{$INCLUDE ../shared/a_modes.inc} unit noGL; interface uses ctypes; type GLenum = cuint; PGLenum = ^GLenum; GLboolean = cuchar; PGLboolean = ^GLboolean; GLbitfield = cuint; PGLbitfield = ^GLbitfield; GLbyte = cschar; PGLbyte = ^GLbyte; GLshort = cshort; PGLshort = ^GLshort; GLint = cint; PGLint = ^GLint; GLsizei = cint; PGLsizei = ^GLsizei; GLubyte = cuchar; PGLubyte = ^GLubyte; GLushort = cushort; PGLushort = ^GLushort; GLuint = cuint; PGLuint = ^GLuint; GLfloat = cfloat; PGLfloat = ^GLfloat; GLclampf = cfloat; PGLclampf = ^GLclampf; GLdouble = cdouble; PGLdouble = ^GLdouble; GLclampd = cdouble; PGLclampd = ^GLclampd; { GLvoid = void; } PGLvoid = Pointer; PPGLvoid = ^PGLvoid; GLfixed = cint; PGLfixed = ^Integer; GLclampx = cint; PGLclampx = ^Integer; TGLenum = GLenum; TGLboolean = GLboolean; TGLbitfield = GLbitfield; TGLbyte = GLbyte; TGLshort = GLshort; TGLint = GLint; TGLsizei = GLsizei; TGLubyte = GLubyte; TGLushort = GLushort; TGLuint = GLuint; TGLfloat = GLfloat; TGLclampf = GLclampf; TGLdouble = GLdouble; TGLclampd = GLclampd; TGLfixed = GLfixed; TGLclampx = GLclampx; const GL_NEAREST = $2600; GL_DEPTH_TEST = $0B71; GL_SCISSOR_TEST = $0C11; GL_MODELVIEW = $1700; GL_PROJECTION = $1701; GL_BLEND = $0BE2; GL_SRC_ALPHA = $0302; GL_ONE_MINUS_SRC_ALPHA = $0303; GL_ONE = $1; GL_TEXTURE_2D = $0DE1; GL_QUADS = $0007; GL_ZERO = $0; GL_POINTS = $0000; GL_LINES = $0001; GL_DST_COLOR = $0306; GL_SRC_COLOR = $0300; GL_ONE_MINUS_DST_COLOR = $0307; GL_GREATER = $0204; GL_COLOR_BUFFER_BIT = $00004000; GL_RGB = $1907; GL_UNSIGNED_BYTE = $1401; GL_ALPHA_TEST = $0BC0; GL_VIEWPORT = $0BA2; GL_TEXTURE_WRAP_S = $2802; GL_TEXTURE_WRAP_T = $2803; GL_REPEAT = $2901; GL_TEXTURE_MIN_FILTER = $2801; GL_TEXTURE_MAG_FILTER = $2800; GL_RGBA = $1908; GL_POINT_SMOOTH = $0B10; GL_STENCIL_TEST = $0B90; GL_SCISSOR_BOX = $0C10; GL_FALSE = $0; GL_TRUE = $1; GL_ALWAYS = $0207; GL_STENCIL_BUFFER_BIT = $00000400; GL_EQUAL = $0202; GL_KEEP = $1E00; GL_INCR = $1E02; GL_LINEAR = $2601; GL_TEXTURE_ENV = $2300; GL_TEXTURE_ENV_MODE = $2200; GL_MODULATE = $2100; GL_VENDOR = $1F00; GL_RENDERER = $1F01; GL_VERSION = $1F02; GL_EXTENSIONS = $1F03; GL_SHADING_LANGUAGE_VERSION = $8B8C; // const // GL_CULL_FACE = $0B44; // GL_FLOAT = $1406; // GL_VERTEX_ARRAY = $8074; // GL_NORMAL_ARRAY = $8075; // GL_COLOR_ARRAY = $8076; // GL_TEXTURE_COORD_ARRAY = $8078; // GL_NOTEQUAL = $0205; // GL_LINE_SMOOTH = $0B20; // GL_POLYGON_SMOOTH = $0B41; // GL_LIGHTING = $0B50; // GL_DITHER = $0BD0; // GL_MODELVIEW_MATRIX = $0BA6; // GL_MATRIX_MODE = $0BA0; // GL_TEXTURE_BINDING_2D = $8069; // GL_TEXTURE = $1702; // GL_COLOR = $1800; // GL_ALL_ATTRIB_BITS = $000FFFFF; procedure glEnable(cap: GLenum); procedure glDisable(cap: GLenum); function glIsEnabled(cap: GLenum): GLboolean; function glGetString(name: GLenum): PChar; procedure glClearColor(red, green, blue, alpha: GLclampf); procedure glClear(mask: GLbitfield); procedure glAlphaFunc(func: GLenum; ref: GLclampf); procedure glBlendFunc(sfactor, dfactor: GLenum); procedure glPointSize(size: GLfloat); procedure glLineWidth(width: GLfloat); procedure glGetIntegerv(pname: GLenum; params: PGLint); procedure glFlush; procedure glFinish; procedure glBegin(mode: GLenum); procedure glEnd; procedure glTexCoord2f(s, t: GLfloat); procedure glVertex2i(x, y: GLint); procedure glColor4ub(red, green, blue, alpha: GLubyte); procedure glColor3ub(red, green, blue: GLubyte); procedure glVertex2f(x, y: GLfloat); procedure glTexCoord2i(s, t: GLint); procedure glColor4f(red, green, blue, alpha: GLfloat); procedure glReadPixels(x, y: GLint; width, height: GLsizei; format, atype: GLenum; pixels: Pointer); procedure glLoadIdentity; procedure glScissor(x, y: GLint; width, height: GLsizei); procedure glViewport(x, y: GLint; width, height: GLsizei); procedure glMatrixMode(mode: GLenum); procedure glLoadMatrixd(const m: PGLdouble); procedure glPushMatrix; procedure glTranslatef(x, y, z: GLfloat); procedure glRotatef(angle, x, y, z: GLfloat); procedure glScalef(x, y, z: GLfloat); procedure glPopMatrix; procedure glStencilMask(mask: GLuint); procedure glStencilFunc(func: GLenum; ref: GLint; mask: GLuint); procedure glStencilOp(fail, zfail, zpass: GLenum); procedure glColorMask(red, green, blue, alpha: GLboolean); procedure glBindTexture(target: GLenum; texture: GLuint); procedure glGenTextures(n: GLsizei; textures: PGLuint); procedure glTexEnvi(target: GLenum; pname: GLenum; param: GLint); procedure glTexParameterf(target: GLenum; pname: GLenum; param: GLfloat); procedure glTexParameteri(target: GLenum; pname: GLenum; param: GLint); procedure glTexImage2D(target: GLenum; level, internalformat: GLint; width, height: GLsizei; border: GLint; format, atype: GLenum; const pixels: Pointer); procedure glTexSubImage2D(target: GLenum; level, xoffset, yoffset: GLint; width, height: GLsizei; format, atype: GLenum; const pixels: Pointer); procedure glDeleteTextures(n: GLsizei; const textures: PGLuint); // procedure glVertexPointer(size: GLint; atype: GLenum; stride: GLsizei; const pointer: Pointer); // procedure glEnableClientState(aarray: GLenum); // procedure glDisableClientState(aarray: GLenum); // procedure glDrawArrays(mode: GLenum; first: GLint; count: GLsizei); // procedure glGetFloatv(pname: GLenum; params: PGLfloat); // procedure glPushAttrib(mask: GLbitfield); // procedure glOrtho(left, right, bottom, top, zNear, zFar: GLdouble); // procedure glPopAttrib; // procedure glColorPointer(size: GLint; atype: GLenum; stride: GLsizei; const pointer: Pointer); procedure nogl_Init; procedure nogl_Quit; {$IFDEF USE_GLES1} {$I noGLES1.inc} {$ENDIF} {$IFDEF USE_GLSTUB} {$I noGLSTUB.inc} {$ENDIF} end.