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📄 opengl12.pas

📁 冒险岛吸怪源码UCE的制作材料 用于冒险岛游戏的外挂
💻 PAS
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  {$EXTERNALSYM GL_DEPTH_FUNC}
  GL_NEVER                                          = $0200;
  {$EXTERNALSYM GL_NEVER}
  GL_LESS                                           = $0201;
  {$EXTERNALSYM GL_LESS}
  GL_EQUAL                                          = $0202;
  {$EXTERNALSYM GL_EQUAL}
  GL_LEQUAL                                         = $0203;
  {$EXTERNALSYM GL_LEQUAL}
  GL_GREATER                                        = $0204;
  {$EXTERNALSYM GL_GREATER}
  GL_NOTEQUAL                                       = $0205;
  {$EXTERNALSYM GL_NOTEQUAL}
  GL_GEQUAL                                         = $0206;
  {$EXTERNALSYM GL_GEQUAL}
  GL_ALWAYS                                         = $0207;
  {$EXTERNALSYM GL_ALWAYS}

  // accumulation buffer
  GL_ACCUM                                          = $0100;
  {$EXTERNALSYM GL_ACCUM}
  GL_LOAD                                           = $0101;
  {$EXTERNALSYM GL_LOAD}
  GL_RETURN                                         = $0102;
  {$EXTERNALSYM GL_RETURN}
  GL_MULT                                           = $0103;
  {$EXTERNALSYM GL_MULT}
  GL_ADD                                            = $0104;
  {$EXTERNALSYM GL_ADD}
  GL_ACCUM_CLEAR_VALUE                              = $0B80;
  {$EXTERNALSYM GL_ACCUM_CLEAR_VALUE}

  // feedback buffer
  GL_FEEDBACK_BUFFER_POINTER                        = $0DF0;
  {$EXTERNALSYM GL_FEEDBACK_BUFFER_POINTER}
  GL_FEEDBACK_BUFFER_SIZE                           = $0DF1;
  {$EXTERNALSYM GL_FEEDBACK_BUFFER_SIZE}
  GL_FEEDBACK_BUFFER_TYPE                           = $0DF2;
  {$EXTERNALSYM GL_FEEDBACK_BUFFER_TYPE}

  // feedback types
  GL_2D                                             = $0600;
  {$EXTERNALSYM GL_2D}
  GL_3D                                             = $0601;
  {$EXTERNALSYM GL_3D}
  GL_3D_COLOR                                       = $0602;
  {$EXTERNALSYM GL_3D_COLOR}
  GL_3D_COLOR_TEXTURE                               = $0603;
  {$EXTERNALSYM GL_3D_COLOR_TEXTURE}
  GL_4D_COLOR_TEXTURE                               = $0604;
  {$EXTERNALSYM GL_4D_COLOR_TEXTURE}

  // feedback tokens
  GL_PASS_THROUGH_TOKEN                             = $0700;
  {$EXTERNALSYM GL_PASS_THROUGH_TOKEN}
  GL_POINT_TOKEN                                    = $0701;
  {$EXTERNALSYM GL_POINT_TOKEN}
  GL_LINE_TOKEN                                     = $0702;
  {$EXTERNALSYM GL_LINE_TOKEN}
  GL_POLYGON_TOKEN                                  = $0703;
  {$EXTERNALSYM GL_POLYGON_TOKEN}
  GL_BITMAP_TOKEN                                   = $0704;
  {$EXTERNALSYM GL_BITMAP_TOKEN}
  GL_DRAW_PIXEL_TOKEN                               = $0705;
  {$EXTERNALSYM GL_DRAW_PIXEL_TOKEN}
  GL_COPY_PIXEL_TOKEN                               = $0706;
  {$EXTERNALSYM GL_COPY_PIXEL_TOKEN}
  GL_LINE_RESET_TOKEN                               = $0707;
  {$EXTERNALSYM GL_LINE_RESET_TOKEN}

  // fog
  GL_EXP                                            = $0800;
  {$EXTERNALSYM GL_EXP}
  GL_EXP2                                           = $0801;
  {$EXTERNALSYM GL_EXP2}
  GL_FOG                                            = $0B60;
  {$EXTERNALSYM GL_FOG}
  GL_FOG_INDEX                                      = $0B61;
  {$EXTERNALSYM GL_FOG_INDEX}
  GL_FOG_DENSITY                                    = $0B62;
  {$EXTERNALSYM GL_FOG_DENSITY}
  GL_FOG_START                                      = $0B63;
  {$EXTERNALSYM GL_FOG_START}
  GL_FOG_END                                        = $0B64;
  {$EXTERNALSYM GL_FOG_END}
  GL_FOG_MODE                                       = $0B65;
  {$EXTERNALSYM GL_FOG_MODE}
  GL_FOG_COLOR                                      = $0B66;
  {$EXTERNALSYM GL_FOG_COLOR}

  // pixel mode, transfer
  GL_PIXEL_MAP_I_TO_I                               = $0C70;
  {$EXTERNALSYM GL_PIXEL_MAP_I_TO_I}
  GL_PIXEL_MAP_S_TO_S                               = $0C71;
  {$EXTERNALSYM GL_PIXEL_MAP_S_TO_S}
  GL_PIXEL_MAP_I_TO_R                               = $0C72;
  {$EXTERNALSYM GL_PIXEL_MAP_I_TO_R}
  GL_PIXEL_MAP_I_TO_G                               = $0C73;
  {$EXTERNALSYM GL_PIXEL_MAP_I_TO_G}
  GL_PIXEL_MAP_I_TO_B                               = $0C74;
  {$EXTERNALSYM GL_PIXEL_MAP_I_TO_B}
  GL_PIXEL_MAP_I_TO_A                               = $0C75;
  {$EXTERNALSYM GL_PIXEL_MAP_I_TO_A}
  GL_PIXEL_MAP_R_TO_R                               = $0C76;
  {$EXTERNALSYM GL_PIXEL_MAP_R_TO_R}
  GL_PIXEL_MAP_G_TO_G                               = $0C77;
  {$EXTERNALSYM GL_PIXEL_MAP_G_TO_G}
  GL_PIXEL_MAP_B_TO_B                               = $0C78;
  {$EXTERNALSYM GL_PIXEL_MAP_B_TO_B}
  GL_PIXEL_MAP_A_TO_A                               = $0C79;
  {$EXTERNALSYM GL_PIXEL_MAP_A_TO_A}

  // vertex arrays
  GL_VERTEX_ARRAY_POINTER                           = $808E;
  {$EXTERNALSYM GL_VERTEX_ARRAY_POINTER}
  GL_NORMAL_ARRAY_POINTER                           = $808F;
  {$EXTERNALSYM GL_NORMAL_ARRAY_POINTER}
  GL_COLOR_ARRAY_POINTER                            = $8090;
  {$EXTERNALSYM GL_COLOR_ARRAY_POINTER}
  GL_INDEX_ARRAY_POINTER                            = $8091;
  {$EXTERNALSYM GL_INDEX_ARRAY_POINTER}
  GL_TEXTURE_COORD_ARRAY_POINTER                    = $8092;
  {$EXTERNALSYM GL_TEXTURE_COORD_ARRAY_POINTER}
  GL_EDGE_FLAG_ARRAY_POINTER                        = $8093;
  {$EXTERNALSYM GL_EDGE_FLAG_ARRAY_POINTER}

  // stenciling
  GL_STENCIL_TEST                                   = $0B90;
  {$EXTERNALSYM GL_STENCIL_TEST}
  GL_STENCIL_CLEAR_VALUE                            = $0B91;
  {$EXTERNALSYM GL_STENCIL_CLEAR_VALUE}
  GL_STENCIL_FUNC                                   = $0B92;
  {$EXTERNALSYM GL_STENCIL_FUNC}
  GL_STENCIL_VALUE_MASK                             = $0B93;
  {$EXTERNALSYM GL_STENCIL_VALUE_MASK}
  GL_STENCIL_FAIL                                   = $0B94;
  {$EXTERNALSYM GL_STENCIL_FAIL}
  GL_STENCIL_PASS_DEPTH_FAIL                        = $0B95;
  {$EXTERNALSYM GL_STENCIL_PASS_DEPTH_FAIL}
  GL_STENCIL_PASS_DEPTH_PASS                        = $0B96;
  {$EXTERNALSYM GL_STENCIL_PASS_DEPTH_PASS}
  GL_STENCIL_REF                                    = $0B97;
  {$EXTERNALSYM GL_STENCIL_REF}
  GL_STENCIL_WRITEMASK                              = $0B98;
  {$EXTERNALSYM GL_STENCIL_WRITEMASK}
  GL_KEEP                                           = $1E00;
  {$EXTERNALSYM GL_KEEP}
  GL_REPLACE                                        = $1E01;
  {$EXTERNALSYM GL_REPLACE}
  GL_INCR                                           = $1E02;
  {$EXTERNALSYM GL_INCR}
  GL_DECR                                           = $1E03;
  {$EXTERNALSYM GL_DECR}

  // color material
  GL_COLOR_MATERIAL_FACE                            = $0B55;
  {$EXTERNALSYM GL_COLOR_MATERIAL_FACE}
  GL_COLOR_MATERIAL_PARAMETER                       = $0B56;
  {$EXTERNALSYM GL_COLOR_MATERIAL_PARAMETER}
  GL_COLOR_MATERIAL                                 = $0B57;
  {$EXTERNALSYM GL_COLOR_MATERIAL}

  // points
  GL_POINT_SMOOTH                                   = $0B10;
  {$EXTERNALSYM GL_POINT_SMOOTH}
  GL_POINT_SIZE                                     = $0B11;
  {$EXTERNALSYM GL_POINT_SIZE}
  GL_POINT_SIZE_RANGE                               = $0B12;
  {$EXTERNALSYM GL_POINT_SIZE_RANGE}
  GL_POINT_SIZE_GRANULARITY                         = $0B13;
  {$EXTERNALSYM GL_POINT_SIZE_GRANULARITY}

  // lines
  GL_LINE_SMOOTH                                    = $0B20;
  {$EXTERNALSYM GL_LINE_SMOOTH}
  GL_LINE_WIDTH                                     = $0B21;
  {$EXTERNALSYM GL_LINE_WIDTH}
  GL_LINE_WIDTH_RANGE                               = $0B22;
  {$EXTERNALSYM GL_LINE_WIDTH_RANGE}
  GL_LINE_WIDTH_GRANULARITY                         = $0B23;
  {$EXTERNALSYM GL_LINE_WIDTH_GRANULARITY}
  GL_LINE_STIPPLE                                   = $0B24;
  {$EXTERNALSYM GL_LINE_STIPPLE}
  GL_LINE_STIPPLE_PATTERN                           = $0B25;
  {$EXTERNALSYM GL_LINE_STIPPLE_PATTERN}
  GL_LINE_STIPPLE_REPEAT                            = $0B26;
  {$EXTERNALSYM GL_LINE_STIPPLE_REPEAT}

  // polygons
  GL_POLYGON_MODE                                   = $0B40;
  {$EXTERNALSYM GL_POLYGON_MODE}
  GL_POLYGON_SMOOTH                                 = $0B41;
  {$EXTERNALSYM GL_POLYGON_SMOOTH}
  GL_POLYGON_STIPPLE                                = $0B42;
  {$EXTERNALSYM GL_POLYGON_STIPPLE}
  GL_EDGE_FLAG                                      = $0B43;
  {$EXTERNALSYM GL_EDGE_FLAG}
  GL_CULL_FACE                                      = $0B44;
  {$EXTERNALSYM GL_CULL_FACE}
  GL_CULL_FACE_MODE                                 = $0B45;
  {$EXTERNALSYM GL_CULL_FACE_MODE}
  GL_FRONT_FACE                                     = $0B46;
  {$EXTERNALSYM GL_FRONT_FACE}
  GL_CW                                             = $0900;
  {$EXTERNALSYM GL_CW}
  GL_CCW                                            = $0901;
  {$EXTERNALSYM GL_CCW}
  GL_POINT                                          = $1B00;
  {$EXTERNALSYM GL_POINT}
  GL_LINE                                           = $1B01;
  {$EXTERNALSYM GL_LINE}
  GL_FILL                                           = $1B02;
  {$EXTERNALSYM GL_FILL}

  // display lists
  GL_LIST_MODE                                      = $0B30;
  {$EXTERNALSYM GL_LIST_MODE}
  GL_LIST_BASE                                      = $0B32;
  {$EXTERNALSYM GL_LIST_BASE}
  GL_LIST_INDEX                                     = $0B33;
  {$EXTERNALSYM GL_LIST_INDEX}
  GL_COMPILE                                        = $1300;
  {$EXTERNALSYM GL_COMPILE}
  GL_COMPILE_AND_EXECUTE                            = $1301;
  {$EXTERNALSYM GL_COMPILE_AND_EXECUTE}

  // lighting
  GL_LIGHTING                                       = $0B50;
  {$EXTERNALSYM GL_LIGHTING}
  GL_LIGHT_MODEL_LOCAL_VIEWER                       = $0B51;
  {$EXTERNALSYM GL_LIGHT_MODEL_LOCAL_VIEWER}
  GL_LIGHT_MODEL_TWO_SIDE                           = $0B52;
  {$EXTERNALSYM GL_LIGHT_MODEL_TWO_SIDE}
  GL_LIGHT_MODEL_AMBIENT                            = $0B53;
  {$EXTERNALSYM GL_LIGHT_MODEL_AMBIENT}
  GL_LIGHT_MODEL_COLOR_CONTROL                      = $81F8; // GL 1.2
  {$EXTERNALSYM GL_LIGHT_MODEL_COLOR_CONTROL}
  GL_SHADE_MODEL                                    = $0B54;
  {$EXTERNALSYM GL_SHADE_MODEL}
  GL_NORMALIZE                                      = $0BA1;
  {$EXTERNALSYM GL_NORMALIZE}
  GL_AMBIENT                                        = $1200;
  {$EXTERNALSYM GL_AMBIENT}
  GL_DIFFUSE                                        = $1201;
  {$EXTERNALSYM GL_DIFFUSE}
  GL_SPECULAR                                       = $1202;
  {$EXTERNALSYM GL_SPECULAR}
  GL_POSITION                                       = $1203;
  {$EXTERNALSYM GL_POSITION}
  GL_SPOT_DIRECTION                                 = $1204;
  {$EXTERNALSYM GL_SPOT_DIRECTION}
  GL_SPOT_EXPONENT                                  = $1205;
  {$EXTERNALSYM GL_SPOT_EXPONENT}
  GL_SPOT_CUTOFF                                    = $1206;
  {$EXTERNALSYM GL_SPOT_CUTOFF}
  GL_CONSTANT_ATTENUATION                           = $1207;
  {$EXTERNALSYM GL_CONSTANT_ATTENUATION}
  GL_LINEAR_ATTENUATION                             = $1208;
  {$EXTERNALSYM GL_LINEAR_ATTENUATION}
  GL_QUADRATIC_ATTENUATION                          = $1209;
  {$EXTERNALSYM GL_QUADRATIC_ATTENUATION}
  GL_EMISSION                                       = $1600;
  {$EXTERNALSYM GL_EMISSION}
  GL_SHININESS                                      = $1601;
  {$EXTERNALSYM GL_SHININESS}
  GL_AMBIENT_AND_DIFFUSE                            = $1602;
  {$EXTERNALSYM GL_AMBIENT_AND_DIFFUSE}
  GL_COLOR_INDEXES                                  = $1603;
  {$EXTERNALSYM GL_COLOR_INDEXES}
  GL_FLAT                                           = $1D00;
  {$EXTERNALSYM GL_FLAT}
  GL_SMOOTH                                         = $1D01;
  {$EXTERNALSYM GL_SMOOTH}
  GL_LIGHT0                                         = $4000;
  {$EXTERNALSYM GL_LIGHT0}
  GL_LIGHT1                                         = $4001;
  {$EXTERNALSYM GL_LIGHT1}
  GL_LIGHT2                                         = $4002;
  {$EXTERNALSYM GL_LIGHT2}
  GL_LIGHT3                                         = $4003;
  {$EXTERNALSYM GL_LIGHT3}
  GL_LIGHT4                                         = $4004;
  {$EXTERNALSYM GL_LIGHT4}
  GL_LIGHT5                                         = $4005;
  {$EXTERNALSYM GL_LIGHT5}
  GL_LIGHT6                                         = $4006;
  {$EXTERNALSYM GL_LIGHT6}
  GL_LIGHT7                                         = $4007;
  {$EXTERNALSYM GL_LIGHT7}

  // matrix modes
  GL_MATRIX_MODE                                    = $0BA0;
  {$EXTERNALSYM GL_MATRIX_MODE}
  GL_MODELVIEW                                      = $1700;
  {$EXTERNALSYM GL_MODELVIEW}
  GL_PROJECTION                                     = $1701;
  {$EXTERNALSYM GL_PROJECTION}
  GL_TEXTURE                                        = $1702;
  {$EXTERNALSYM GL_TEXTURE}

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