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📄 opengl12.pas

📁 delphi编的不错的贪吃蛇
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  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; 

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