2A23;
  63. GL_C3F_V3F = $2A24;
  64. GL_N3F_V3F = $2A25;
  65. GL_C4F_N3F_V3F = $2A26;
  66. GL_T2F_V3F = $2A27;
  67. GL_T4F_V4F = $2A28;
  68. GL_T2F_C4UB_V3F = $2A29;
  69. GL_T2F_C3F_V3F = $2A2A;
  70. GL_T2F_N3F_V3F = $2A2B;
  71. GL_T2F_C4F_N3F_V3F = $2A2C;
  72. GL_T4F_C4F_N3F_V4F = $2A2D;
  73. // Matrix Mode
  74. GL_MATRIX_MODE = $0BA0;
  75. GL_MODELVIEW = $1700;
  76. GL_PROJECTION = $1701;
  77. GL_TEXTURE = $1702;
  78. // Points
  79. GL_POINT_SMOOTH = $0B10;
  80. GL_POINT_SIZE = $0B11;
  81. GL_POINT_SIZE_GRANULARITY = $0B13;
  82. GL_POINT_SIZE_RANGE = $0B12;
  83. // Lines
  84. GL_LINE_SMOOTH = $0B20;
  85. GL_LINE_STIPPLE = $0B24;
  86. GL_LINE_STIPPLE_PATTERN = $0B25;
  87. GL_LINE_STIPPLE_REPEAT = $0B26;
  88. GL_LINE_WIDTH = $0B21;
  89. GL_LINE_WIDTH_GRANULARITY = $0B23;
  90. GL_LINE_WIDTH_RANGE = $0B22;
  91. // Polygons
  92. GL_POINT = $1B00;
  93. GL_LINE = $1B01;
  94. GL_FILL = $1B02;
  95. GL_CCW = $0901;
  96. GL_CW = $0900;
  97. GL_FRONT = $0404;
  98. GL_BACK = $0405;
  99. GL_CULL_FACE = $0B44;
  100. GL_CULL_FACE_MODE = $0B45;
  101. GL_POLYGON_SMOOTH = $0B41;
  102. GL_POLYGON_STIPPLE = $0B42;
  103. GL_FRONT_FACE = $0B46;
  104. GL_POLYGON_MODE = $0B40;
  105. GL_POLYGON_OFFSET_FACTOR = $8038;
  106. GL_POLYGON_OFFSET_UNITS = $2A00;
  107. GL_POLYGON_OFFSET_POINT = $2A01;
  108. GL_POLYGON_OFFSET_LINE = $2A02;
  109. GL_POLYGON_OFFSET_FILL = $8037;
  110. // Display lists
  111. GL_COMPILE = $1300;
  112. GL_COMPILE_AND_EXECUTE = $1301;
  113. GL_LIST_BASE = $0B32;
  114. GL_LIST_INDEX = $0B33;
  115. GL_LIST_MODE = $0B30;
  116. // Depth buffer
  117. GL_NEVER = $0200;
  118. GL_LESS = $0201;
  119. GL_GEQUAL = $0206;
  120. GL_LEQUAL = $0203;
  121. GL_GREATER = $0204;
  122. GL_NOTEQUAL = $0205;
  123. GL_EQUAL = $0202;
  124. GL_ALWAYS = $0207;
  125. GL_DEPTH_TEST = $0B71;
  126. GL_DEPTH_BITS = $0D56;
  127. GL_DEPTH_CLEAR_VALUE = $0B73;
  128. GL_DEPTH_FUNC = $0B74;
  129. GL_DEPTH_RANGE = $0B70;
  130. GL_DEPTH_WRITEMASK = $0B72;
  131. GL_DEPTH_COMPONENT = $1902;
  132. // Lighting
  133. GL_LIGHTING = $0B50;
  134. GL_LIGHT0 = $4000;
  135. GL_LIGHT1 = $4001;
  136. GL_LIGHT2 = $4002;
  137. GL_LIGHT3 = $4003;
  138. GL_LIGHT4 = $4004;
  139. GL_LIGHT5 = $4005;
  140. GL_LIGHT6 = $4006;
  141. GL_LIGHT7 = $4007;
  142. GL_SPOT_EXPONENT = $1205;
  143. GL_SPOT_CUTOFF = $1206;
  144. GL_CONSTANT_ATTENUATION = $1207;
  145. GL_LINEAR_ATTENUATION = $1208;
  146. GL_QUADRATIC_ATTENUATION = $1209;
  147. GL_AMBIENT = $1200;
  148. GL_DIFFUSE = $1201;
  149. GL_SPECULAR = $1202;
  150. GL_SHININESS = $1601;
  151. GL_EMISSION = $1600;
  152. GL_POSITION = $1203;
  153. GL_SPOT_DIRECTION = $1204;
  154. GL_AMBIENT_AND_DIFFUSE = $1602;
  155. GL_COLOR_INDEXES = $1603;
  156. GL_LIGHT_MODEL_TWO_SIDE = $0B52;
  157. GL_LIGHT_MODEL_LOCAL_VIEWER = $0B51;
  158. GL_LIGHT_MODEL_AMBIENT = $0B53;
  159. GL_FRONT_AND_BACK = $0408;
  160. GL_SHADE_MODEL = $0B54;
  161. GL_FLAT = $1D00;
  162. GL_SMOOTH = $1D01;
  163. GL_COLOR_MATERIAL = $0B57;
  164. GL_COLOR_MATERIAL_FACE = $0B55;
  165. GL_COLOR_MATERIAL_PARAMETER = $0B56;
  166. GL_NORMALIZE = $0BA1;
  167. // User clipping planes
  168. GL_CLIP_PLANE0 = $3000;
  169. GL_CLIP_PLANE1 = $3001;
  170. GL_CLIP_PLANE2 = $3002;
  171. GL_CLIP_PLANE3 = $3003;
  172. GL_CLIP_PLANE4 = $3004;
  173. GL_CLIP_PLANE5 = $3005;
  174. // Accumulation buffer
  175. GL_ACCUM_RED_BITS = $0D58;
  176. GL_ACCUM_GREEN_BITS = $0D59;
  177. GL_ACCUM_BLUE_BITS = $0D5A;
  178. GL_ACCUM_ALPHA_BITS = $0D5B;
  179. GL_ACCUM_CLEAR_VALUE = $0B80;
  180. GL_ACCUM = $0100;
  181. GL_ADD = $0104;
  182. GL_LOAD = $0101;
  183. GL_MULT = $0103;
  184. GL_RETURN = $0102;
  185. // Alpha testing
  186. GL_ALPHA_TEST = $0BC0;
  187. GL_ALPHA_TEST_REF = $0BC2;
  188. GL_ALPHA_TEST_FUNC = $0BC1;
  189. // Blending
  190. GL_BLEND = $0BE2;
  191. GL_BLEND_SRC = $0BE1;
  192. GL_BLEND_DST = $0BE0;
  193. GL_ZERO = 0;
  194. GL_ONE = 1;
  195. GL_SRC_COLOR = $0300;
  196. GL_ONE_MINUS_SRC_COLOR = $0301;
  197. GL_DST_COLOR = $0306;
  198. GL_ONE_MINUS_DST_COLOR = $0307;
  199. GL_SRC_ALPHA = $0302;
  200. GL_ONE_MINUS_SRC_ALPHA = $0303;
  201. GL_DST_ALPHA = $0304;
  202. GL_ONE_MINUS_DST_ALPHA = $0305;
  203. GL_SRC_ALPHA_SATURATE = $0308;
  204. GL_CONSTANT_COLOR = $8001;
  205. GL_ONE_MINUS_CONSTANT_COLOR = $8002;
  206. GL_CONSTANT_ALPHA = $8003;
  207. GL_ONE_MINUS_CONSTANT_ALPHA = $8004;
  208. // Render mode
  209. GL_FEEDBACK = $1C01;
  210. GL_RENDER = $1C00;
  211. GL_SELECT = $1C02;
  212. // Feedback
  213. GL_2D = $0600;
  214. GL_3D = $0601;
  215. GL_3D_COLOR = $0602;
  216. GL_3D_COLOR_TEXTURE = $0603;
  217. GL_4D_COLOR_TEXTURE = $0604;
  218. GL_POINT_TOKEN = $0701;
  219. GL_LINE_TOKEN = $0702;
  220. GL_LINE_RESET_TOKEN = $0707;
  221. GL_POLYGON_TOKEN = $0703;
  222. GL_BITMAP_TOKEN = $0704;
  223. GL_DRAW_PIXEL_TOKEN = $0705;
  224. GL_COPY_PIXEL_TOKEN = $0706;
  225. GL_PASS_THROUGH_TOKEN = $0700;
  226. GL_FEEDBACK_BUFFER_POINTER = $0DF0;
  227. GL_FEEDBACK_BUFFER_SIZE = $0DF1;
  228. GL_FEEDBACK_BUFFER_TYPE = $0DF2;
  229. // Selection
  230. GL_SELECTION_BUFFER_POINTER = $0DF3;
  231. GL_SELECTION_BUFFER_SIZE = $0DF4;
  232. // Fog
  233. GL_FOG = $0B60;
  234. GL_FOG_MODE = $0B65;
  235. GL_FOG_DENSITY = $0B62;
  236. GL_FOG_COLOR = $0B66;
  237. GL_FOG_INDEX = $0B61;
  238. GL_FOG_START = $0B63;
  239. GL_FOG_END = $0B64;
  240. GL_LINEAR = $2601;
  241. GL_EXP = $0800;
  242. GL_EXP2 = $0801;
  243. // Logic ops
  244. GL_LOGIC_OP = $0BF1;
  245. GL_INDEX_LOGIC_OP = $0BF1;
  246. GL_COLOR_LOGIC_OP = $0BF2;
  247. GL_LOGIC_OP_MODE = $0BF0;
  248. GL_CLEAR = $1500;
  249. GL_SET = $150F;
  250. GL_COPY = $1503;
  251. GL_COPY_INVERTED = $150C;
  252. GL_NOOP = $1505;
  253. GL_INVERT = $150A;
  254. GL_AND = $1501;
  255. GL_NAND = $150E;
  256. GL_OR = $1507;
  257. GL_NOR = $1508;
  258. GL_XOR = $1506;
  259. GL_EQUIV = $1509;
  260. GL_AND_REVERSE = $1502;
  261. GL_AND_INVERTED = $1504;
  262. GL_OR_REVERSE = $150B;
  263. GL_OR_INVERTED = $150D;
  264. // Stencil
  265. GL_STENCIL_TEST = $0B90;
  266. GL_STENCIL_WRITEMASK = $0B98;
  267. GL_STENCIL_BITS = $0D57;
  268. GL_STENCIL_FUNC = $0B92;
  269. GL_STENCIL_VALUE_MASK = $0B93;
  270. GL_STENCIL_REF = $0B97;
  271. GL_STENCIL_FAIL = $0B94;
  272. GL_STENCIL_PASS_DEPTH_PASS = $0B96;
  273. GL_STENCIL_PASS_DEPTH_FAIL = $0B95;
  274. GL_STENCIL_CLEAR_VALUE = $0B91;
  275. GL_STENCIL_INDEX = $1901;
  276. GL_KEEP = $1E00;
  277. GL_REPLACE = $1E01;
  278. GL_INCR = $1E02;
  279. GL_DECR = $1E03;
  280. // Buffers, Pixel Drawing/Reading
  281. GL_NONE = 0;
  282. GL_LEFT = $0406;
  283. GL_RIGHT = $0407;
  284. //GL_FRONT = $0404;
  285. //GL_BACK = $0405;
  286. //GL_FRONT_AND_BACK = $0408;
  287. GL_FRONT_LEFT = $0400;
  288. GL_FRONT_RIGHT = $0401;
  289. GL_BACK_LEFT = $0402;
  290. GL_BACK_RIGHT = $0403;
  291. GL_AUX0 = $0409;
  292. GL_AUX1 = $040A;
  293. GL_AUX2 = $040B;
  294. GL_AUX3 = $040C;
  295. GL_COLOR_INDEX = $1900;
  296. GL_RED = $1903;
  297. GL_GREEN = $1904;
  298. GL_BLUE = $1905;
  299. GL_ALPHA = $1906;
  300. GL_LUMINANCE = $1909;
  301. GL_LUMINANCE_ALPHA = $190A;
  302. GL_ALPHA_BITS = $0D55;
  303. GL_RED_BITS = $0D52;
  304. GL_GREEN_BITS = $0D53;
  305. GL_BLUE_BITS = $0D54;
  306. GL_INDEX_BITS = $0D51;
  307. GL_SUBPIXEL_BITS = $0D50;
  308. GL_AUX_BUFFERS = $0C00;
  309. GL_READ_BUFFER = $0C02;
  310. GL_DRAW_BUFFER = $0C01;
  311. GL_DOUBLEBUFFER = $0C32;
  312. GL_STEREO = $0C33;
  313. GL_BITMAP = $1A00;
  314. GL_COLOR = $1800;
  315. GL_DEPTH = $1801;
  316. GL_STENCIL = $1802;
  317. GL_DITHER = $0BD0;
  318. GL_RGB = $1907;
  319. GL_RGBA = $1908;
  320. // Implementation limits
  321. GL_MAX_LIST_NESTING = $0B31;
  322. GL_MAX_ATTRIB_STACK_DEPTH = $0D35;
  323. GL_MAX_MODELVIEW_STACK_DEPTH = $0D36;
  324. GL_MAX_NAME_STACK_DEPTH = $0D37;
  325. GL_MAX_PROJECTION_STACK_DEPTH = $0D38;
  326. GL_MAX_TEXTURE_STACK_DEPTH = $0D39;
  327. GL_MAX_EVAL_ORDER = $0D30;
  328. GL_MAX_LIGHTS = $0D31;
  329. GL_MAX_CLIP_PLANES = $0D32;
  330. GL_MAX_TEXTURE_SIZE = $0D33;
  331. GL_MAX_PIXEL_MAP_TABLE = $0D34;
  332. GL_MAX_VIEWPORT_DIMS = $0D3A;
  333. GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = $0D3B;
  334. // Gets
  335. GL_ATTRIB_STACK_DEPTH = $0BB0;
  336. GL_CLIENT_ATTRIB_STACK_DEPTH = $0BB1;
  337. GL_COLOR_CLEAR_VALUE = $0C22;
  338. GL_COLOR_WRITEMASK = $0C23;
  339. GL_CURRENT_INDEX = $0B01;
  340. GL_CURRENT_COLOR = $0B00;
  341. GL_CURRENT_NORMAL = $0B02;
  342. GL_CURRENT_RASTER_COLOR = $0B04;
  343. GL_CURRENT_RASTER_DISTANCE = $0B09;
  344. GL_CURRENT_RASTER_INDEX = $0B05;
  345. GL_CURRENT_RASTER_POSITION = $0B07;
  346. GL_CURRENT_RASTER_TEXTURE_COORDS = $0B06;
  347. GL_CURRENT_RASTER_POSITION_VALID = $0B08;
  348. GL_CURRENT_TEXTURE_COORDS = $0B03;
  349. GL_INDEX_CLEAR_VALUE = $0C20;
  350. GL_INDEX_MODE = $0C30;
  351. GL_INDEX_WRITEMASK = $0C21;
  352. GL_MODELVIEW_MATRIX = $0BA6;
  353. GL_MODELVIEW_STACK_DEPTH = $0BA3;
  354. GL_NAME_STACK_DEPTH = $0D70;
  355. GL_PROJECTION_MATRIX = $0BA7;
  356. GL_PROJECTION_STACK_DEPTH = $0BA4;
  357. GL_RENDER_MODE = $0C40;
  358. GL_RGBA_MODE = $0C31;
  359. GL_TEXTURE_MATRIX = $0BA8;
  360. GL_TEXTURE_STACK_DEPTH = $0BA5;
  361. GL_VIEWPORT = $0BA2;
  362. // Evaluators
  363. GL_AUTO_NORMAL = $0D80;
  364. GL_MAP1_COLOR_4 = $0D90;
  365. GL_MAP1_GRID_DOMAIN = $0DD0;
  366. GL_MAP1_GRID_SEGMENTS = $0DD1;
  367. GL_MAP1_INDEX = $0D91;
  368. GL_MAP1_NORMAL = $0D92;
  369. GL_MAP1_TEXTURE_COORD_1 = $0D93;
  370. GL_MAP1_TEXTURE_COORD_2 = $0D94;
  371. GL_MAP1_TEXTURE_COORD_3 = $0D95;
  372. GL_MAP1_TEXTURE_COORD_4 = $0D96;
  373. GL_MAP1_VERTEX_3 = $0D97;
  374. GL_MAP1_VERTEX_4 = $0D98;
  375. GL_MAP2_COLOR_4 = $0DB0;
  376. GL_MAP2_GRID_DOMAIN = $0DD2;
  377. GL_MAP2_GRID_SEGMENTS = $0DD3;
  378. GL_MAP2_INDEX = $0DB1;
  379. GL_MAP2_NORMAL = $0DB2;
  380. GL_MAP2_TEXTURE_COORD_1 = $0DB3;
  381. GL_MAP2_TEXTURE_COORD_2 = $0DB4;
  382. GL_MAP2_TEXTURE_COORD_3 = $0DB5;
  383. GL_MAP2_TEXTURE_COORD_4 = $0DB6;
  384. GL_MAP2_VERTEX_3 = $0DB7;
  385. GL_MAP2_VERTEX_4 = $0DB8;
  386. GL_COEFF = $0A00;
  387. GL_DOMAIN = $0A02;
  388. GL_ORDER = $0A01;
  389. // Hints
  390. GL_FOG_HINT = $0C54;
  391. GL_LINE_SMOOTH_HINT = $0C52;
  392. GL_PERSPECTIVE_CORRECTION_HINT = $0C50;
  393. GL_POINT_SMOOTH_HINT = $0C51;
  394. GL_POLYGON_SMOOTH_HINT = $0C53;
  395. GL_DONT_CARE = $1100;
  396. GL_FASTEST = $1101;
  397. GL_NICEST = $1102;
  398. // Scissor box
  399. GL_SCISSOR_TEST = $0C11;
  400. GL_SCISSOR_BOX = $0C10;
  401. // Pixel Mode / Transfer
  402. GL_MAP_COLOR = $0D10;
  403. GL_MAP_STENCIL = $0D11;
  404. GL_INDEX_SHIFT = $0D12;
  405. GL_INDEX_OFFSET = $0D13;
  406. GL_RED_SCALE = $0D14;
  407. GL_RED_BIAS = $0D15;
  408. GL_GREEN_SCALE = $0D18;
  409. GL_GREEN_BIAS = $0D19;
  410. GL_BLUE_SCALE = $0D1A;
  411. GL_BLUE_BIAS = $0D1B;
  412. GL_ALPHA_SCALE = $0D1C;
  413. GL_ALPHA_BIAS = $0D1D;
  414. GL_DEPTH_SCALE = $0D1E;
  415. GL_DEPTH_BIAS = $0D1F;
  416. GL_PIXEL_MAP_S_TO_S_SIZE = $0CB1;
  417. GL_PIXEL_MAP_I_TO_I_SIZE = $0CB0;
  418. GL_PIXEL_MAP_I_TO_R_SIZE = $0CB2;
  419. GL_PIXEL_MAP_I_TO_G_SIZE = $0CB3;
  420. GL_PIXEL_MAP_I_TO_B_SIZE = $0CB4;
  421. GL_PIXEL_MAP_I_TO_A_SIZE = $0CB5;
  422. GL_PIXEL_MAP_R_TO_R_SIZE = $0CB6;
  423. GL_PIXEL_MAP_G_TO_G_SIZE = $0CB7;
  424. GL_PIXEL_MAP_B_TO_B_SIZE = $0CB8;
  425. GL_PIXEL_MAP_A_TO_A_SIZE = $0CB9;
  426. GL_PIXEL_MAP_S_TO_S = $0C71;
  427. GL_PIXEL_MAP_I_TO_I = $0C70;
  428. GL_PIXEL_MAP_I_TO_R = $0C72;
  429. GL_PIXEL_MAP_I_TO_G = $0C73;
  430. GL_PIXEL_MAP_I_TO_B = $0C74;
  431. GL_PIXEL_MAP_I_TO_A = $0C75;
  432. GL_PIXEL_MAP_R_TO_R = $0C76;
  433. GL_PIXEL_MAP_G_TO_G = $0C77;
  434. GL_PIXEL_MAP_B_TO_B = $0C78;
  435. GL_PIXEL_MAP_A_TO_A = $0C79;
  436. GL_PACK_ALIGNMENT = $0D05;
  437. GL_PACK_LSB_FIRST = $0D01;
  438. GL_PACK_ROW_LENGTH = $0D02;
  439. GL_PACK_SKIP_PIXELS = $0D04;
  440. GL_PACK_SKIP_ROWS = $0D03;
  441. GL_PACK_SWAP_BYTES = $0D00;
  442. GL_UNPACK_ALIGNMENT = $0CF5;
  443. GL_UNPACK_LSB_FIRST = $0CF1;
  444. GL_UNPACK_ROW_LENGTH = $0CF2;
  445. GL_UNPACK_SKIP_PIXELS = $0CF4;
  446. GL_UNPACK_SKIP_ROWS = $0CF3;
  447. GL_UNPACK_SWAP_BYTES = $0CF0;
  448. GL_ZOOM_X = $0D16;
  449. GL_ZOOM_Y = $0D17;
  450. // Texture mapping
  451. GL_TEXTURE_ENV = $2300;
  452. GL_TEXTURE_ENV_MODE = $2200;
  453. GL_TEXTURE_1D = $0DE0;
  454. GL_TEXTURE_2D = $0DE1;
  455. GL_TEXTURE_WRAP_S = $2802;
  456. GL_TEXTURE_WRAP_T = $2803;
  457. GL_TEXTURE_MAG_FILTER = $2800;
  458. GL_TEXTURE_MIN_FILTER = $2801;
  459. GL_TEXTURE_ENV_COLOR = $2201;
  460. GL_TEXTURE_GEN_S = $0C60;
  461. GL_TEXTURE_GEN_T = $0C61;
  462. GL_TEXTURE_GEN_MODE = $2500;
  463. GL_TEXTURE_BORDER_COLOR = $1004;
  464. GL_TEXTURE_WIDTH = $1000;
  465. GL_TEXTURE_HEIGHT = $1001;
  466. GL_TEXTURE_BORDER = $1005;
  467. GL_TEXTURE_COMPONENTS = $1003;
  468. GL_TEXTURE_RED_SIZE = $805C;
  469. GL_TEXTURE_GREEN_SIZE = $805D;
  470. GL_TEXTURE_BLUE_SIZE = $805E;
  471. GL_TEXTURE_ALPHA_SIZE = $805F;
  472. GL_TEXTURE_LUMINANCE_SIZE = $8060;
  473. GL_TEXTURE_INTENSITY_SIZE = $8061;
  474. GL_NEAREST_MIPMAP_NEAREST = $2700;
  475. GL_NEAREST_MIPMAP_LINEAR = $2702;
  476. GL_LINEAR_MIPMAP_NEAREST = $2701;
  477. GL_LINEAR_MIPMAP_LINEAR = $2703;
  478. GL_OBJECT_LINEAR = $2401;
  479. GL_OBJECT_PLANE = $2501;
  480. GL_EYE_LINEAR = $2400;
  481. GL_EYE_PLANE = $2502;
  482. GL_SPHERE_MAP = $2402;
  483. GL_DECAL = $2101;
  484. GL_MODULATE = $2100;
  485. GL_NEAREST = $2600;
  486. GL_REPEAT = $2901;
  487. GL_CLAMP = $2900;
  488. GL_S = $2000;
  489. GL_T = $2001;
  490. GL_R = $2002;
  491. GL_Q = $2003;
  492. GL_TEXTURE_GEN_R = $0C62;
  493. GL_TEXTURE_GEN_Q = $0C63;
  494. %END
  495. #=====================================================================
  496. # Procedures and functions
  497. #=====================================================================
  498. %PROCS
  499. // Miscellaneous
  500. glClearIndex: procedure(c: Single);
  501. glClearColor: procedure(red, green, blue, alpha: GLclampf);
  502. glClear: procedure(mask: GLbitfield);
  503. glIndexMask: procedure(mask: LongWord);
  504. glColorMask: procedure(red, green, blue, alpha: GLboolean);
  505. glAlphaFunc: procedure(func: GLenum; ref: GLclampf);
  506. glBlendFunc: procedure(sfactor, dfactor: GLenum);
  507. glLogicOp: procedure(opcode: GLenum);
  508. glCullFace: procedure(mode: GLenum);
  509. glFrontFace: procedure(mode: GLenum);
  510. glPointSize: procedure(size: Single);
  511. glLineWidth: procedure(width: Single);
  512. glLineStipple: procedure(factor: LongInt; pattern: Word);
  513. glPolygonMode: procedure(face, mode: GLenum);
  514. glPolygonOffset: procedure(factor, units: Single);
  515. glPolygonStipple: procedure(var mask: Byte);
  516. glGetPolygonStipple: procedure(var mask: Byte);
  517. glEdgeFlag: procedure(flag: Boolean);
  518. glEdgeFlagv: procedure(var flag: Boolean);
  519. glScissor: procedure(x, y, width, height: LongInt);
  520. glClipPlane: procedure(plane: GLenum; var equation: Double);
  521. glGetClipPlane: procedure(plane: GLenum; var equation: Double);
  522. glDrawBuffer: procedure(mode: GLenum);
  523. glReadBuffer: procedure(mode: GLenum);
  524. glEnable: procedure(cap: LongInt);
  525. glDisable: procedure(cap: LongInt);
  526. glIsEnabled: function(cap: GLenum): Boolean;
  527. glGetBooleanv: procedure(pname: GLenum; var params: Boolean);
  528. glGetDoublev: procedure(pname: GLenum; var params: Double);
  529. glGetFloatv: procedure(pname: GLenum; var params: Single);
  530. glGetIntegerv: procedure(pname: GLenum; var params: LongInt);
  531. glPushAttrib: procedure(mask: GLbitfield);
  532. glPopAttrib: procedure;
  533. glRenderMode: function(mode: GLenum): LongInt;
  534. glGetError: function: GLenum;
  535. glGetString: function(name: GLenum): PChar;
  536. glFinish: procedure;
  537. glFlush: procedure;
  538. glHint: procedure(target, mode: GLenum);
  539. // Depth Buffer
  540. glClearDepth: procedure(depth: GLclampd);
  541. glDepthFunc: procedure(func: LongInt);
  542. glDepthMask: procedure(flag: Boolean);
  543. glDepthRange: procedure(near_val, far_val: GLclampd);
  544. // Accumulation Buffer
  545. glClearAccum: procedure(red, green, blue, alpha: Single);
  546. glAccum: procedure(op: GLenum; value: Single);
  547. // Tranformation
  548. glMatrixMode: procedure(mode: GLenum);
  549. glOrtho: procedure(left, right, bottom, top, near_val, far_val: Double);
  550. glFrustum: procedure(left, right, bottom, top, near_val, far_val: Double);
  551. glViewport: procedure(x, y, width, height: LongInt);
  552. glPushMatrix: procedure;
  553. glPopMatrix: procedure;
  554. glLoadIdentity: procedure;
  555. glLoadMatrixd: procedure(var m: Double);
  556. glLoadMatrixf: procedure(var m: PSingle);
  557. glMultMatrixd: procedure(var m: Double);
  558. glMultMatrixf: procedure(var m: Single);
  559. glRotated: procedure(angle, x, y, z: Double);
  560. glRotatef: procedure(angle, x, y, z: Single);
  561. glScaled: procedure(x, y, z: Double);
  562. glScalef: procedure(x, y, z: Single);
  563. glTranslated: procedure(x, y, z: Double);
  564. glTranslatef: procedure(x, y, z: Single);
  565. // Display Lists
  566. glIsList: function(list: LongWord): Boolean;
  567. glDeleteLists: procedure(list: LongWord; range: LongInt);
  568. glGenLists: function(range: LongInt): LongWord;
  569. glNewList: procedure(list: LongWord; mode: GLenum);
  570. glEndList: procedure;
  571. glCallList: procedure(list: LongWord);
  572. glCallLists: procedure(n: LongInt; AType: GLenum; var lists);
  573. glListBase: procedure(base: LongWord);
  574. // Drawing Functions
  575. glBegin: procedure(mode: GLenum);
  576. glEnd: procedure;
  577. glVertex2d: procedure(x, y: Double);
  578. glVertex2f: procedure(x, y: Single);
  579. glVertex2i: procedure(x, y: LongInt);
  580. glVertex2s: procedure(x, y: SmallInt);
  581. glVertex3d: procedure(x, y, z: Double);
  582. glVertex3f: procedure(x, y, z: Single);
  583. glVertex3i: procedure(x, y, z: LongInt);
  584. glVertex3s: procedure(x, y, z: SmallInt);
  585. glVertex4d: procedure(x, y, z, w: Double);
  586. glVertex4f: procedure(x, y, z, w: Single);
  587. glVertex4i: procedure(x, y, z, w: LongInt);
  588. glVertex4s: procedure(x, y, z, w: SmallInt);
  589. glVertex2dv: procedure(var v: Double);
  590. glVertex2fv: procedure(var v: Single);
  591. glVertex2iv: procedure(var v: LongInt);
  592. glVertex2sv: procedure(var v: SmallInt);
  593. glVertex3dv: procedure(var v: Double);
  594. glVertex3fv: procedure(var v: Single);
  595. glVertex3iv: procedure(var v: LongInt);
  596. glVertex3sv: procedure(var v: SmallInt);
  597. glVertex4dv: procedure(var v: Double);
  598. glVertex4fv: procedure(var v: Single);
  599. glVertex4iv: procedure(var v: LongInt);
  600. glVertex4sv: procedure(var v: SmallInt);
  601. glNormal3b: procedure(nx, ny, nz: Byte);
  602. glNormal3d: procedure(nx, ny, nz: Double);
  603. glNormal3f: procedure(nx, ny, nz: Single);
  604. glNormal3i: procedure(nx, ny, nz: LongInt);
  605. glNormal3s: procedure(nx, ny, nz: SmallInt);
  606. glNormal3bv: procedure(var v: ShortInt);
  607. glNormal3dv: procedure(var v: Double);
  608. glNormal3fv: procedure(var v: Single);
  609. glNormal3iv: procedure(var v: LongInt);
  610. glNormal3sv: procedure(var v: SmallInt);
  611. glIndexd: procedure(c: Double);
  612. glIndexf: procedure(c: Single);
  613. glIndexi: procedure(c: LongInt);
  614. glIndexs: procedure(c: SmallInt);
  615. glIndexdv: procedure(var c: Double);
  616. glIndexfv: procedure(var c: Single);
  617. glIndexiv: procedure(var c: LongInt);
  618. glIndexsv: procedure(var c: SmallInt);
  619. glColor3b: procedure (red, green, blue: ShortInt);
  620. glColor3d: procedure (red, green, blue: Double);
  621. glColor3f: procedure (red, green, blue: Single);
  622. glColor3i: procedure (red, green, blue: LongInt);
  623. glColor3s: procedure (red, green, blue: SmallInt);
  624. glColor3ub: procedure(red, green, blue: Byte);
  625. glColor3ui: procedure(red, green, blue: LongWord);
  626. glColor3us: procedure(red, green, blue: Word);
  627. glColor4b: procedure (red, green, blue, alpha: ShortInt);
  628. glColor4d: procedure (red, green, blue, alpha: Double);
  629. glColor4f: procedure (red, green, blue, alpha: Single);
  630. glColor4i: procedure (red, green, blue, alpha: LongInt);
  631. glColor4s: procedure (red, green, blue, alpha: SmallInt);
  632. glColor4ub: procedure(red, green, blue, alpha: Byte);
  633. glColor4ui: procedure(red, green, blue, alpha: LongWord);
  634. glColor4us: procedure(red, green, blue, alpha: Word);
  635. glColor3bv: procedure (var v: ShortInt);
  636. glColor3dv: procedure (var v: Double);
  637. glColor3fv: procedure (var v: Single);
  638. glColor3iv: procedure (var v: LongInt);
  639. glColor3sv: procedure (var v: SmallInt);
  640. glColor3ubv: procedure(var v: Byte);
  641. glColor3uiv: procedure(var v: LongWord);
  642. glColor3usv: procedure(var v: Word);
  643. glColor4bv: procedure (var v: ShortInt);
  644. glColor4dv: procedure (var v: Double);
  645. glColor4fv: procedure (var v: Single);
  646. glColor4iv: procedure (var v: LongInt);
  647. glColor4sv: procedure (var v: SmallInt);
  648. glColor4ubv: procedure(var v: Byte);
  649. glColor4uiv: procedure(var v: LongWord);
  650. glColor4usv: procedure(var v: Word);
  651. glTexCoord1d: procedure(s: Double);
  652. glTexCoord1f: procedure(s: Single);
  653. glTexCoord1i: procedure(s: LongInt);
  654. glTexCoord1s: procedure(s: SmallInt);
  655. glTexCoord2d: procedure(s, t: Double);
  656. glTexCoord2f: procedure(s, t: Single);
  657. glTexCoord2i: procedure(s, t: LongInt);
  658. glTexCoord2s: procedure(s, t: SmallInt);
  659. glTexCoord3d: procedure(s, t, r: Double);
  660. glTexCoord3f: procedure(s, t, r: Single);
  661. glTexCoord3i: procedure(s, t, r: LongInt);
  662. glTexCoord3s: procedure(s, t, r: SmallInt);
  663. glTexCoord4d: procedure(s, t, r, q: Double);
  664. glTexCoord4f: procedure(s, t, r, q: Single);
  665. glTexCoord4i: procedure(s, t, r, q: LongInt);
  666. glTexCoord4s: procedure(s, t, r, q: SmallInt);
  667. glTexCoord1dv: procedure(var v: Double);
  668. glTexCoord1fv: procedure(var v: Single);
  669. glTexCoord1iv: procedure(var v: LongInt);
  670. glTexCoord1sv: procedure(var v: SmallInt);
  671. glTexCoord2dv: procedure(var v: Double);
  672. glTexCoord2fv: procedure(var v: Single);
  673. glTexCoord2iv: procedure(var v: LongInt);
  674. glTexCoord2sv: procedure(var v: SmallInt);
  675. glTexCoord3dv: procedure(var v: Double);
  676. glTexCoord3fv: procedure(var v: Single);
  677. glTexCoord3iv: procedure(var v: LongInt);
  678. glTexCoord3sv: procedure(var v: SmallInt);
  679. glTexCoord4dv: procedure(var v: Double);
  680. glTexCoord4fv: procedure(var v: Single);
  681. glTexCoord4iv: procedure(var v: LongInt);
  682. glTexCoord4sv: procedure(var v: SmallInt);
  683. glRasterPos2d: procedure(x, y: Double);
  684. glRasterPos2f: procedure(x, y: Single);
  685. glRasterPos2i: procedure(x, y: LongInt);
  686. glRasterPos2s: procedure(x, y: SmallInt);
  687. glRasterPos3d: procedure(x, y, z: Double);
  688. glRasterPos3f: procedure(x, y, z: Single);
  689. glRasterPos3i: procedure(x, y, z: LongInt);
  690. glRasterPos3s: procedure(x, y, z: SmallInt);
  691. glRasterPos4d: procedure(x, y, z, w: Double);
  692. glRasterPos4f: procedure(x, y, z, w: Single);
  693. glRasterPos4i: procedure(x, y, z, w: LongInt);
  694. glRasterPos4s: procedure(x, y, z, w: SmallInt);
  695. glRasterPos2dv: procedure(var v: Double);
  696. glRasterPos2fv: procedure(var v: Single);
  697. glRasterPos2iv: procedure(var v: LongInt);
  698. glRasterPos2sv: procedure(var v: SmallInt);
  699. glRasterPos3dv: procedure(var v: Double);
  700. glRasterPos3fv: procedure(var v: Single);
  701. glRasterPos3iv: procedure(var v: LongInt);
  702. glRasterPos3sv: procedure(var v: SmallInt);
  703. glRasterPos4dv: procedure(var v: Double);
  704. glRasterPos4fv: procedure(var v: Single);
  705. glRasterPos4iv: procedure(var v: LongInt);
  706. glRasterPos4sv: procedure(var v: SmallInt);
  707. glRectd: procedure(x1, y1, x2, y2: Double);
  708. glRectf: procedure(x1, y1, x2, y2: Single);
  709. glRecti: procedure(x1, y1, x2, y2: LongInt);
  710. glRects: procedure(x1, y1, x2, y2: SmallInt);
  711. glRectdv: procedure(var v1, v2: Double);
  712. glRectfv: procedure(var v1, v2: Single);
  713. glRectiv: procedure(var v1, v2: LongInt);
  714. glRectsv: procedure(var v1, v2: SmallInt);
  715. // Lighting
  716. glShadeModel: procedure(mode: GLenum);
  717. glLightf: procedure(light, pname: GLenum; param: Single);
  718. glLighti: procedure(light, pname: GLenum; param: LongInt);
  719. glLightfv: procedure(light, pname: GLenum; var params: Single);
  720. glLightiv: procedure(light, pname: GLenum; var params: LongInt);
  721. glGetLightfv: procedure(light, pname: GLenum; var params: Single);
  722. glGetLightiv: procedure(light, pname: GLenum; var params: LongInt);
  723. glLightModelf: procedure(pname: GLenum; param: Single);
  724. glLightModeli: procedure(pname: GLenum; param: LongInt);
  725. glLightModelfv: procedure(pname: GLenum; var params: Single);
  726. glLightModeliv: procedure(pname: GLenum; var param: LongInt);
  727. glMaterialf: procedure(face, pname: GLenum; param: Single);
  728. glMateriali: procedure(face, pname: GLenum; param: LongInt);
  729. glMaterialfv: procedure(face, pname: GLenum; var params: Single);
  730. glMaterialiv: procedure(face, pname: GLenum; var params: LongInt);
  731. glGetMaterialfv: procedure(face, pname: GLenum; var params: Single);
  732. glGetMaterialiv: procedure(face, pname: GLenum; var params: LongInt);
  733. glColorMaterial: procedure(face, mode: GLenum);
  734. // Raster Functions
  735. glPixelZoom: procedure(xfactor, yfactor: Single);
  736. glPixelStoref: procedure(pname: GLenum; param: Single);
  737. glPixelStorei: procedure(pname: GLenum; param: LongInt);
  738. glPixelTransferf: procedure(pname: GLenum; param: Single);
  739. glPixelTransferi: procedure(pname: GLenum; param: LongInt);
  740. glPixelMapfv: procedure(map: GLenum; mapsize: LongInt; var values: Single);
  741. glPixelMapuiv: procedure(map: GLenum; mapsize: LongInt; var values: LongWord);
  742. glPixelMapusv: procedure(map: GLenum; mapsize: LongInt; var values: Word);
  743. glGetPixelMapfv: procedure(map: GLenum; var values: Single);
  744. glGetPixelMapuiv: procedure(map: GLenum; var values: LongWord);
  745. glGetPixelMapusv: procedure(map: GLenum; var values: Word);
  746. glBitmap: procedure(width, height: LongInt; xorig, yorig, xmove, ymove: Single; var bitmap);
  747. glReadPixels: procedure(x, y, width, height: LongInt; format, AType: GLenum; var pixels);
  748. glDrawPixels: procedure(width, height: LongInt; format, AType: GLenum; var pixels);
  749. glCopyPixels: procedure(x, y, width, height: LongInt; AType: GLenum);
  750. // Stenciling
  751. glStencilFunc: procedure(func: GLenum; ref: LongInt; mask: LongWord);
  752. glStencilMask: procedure(mask: LongWord);
  753. glStencilOp: procedure(fail, zfail, zpass: GLenum);
  754. glClearStencil: procedure(s: LongInt);
  755. // Texture Mapping
  756. glTexGend: procedure(cord, pname: GLenum; param: Double);
  757. glTexGenf: procedure(cord, pname: GLenum; param: Single);
  758. glTexGeni: procedure(cord, pname: GLenum; param: LongInt);
  759. glTexGendv: procedure(cord, pname: GLenum; var params: Double);
  760. glTexGenfv: procedure(cord, pname: GLenum; var params: Single);
  761. glTexGeniv: procedure(cord, pname: GLenum; var params: LongInt);
  762. glGetTexGendv: procedure(cord, pname: GLenum; var params: Double);
  763. glGetTexGenfv: procedure(cord, pname: GLenum; var params: Single);
  764. glGetTexGeniv: procedure(cord, pname: GLenum; var params: LongInt);
  765. glTexEnvf: procedure(target, pname: GLenum; param: Single);
  766. glTexEnvi: procedure(target, pname: GLenum; param: LongInt);
  767. glTexEnvfv: procedure(target, pname: GLenum; var params: Single);
  768. glTexEnviv: procedure(target, pname: GLenum; var params: LongInt);
  769. glGetTexEnvfv: procedure(target, pname: GLenum; var params: Single);
  770. glGetTexEnviv: procedure(target, pname: GLenum; var params: LongInt);
  771. glTexParameterf: procedure(target, pname: GLenum; param: Single);
  772. glTexParameteri: procedure(target, pname: GLenum; param: LongInt);
  773. glTexParameterfv: procedure(target, pname: GLenum; var params: Single);
  774. glTexParameteriv: procedure(target, pname: GLenum; var params: LongInt);
  775. glGetTexParameterfv: procedure(target, pname: GLenum; var params: Single);
  776. glGetTexParameteriv: procedure(target, pname: GLenum; var params: LongInt);
  777. glGetTexLevelParameterfv: procedure(target: GLenum; level: LongInt; pname: GLenum; var params: Single);
  778. glGetTexLevelParameteriv: procedure(target: GLenum; level: LongInt; pname: GLenum; var params: LongInt);
  779. glTexImage1D: procedure(target: GLenum; level, internalFormat, width, border: LongInt; format, AType: GLenum; var pixels);
  780. glTexImage2D: procedure(target: GLenum; level, internalFormat, width, height, border: LongInt; format, AType: GLenum; var pixels);
  781. glGetTexImage: procedure(target: GLenum; level: LongInt; format, AType: GLenum; var pixels);
  782. // Evaluators
  783. glMap1d: procedure(target: GLenum; u1, u2: Double; stride, order: LongInt; var points: Double);
  784. glMap1f: procedure(target: GLenum; u1, u2: Single; stride, order: LongInt; var points: Single);
  785. glMap2d: procedure(target: GLenum; u1, u2: Double; ustride, uorder: LongInt; v1, v2: Double; vstride, vorder: LongInt; var points: Double);
  786. glMap2f: procedure(target: GLenum; u1, u2: Single; ustride, uorder: LongInt; v1, v2: Single; vstride, vorder: LongInt; var points: Single);
  787. glGetMapdv: procedure(target, query: GLenum; var v: Double);
  788. glGetMapfv: procedure(target, query: GLenum; var v: Single);
  789. glGetMapiv: procedure(target, query: GLenum; var v: LongInt);
  790. glEvalCoord1d: procedure(u: Double);
  791. glEvalCoord1f: procedure(u: Single);
  792. glEvalCoord1dv: procedure(var u: Double);
  793. glEvalCoord1fv: procedure(var u: Single);
  794. glEvalCoord2d: procedure(u, v: Double);
  795. glEvalCoord2f: procedure(u, v: Single);
  796. glEvalCoord2dv: procedure(var u, v: Double);
  797. glEvalCoord2fv: procedure(var u, v: Single);
  798. glMapGrid1d: procedure(un: LongInt; u1, u2: Double);
  799. glMapGrid1f: procedure(un: LongInt; u1, u2: Single);
  800. glMapGrid2d: procedure(un: LongInt; u1, u2: Double; vn: LongInt; v1, v2: Double);
  801. glMapGrid2f: procedure(un: LongInt; u1, u2: Single; vn: LongInt; v1, v2: Single);
  802. glEvalPoint1: procedure(i: LongInt);
  803. glEvalPoint2: procedure(i, j: LongInt);
  804. glEvalMesh1: procedure(mode: GLenum; i1, i2: LongInt);
  805. glEvalMesh2: procedure(mode: GLenum; i1, i2, j1, j2: LongInt);
  806. // Fog
  807. glFogf: procedure(pname: GLenum; param: Single);
  808. glFogi: procedure(pname: GLenum; param: LongInt);
  809. glFogfv: procedure(pname: GLenum; var params: Single);
  810. glFogiv: procedure(pname: GLenum; var params: LongInt);
  811. // Selection and Feedback
  812. glFeedbackBuffer: procedure(size: LongInt; AType: GLenum; var buffer: Single);
  813. glPassThrough: procedure(token: Single);
  814. glSelectBuffer: procedure(size: LongInt; var buffer: LongWord);
  815. glInitNames: procedure;
  816. glLoadName: procedure(name: LongWord);
  817. glPushName: procedure(name: LongWord);
  818. glPopName: procedure;
  819. %END