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📄 opengl12.pas

📁 一个用Delphi编写的很好的屏保程序
💻 PAS
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  GL_BLEND_DST                               = $0BE0;
  GL_BLEND_SRC                               = $0BE1;
  GL_BLEND                                   = $0BE2;

  // blending (GL 1.2 ARB imaging)
  GL_BLEND_COLOR                             = $8005;
  GL_CONSTANT_COLOR                          = $8001;
  GL_ONE_MINUS_CONSTANT_COLOR                = $8002;
  GL_CONSTANT_ALPHA                          = $8003;
  GL_ONE_MINUS_CONSTANT_ALPHA                = $8004;
  GL_FUNC_ADD                                = $8006;
  GL_MIN                                     = $8007;
  GL_MAX                                     = $8008;
  GL_FUNC_SUBTRACT                           = $800A;
  GL_FUNC_REVERSE_SUBTRACT                   = $800B;

  // color table GL 1.2 ARB imaging
  GL_COLOR_TABLE                             = $80D0;
  GL_POST_CONVOLUTION_COLOR_TABLE            = $80D1;
  GL_POST_COLOR_MATRIX_COLOR_TABLE           = $80D2;
  GL_PROXY_COLOR_TABLE                       = $80D3;
  GL_PROXY_POST_CONVOLUTION_COLOR_TABLE      = $80D4;
  GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE     = $80D5;
  GL_COLOR_TABLE_SCALE                       = $80D6;
  GL_COLOR_TABLE_BIAS                        = $80D7;
  GL_COLOR_TABLE_FORMAT                      = $80D8;
  GL_COLOR_TABLE_WIDTH                       = $80D9;
  GL_COLOR_TABLE_RED_SIZE                    = $80DA;
  GL_COLOR_TABLE_GREEN_SIZE                  = $80DB;
  GL_COLOR_TABLE_BLUE_SIZE                   = $80DC;
  GL_COLOR_TABLE_ALPHA_SIZE                  = $80DD;
  GL_COLOR_TABLE_LUMINANCE_SIZE              = $80DE;
  GL_COLOR_TABLE_INTENSITY_SIZE              = $80DF;

  // convolutions GL 1.2 ARB imaging
  GL_CONVOLUTION_1D                          = $8010;
  GL_CONVOLUTION_2D                          = $8011;
  GL_SEPARABLE_2D                            = $8012;
  GL_CONVOLUTION_BORDER_MODE                 = $8013;
  GL_CONVOLUTION_FILTER_SCALE                = $8014;
  GL_CONVOLUTION_FILTER_BIAS                 = $8015;
  GL_REDUCE                                  = $8016;
  GL_CONVOLUTION_FORMAT                      = $8017;
  GL_CONVOLUTION_WIDTH                       = $8018;
  GL_CONVOLUTION_HEIGHT                      = $8019;
  GL_MAX_CONVOLUTION_WIDTH                   = $801A;
  GL_MAX_CONVOLUTION_HEIGHT                  = $801B;
  GL_POST_CONVOLUTION_RED_SCALE              = $801C;
  GL_POST_CONVOLUTION_GREEN_SCALE            = $801D;
  GL_POST_CONVOLUTION_BLUE_SCALE             = $801E;
  GL_POST_CONVOLUTION_ALPHA_SCALE            = $801F;
  GL_POST_CONVOLUTION_RED_BIAS               = $8020;
  GL_POST_CONVOLUTION_GREEN_BIAS             = $8021;
  GL_POST_CONVOLUTION_BLUE_BIAS              = $8022;
  GL_POST_CONVOLUTION_ALPHA_BIAS             = $8023;

  // histogram GL 1.2 ARB imaging
  GL_HISTOGRAM                               = $8024;
  GL_PROXY_HISTOGRAM                         = $8025;
  GL_HISTOGRAM_WIDTH                         = $8026;
  GL_HISTOGRAM_FORMAT                        = $8027;
  GL_HISTOGRAM_RED_SIZE                      = $8028;
  GL_HISTOGRAM_GREEN_SIZE                    = $8029;
  GL_HISTOGRAM_BLUE_SIZE                     = $802A;
  GL_HISTOGRAM_ALPHA_SIZE                    = $802B;
  GL_HISTOGRAM_LUMINANCE_SIZE                = $802C;
  GL_HISTOGRAM_SINK                          = $802D;
  GL_MINMAX                                  = $802E;
  GL_MINMAX_FORMAT                           = $802F;
  GL_MINMAX_SINK                             = $8030;

  // buffers
  GL_NONE                                    = 0;
  GL_FRONT_LEFT                              = $0400;
  GL_FRONT_RIGHT                             = $0401;
  GL_BACK_LEFT                               = $0402;
  GL_BACK_RIGHT                              = $0403;
  GL_FRONT                                   = $0404;
  GL_BACK                                    = $0405;
  GL_LEFT                                    = $0406;
  GL_RIGHT                                   = $0407;
  GL_FRONT_AND_BACK                          = $0408;
  GL_AUX0                                    = $0409;
  GL_AUX1                                    = $040A;
  GL_AUX2                                    = $040B;
  GL_AUX3                                    = $040C;
  GL_AUX_BUFFERS                             = $0C00;
  GL_DRAW_BUFFER                             = $0C01;
  GL_READ_BUFFER                             = $0C02;
  GL_DOUBLEBUFFER                            = $0C32;
  GL_STEREO                                  = $0C33;

  // depth buffer
  GL_DEPTH_RANGE                             = $0B70;
  GL_DEPTH_TEST                              = $0B71;
  GL_DEPTH_WRITEMASK                         = $0B72;
  GL_DEPTH_CLEAR_VALUE                       = $0B73;
  GL_DEPTH_FUNC                              = $0B74;
  GL_NEVER                                   = $0200;
  GL_LESS                                    = $0201;
  GL_EQUAL                                   = $0202;
  GL_LEQUAL                                  = $0203;
  GL_GREATER                                 = $0204;
  GL_NOTEQUAL                                = $0205;
  GL_GEQUAL                                  = $0206;
  GL_ALWAYS                                  = $0207;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  // gets
  GL_CURRENT_COLOR                           = $0B00;
  GL_CURRENT_INDEX                           = $0B01;
  GL_CURRENT_NORMAL                          = $0B02;
  GL_CURRENT_TEXTURE_COORDS                  = $0B03;
  GL_CURRENT_RASTER_COLOR                    = $0B04;
  GL_CURRENT_RASTER_INDEX                    = $0B05;
  GL_CURRENT_RASTER_TEXTURE_COORDS           = $0B06;
  GL_CURRENT_RASTER_POSITION                 = $0B07;
  GL_CURRENT_RASTER_POSITION_VALID           = $0B08;
  GL_CURRENT_RASTER_DISTANCE                 = $0B09;
  GL_MAX_LIST_NESTING                        = $0B31;
  GL_VIEWPORT                                = $0BA2;

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