Page 1 of 1

OpenGL Include (Full)

Posted: Sun Dec 21, 2003 2:25 pm
by Num3
Code updated For 5.20+

GL.PBI

Code: Select all

;/ ----------------------------------------------------------------------
;  GL.INC -- Part of the OpenGL32 API Includes for Purebasic
;  Portions copyright Silicon Graphics and Microsoft.
;/ ----------------------------------------------------------------------

;/*
;** Copyright 1996 Silicon Graphics, Inc.
;** All Rights Reserved.
;**
;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
;** the contents of this file may not be disclosed to third parties, copied or
;** duplicated in any form, in whole or in part, without the prior written
;** permission of Silicon Graphics, Inc.
;**
;** RESTRICTED RIGHTS LEGEND
;** Use, duplication or disclosure by the Government is subject to restrictions
;** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
;** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
;** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
;** rights reserved under the Copyright Laws of the United States.
;/

#GL_INC                             = 1

#GL_VERSION_1_1                     = 1

#GL_ACCUM                           = $0100
#GL_LOAD                            = $0101
#GL_RETURN                          = $0102
#GL_MULT                            = $0103
#GL_ADD                             = $0104

#GL_NEVER                           = $0200
#GL_LESS                            = $0201
#GL_EQUAL                           = $0202
#GL_LEQUAL                          = $0203
#GL_GREATER                         = $0204
#GL_NOTEQUAL                        = $0205
#GL_GEQUAL                          = $0206
#GL_ALWAYS                          = $0207

#GL_CURRENT_BIT                     = $00000001
#GL_POINT_BIT                       = $00000002
#GL_LINE_BIT                        = $00000004
#GL_POLYGON_BIT                     = $00000008
#GL_POLYGON_STIPPLE_BIT             = $00000010
#GL_PIXEL_MODE_BIT                  = $00000020
#GL_LIGHTING_BIT                    = $00000040
#GL_FOG_BIT                         = $00000080
#GL_DEPTH_BUFFER_BIT                = $00000100
#GL_ACCUM_BUFFER_BIT                = $00000200
#GL_STENCIL_BUFFER_BIT              = $00000400
#GL_VIEWPORT_BIT                    = $00000800
#GL_TRANSFORM_BIT                   = $00001000
#GL_ENABLE_BIT                      = $00002000
#GL_COLOR_BUFFER_BIT                = $00004000
#GL_HINT_BIT                        = $00008000
#GL_EVAL_BIT                        = $00010000
#GL_LIST_BIT                        = $00020000
#GL_TEXTURE_BIT                     = $00040000
#GL_SCISSOR_BIT                     = $00080000
#GL_ALL_ATTRIB_BITS                 = $000FFFFF

#GL_POINTS                          = $0000
#GL_LINES                           = $0001
#GL_LINE_LOOP                       = $0002
#GL_LINE_STRIP                      = $0003
#GL_TRIANGLES                       = $0004
#GL_TRIANGLE_STRIP                  = $0005
#GL_TRIANGLE_FAN                    = $0006
#GL_QUADS                           = $0007
#GL_QUAD_STRIP                      = $0008
#GL_POLYGON                         = $0009

#GL_ZERO                            = 0
#GL_ONE                             = 1
#GL_SRC_COLOR                       = $0300
#GL_ONE_MINUS_SRC_COLOR             = $0301
#GL_SRC_ALPHA                       = $0302
#GL_ONE_MINUS_SRC_ALPHA             = $0303
#GL_DST_ALPHA                       = $0304
#GL_ONE_MINUS_DST_ALPHA             = $0305

#GL_DST_COLOR                       = $0306
#GL_ONE_MINUS_DST_COLOR             = $0307
#GL_SRC_ALPHA_SATURATE              = $0308

#GL_TRUE                            = 1
#GL_FALSE                           = 0

#GL_CLIP_PLANE0                     = $3000
#GL_CLIP_PLANE1                     = $3001
#GL_CLIP_PLANE2                     = $3002
#GL_CLIP_PLANE3                     = $3003
#GL_CLIP_PLANE4                     = $3004
#GL_CLIP_PLANE5                     = $3005

#GL_BYTE                            = $1400
#GL_UNSIGNED_BYTE                   = $1401
#GL_SHORT                           = $1402
#GL_UNSIGNED_SHORT                  = $1403
#GL_INT                             = $1404
#GL_UNSIGNED_INT                    = $1405
#GL_FLOAT                           = $1406
#GL_2_BYTES                         = $1407
#GL_3_BYTES                         = $1408
#GL_4_BYTES                         = $1409
#GL_DOUBLE                          = $140A

#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_NO_ERROR                        = 0
#GL_INVALID_ENUM                    = $0500
#GL_INVALID_VALUE                   = $0501
#GL_INVALID_OPERATION               = $0502
#GL_STACK_OVERFLOW                  = $0503
#GL_STACK_UNDERFLOW                 = $0504
#GL_OUT_OF_MEMORY                   = $0505

#GL_2D                              = $0600
#GL_3D                              = $0601
#GL_3D_COLOR                        = $0602
#GL_3D_COLOR_TEXTURE                = $0603
#GL_4D_COLOR_TEXTURE                = $0604

#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

#GL_EXP                             = $0800
#GL_EXP2                            = $0801

#GL_CW                              = $0900
#GL_CCW                             = $0901

#GL_COEFF                           = $0A00
#GL_ORDER                           = $0A01
#GL_DOMAIN                          = $0A02

#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_POINT_SMOOTH                    = $0B10
#GL_POINT_SIZE                      = $0B11
#GL_POINT_SIZE_RANGE                = $0B12
#GL_POINT_SIZE_GRANULARITY          = $0B13
#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
#GL_LIST_MODE                       = $0B30
#GL_MAX_LIST_NESTING                = $0B31
#GL_LIST_BASE                       = $0B32
#GL_LIST_INDEX                      = $0B33
#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_LIGHTING                        = $0B50
#GL_LIGHT_MODEL_LOCAL_VIEWER        = $0B51
#GL_LIGHT_MODEL_TWO_SIDE            = $0B52
#GL_LIGHT_MODEL_AMBIENT             = $0B53
#GL_SHADE_MODEL                     = $0B54
#GL_COLOR_MATERIAL_FACE             = $0B55
#GL_COLOR_MATERIAL_PARAMETER        = $0B56
#GL_COLOR_MATERIAL                  = $0B57
#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
#GL_DEPTH_RANGE                     = $0B70
#GL_DEPTH_TEST                      = $0B71
#GL_DEPTH_WRITEMASK                 = $0B72
#GL_DEPTH_CLEAR_VALUE               = $0B73
#GL_DEPTH_FUNC                      = $0B74
#GL_ACCUM_CLEAR_VALUE               = $0B80
#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_MATRIX_MODE                     = $0BA0
#GL_NORMALIZE                       = $0BA1
#GL_VIEWPORT                        = $0BA2
#GL_MODELVIEW_STACK_DEPTH           = $0BA3
#GL_PROJECTION_STACK_DEPTH          = $0BA4
#GL_TEXTURE_STACK_DEPTH             = $0BA5
#GL_MODELVIEW_MATRIX                = $0BA6
#GL_PROJECTION_MATRIX               = $0BA7
#GL_TEXTURE_MATRIX                  = $0BA8
#GL_ATTRIB_STACK_DEPTH              = $0BB0
#GL_CLIENT_ATTRIB_STACK_DEPTH       = $0BB1
#GL_ALPHA_TEST                      = $0BC0
#GL_ALPHA_TEST_FUNC                 = $0BC1
#GL_ALPHA_TEST_REF                  = $0BC2
#GL_DITHER                          = $0BD0
#GL_BLEND_DST                       = $0BE0
#GL_BLEND_SRC                       = $0BE1
#GL_BLEND                           = $0BE2
#GL_LOGIC_OP_MODE                   = $0BF0
#GL_INDEX_LOGIC_OP                  = $0BF1
#GL_COLOR_LOGIC_OP                  = $0BF2
#GL_AUX_BUFFERS                     = $0C00
#GL_DRAW_BUFFER                     = $0C01
#GL_READ_BUFFER                     = $0C02
#GL_SCISSOR_BOX                     = $0C10
#GL_SCISSOR_TEST                    = $0C11
#GL_INDEX_CLEAR_VALUE               = $0C20
#GL_INDEX_WRITEMASK                 = $0C21
#GL_COLOR_CLEAR_VALUE               = $0C22
#GL_COLOR_WRITEMASK                 = $0C23
#GL_INDEX_MODE                      = $0C30
#GL_RGBA_MODE                       = $0C31
#GL_DOUBLEBUFFER                    = $0C32
#GL_STEREO                          = $0C33
#GL_RENDER_MODE                     = $0C40
#GL_PERSPECTIVE_CORRECTION_HINT     = $0C50
#GL_POINT_SMOOTH_HINT               = $0C51
#GL_LINE_SMOOTH_HINT                = $0C52
#GL_POLYGON_SMOOTH_HINT             = $0C53
#GL_FOG_HINT                        = $0C54
#GL_TEXTURE_GEN_S                   = $0C60
#GL_TEXTURE_GEN_T                   = $0C61
#GL_TEXTURE_GEN_R                   = $0C62
#GL_TEXTURE_GEN_Q                   = $0C63
#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
#GL_PIXEL_MAP_I_TO_I_SIZE           = $0CB0
#GL_PIXEL_MAP_S_TO_S_SIZE           = $0CB1
#GL_PIXEL_MAP_I_TO_R_SIZE           = $0CB2
#GL_PIXEL_MAP_I_TO_G_SIZE           = $0CB3
#GL_PIXEL_MAP_I_TO_B_SIZE           = $0CB4
#GL_PIXEL_MAP_I_TO_A_SIZE           = $0CB5
#GL_PIXEL_MAP_R_TO_R_SIZE           = $0CB6
#GL_PIXEL_MAP_G_TO_G_SIZE           = $0CB7
#GL_PIXEL_MAP_B_TO_B_SIZE           = $0CB8
#GL_PIXEL_MAP_A_TO_A_SIZE           = $0CB9
#GL_UNPACK_SWAP_BYTES               = $0CF0
#GL_UNPACK_LSB_FIRST                = $0CF1
#GL_UNPACK_ROW_LENGTH               = $0CF2
#GL_UNPACK_SKIP_ROWS                = $0CF3
#GL_UNPACK_SKIP_PIXELS              = $0CF4
#GL_UNPACK_ALIGNMENT                = $0CF5
#GL_PACK_SWAP_BYTES                 = $0D00
#GL_PACK_LSB_FIRST                  = $0D01
#GL_PACK_ROW_LENGTH                 = $0D02
#GL_PACK_SKIP_ROWS                  = $0D03
#GL_PACK_SKIP_PIXELS                = $0D04
#GL_PACK_ALIGNMENT                  = $0D05
#GL_MAP_COLOR                       = $0D10
#GL_MAP_STENCIL                     = $0D11
#GL_INDEX_SHIFT                     = $0D12
#GL_INDEX_OFFSET                    = $0D13
#GL_RED_SCALE                       = $0D14
#GL_RED_BIAS                        = $0D15
#GL_ZOOM_X                          = $0D16
#GL_ZOOM_Y                          = $0D17
#GL_GREEN_SCALE                     = $0D18
#GL_GREEN_BIAS                      = $0D19
#GL_BLUE_SCALE                      = $0D1A
#GL_BLUE_BIAS                       = $0D1B
#GL_ALPHA_SCALE                     = $0D1C
#GL_ALPHA_BIAS                      = $0D1D
#GL_DEPTH_SCALE                     = $0D1E
#GL_DEPTH_BIAS                      = $0D1F
#GL_MAX_EVAL_ORDER                  = $0D30
#GL_MAX_LIGHTS                      = $0D31
#GL_MAX_CLIP_PLANES                 = $0D32
#GL_MAX_TEXTURE_SIZE                = $0D33
#GL_MAX_PIXEL_MAP_TABLE             = $0D34
#GL_MAX_ATTRIB_STACK_DEPTH          = $0D35
#GL_MAX_MODELVIEW_STACK_DEPTH       = $0D36
#GL_MAX_NAME_STACK_DEPTH            = $0D37
#GL_MAX_PROJECTION_STACK_DEPTH      = $0D38
#GL_MAX_TEXTURE_STACK_DEPTH         = $0D39
#GL_MAX_VIEWPORT_DIMS               = $0D3A
#GL_MAX_CLIENT_ATTRIB_STACK_DEPTH   = $0D3B
#GL_SUBPIXEL_BITS                   = $0D50
#GL_INDEX_BITS                      = $0D51
#GL_RED_BITS                        = $0D52
#GL_GREEN_BITS                      = $0D53
#GL_BLUE_BITS                       = $0D54
#GL_ALPHA_BITS                      = $0D55
#GL_DEPTH_BITS                      = $0D56
#GL_STENCIL_BITS                    = $0D57
#GL_ACCUM_RED_BITS                  = $0D58
#GL_ACCUM_GREEN_BITS                = $0D59
#GL_ACCUM_BLUE_BITS                 = $0D5A
#GL_ACCUM_ALPHA_BITS                = $0D5B
#GL_NAME_STACK_DEPTH                = $0D70
#GL_AUTO_NORMAL                     = $0D80
#GL_MAP1_COLOR_4                    = $0D90
#GL_MAP1_INDEX                      = $0D91
#GL_MAP1_NORMAL                     = $0D92
#GL_MAP1_TEXTURE_COORD_1            = $0D93
#GL_MAP1_TEXTURE_COORD_2            = $0D94
#GL_MAP1_TEXTURE_COORD_3            = $0D95
#GL_MAP1_TEXTURE_COORD_4            = $0D96
#GL_MAP1_VERTEX_3                   = $0D97
#GL_MAP1_VERTEX_4                   = $0D98
#GL_MAP2_COLOR_4                    = $0DB0
#GL_MAP2_INDEX                      = $0DB1
#GL_MAP2_NORMAL                     = $0DB2
#GL_MAP2_TEXTURE_COORD_1            = $0DB3
#GL_MAP2_TEXTURE_COORD_2            = $0DB4
#GL_MAP2_TEXTURE_COORD_3            = $0DB5
#GL_MAP2_TEXTURE_COORD_4            = $0DB6
#GL_MAP2_VERTEX_3                   = $0DB7
#GL_MAP2_VERTEX_4                   = $0DB8
#GL_MAP1_GRID_DOMAIN                = $0DD0
#GL_MAP1_GRID_SEGMENTS              = $0DD1
#GL_MAP2_GRID_DOMAIN                = $0DD2
#GL_MAP2_GRID_SEGMENTS              = $0DD3
#GL_TEXTURE_1D                      = $0DE0
#GL_TEXTURE_2D                      = $0DE1
#GL_FEEDBACK_BUFFER_POINTER         = $0DF0
#GL_FEEDBACK_BUFFER_SIZE            = $0DF1
#GL_FEEDBACK_BUFFER_TYPE            = $0DF2
#GL_SELECTION_BUFFER_POINTER        = $0DF3
#GL_SELECTION_BUFFER_SIZE           = $0DF4

#GL_TEXTURE_WIDTH                   = $1000
#GL_TEXTURE_HEIGHT                  = $1001
#GL_TEXTURE_INTERNAL_FORMAT         = $1003
#GL_TEXTURE_BORDER_COLOR            = $1004
#GL_TEXTURE_BORDER                  = $1005

#GL_DONT_CARE                       = $1100
#GL_FASTEST                         = $1101
#GL_NICEST                          = $1102

#GL_LIGHT0                          = $4000
#GL_LIGHT1                          = $4001
#GL_LIGHT2                          = $4002
#GL_LIGHT3                          = $4003
#GL_LIGHT4                          = $4004
#GL_LIGHT5                          = $4005
#GL_LIGHT6                          = $4006
#GL_LIGHT7                          = $4007

#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_COMPILE                         = $1300
#GL_COMPILE_AND_EXECUTE             = $1301

#GL_CLEAR                           = $1500
#GL_AND                             = $1501
#GL_AND_REVERSE                     = $1502
#GL_COPY                            = $1503
#GL_AND_INVERTED                    = $1504
#GL_NOOP                            = $1505
#GL_XOR                             = $1506
#GL_OR                              = $1507
#GL_NOR                             = $1508
#GL_EQUIV                           = $1509
#GL_INVERT                          = $150A
#GL_OR_REVERSE                      = $150B
#GL_COPY_INVERTED                   = $150C
#GL_OR_INVERTED                     = $150D
#GL_NAND                            = $150E
#GL_SET                             = $150F

#GL_EMISSION                        = $1600
#GL_SHININESS                       = $1601
#GL_AMBIENT_AND_DIFFUSE             = $1602
#GL_COLOR_INDEXES                   = $1603

#GL_MODELVIEW                       = $1700
#GL_PROJECTION                      = $1701
#GL_TEXTURE                         = $1702

#GL_COLOR                           = $1800
#GL_DEPTH                           = $1801
#GL_STENCIL                         = $1802

#GL_COLOR_INDEX                     = $1900
#GL_STENCIL_INDEX                   = $1901
#GL_DEPTH_COMPONENT                 = $1902
#GL_RED                             = $1903
#GL_GREEN                           = $1904
#GL_BLUE                            = $1905
#GL_ALPHA                           = $1906
#GL_RGB                             = $1907
#GL_RGBA                            = $1908
#GL_LUMINANCE                       = $1909
#GL_LUMINANCE_ALPHA                 = $190A

#GL_BITMAP                          = $1A00

#GL_POINT                           = $1B00
#GL_LINE                            = $1B01
#GL_FILL                            = $1B02

#GL_RENDER                          = $1C00
#GL_FEEDBACK                        = $1C01
#GL_SELECT                          = $1C02

#GL_FLAT                            = $1D00
#GL_SMOOTH                          = $1D01

#GL_KEEP                            = $1E00
#GL_REPLACE                         = $1E01
#GL_INCR                            = $1E02
#GL_DECR                            = $1E03

#GL_VENDOR                          = $1F00
#GL_RENDERER                        = $1F01
#GL_VERSION                         = $1F02
#GL_EXTENSIONS                      = $1F03

#GL_S                               = $2000
#GL_T                               = $2001
#GL_R                               = $2002
#GL_Q                               = $2003

#GL_MODULATE                        = $2100
#GL_DECAL                           = $2101

#GL_TEXTURE_ENV_MODE                = $2200
#GL_TEXTURE_ENV_COLOR               = $2201

#GL_TEXTURE_ENV                     = $2300

#GL_EYE_LINEAR                      = $2400
#GL_OBJECT_LINEAR                   = $2401
#GL_SPHERE_MAP                      = $2402

#GL_TEXTURE_GEN_MODE                = $2500
#GL_OBJECT_PLANE                    = $2501
#GL_EYE_PLANE                       = $2502

#GL_NEAREST                         = $2600
#GL_LINEAR                          = $2601

#GL_NEAREST_MIPMAP_NEAREST          = $2700
#GL_LINEAR_MIPMAP_NEAREST           = $2701
#GL_NEAREST_MIPMAP_LINEAR           = $2702
#GL_LINEAR_MIPMAP_LINEAR            = $2703

#GL_TEXTURE_MAG_FILTER              = $2800
#GL_TEXTURE_MIN_FILTER              = $2801
#GL_TEXTURE_WRAP_S                  = $2802
#GL_TEXTURE_WRAP_T                  = $2803

#GL_CLAMP                           = $2900
#GL_REPEAT                          = $2901

#GL_CLIENT_PIXEL_STORE_BIT          = $00000001
#GL_CLIENT_VERTEX_ARRAY_BIT         = $00000002
#GL_CLIENT_ALL_ATTRIB_BITS          = $FFFFFFFF

#GL_POLYGON_OFFSET_FACTOR           = $8038
#GL_POLYGON_OFFSET_UNITS            = $2A00
#GL_POLYGON_OFFSET_POINT            = $2A01
#GL_POLYGON_OFFSET_LINE             = $2A02
#GL_POLYGON_OFFSET_FILL             = $8037

#GL_ALPHA4                          = $803B
#GL_ALPHA8                          = $803C
#GL_ALPHA12                         = $803D
#GL_ALPHA16                         = $803E
#GL_LUMINANCE4                      = $803F
#GL_LUMINANCE8                      = $8040
#GL_LUMINANCE12                     = $8041
#GL_LUMINANCE16                     = $8042
#GL_LUMINANCE4_ALPHA4               = $8043
#GL_LUMINANCE6_ALPHA2               = $8044
#GL_LUMINANCE8_ALPHA8               = $8045
#GL_LUMINANCE12_ALPHA4              = $8046
#GL_LUMINANCE12_ALPHA12             = $8047
#GL_LUMINANCE16_ALPHA16             = $8048
#GL_INTENSITY                       = $8049
#GL_INTENSITY4                      = $804A
#GL_INTENSITY8                      = $804B
#GL_INTENSITY12                     = $804C
#GL_INTENSITY16                     = $804D
#GL_R3_G3_B2                        = $2A10
#GL_RGB4                            = $804F
#GL_RGB5                            = $8050
#GL_RGB8                            = $8051
#GL_RGB10                           = $8052
#GL_RGB12                           = $8053
#GL_RGB16                           = $8054
#GL_RGBA2                           = $8055
#GL_RGBA4                           = $8056
#GL_RGB5_A1                         = $8057
#GL_RGBA8                           = $8058
#GL_RGB10_A2                        = $8059
#GL_RGBA12                          = $805A
#GL_RGBA16                          = $805B
#GL_TEXTURE_RED_SIZE                = $805C
#GL_TEXTURE_GREEN_SIZE              = $805D
#GL_TEXTURE_BLUE_SIZE               = $805E
#GL_TEXTURE_ALPHA_SIZE              = $805F
#GL_TEXTURE_LUMINANCE_SIZE          = $8060
#GL_TEXTURE_INTENSITY_SIZE          = $8061
#GL_PROXY_TEXTURE_1D                = $8063
#GL_PROXY_TEXTURE_2D                = $8064

#GL_TEXTURE_PRIORITY                = $8066
#GL_TEXTURE_RESIDENT                = $8067
#GL_TEXTURE_BINDING_1D              = $8068
#GL_TEXTURE_BINDING_2D              = $8069

#GL_VERTEX_ARRAY                    = $8074
#GL_NORMAL_ARRAY                    = $8075
#GL_COLOR_ARRAY                     = $8076
#GL_INDEX_ARRAY                     = $8077
#GL_TEXTURE_COORD_ARRAY             = $8078
#GL_EDGE_FLAG_ARRAY                 = $8079
#GL_VERTEX_ARRAY_SIZE               = $807A
#GL_VERTEX_ARRAY_TYPE               = $807B
#GL_VERTEX_ARRAY_STRIDE             = $807C
#GL_NORMAL_ARRAY_TYPE               = $807E
#GL_NORMAL_ARRAY_STRIDE             = $807F
#GL_COLOR_ARRAY_SIZE                = $8081
#GL_COLOR_ARRAY_TYPE                = $8082
#GL_COLOR_ARRAY_STRIDE              = $8083
#GL_INDEX_ARRAY_TYPE                = $8085
#GL_INDEX_ARRAY_STRIDE              = $8086
#GL_TEXTURE_COORD_ARRAY_SIZE        = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE        = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE      = $808A
#GL_EDGE_FLAG_ARRAY_STRIDE          = $808C
#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
#GL_V2F                             = $2A20
#GL_V3F                             = $2A21
#GL_C4UB_V2F                        = $2A22
#GL_C4UB_V3F                        = $2A23
#GL_C3F_V3F                         = $2A24
#GL_N3F_V3F                         = $2A25
#GL_C4F_N3F_V3F                     = $2A26
#GL_T2F_V3F                         = $2A27
#GL_T4F_V4F                         = $2A28
#GL_T2F_C4UB_V3F                    = $2A29
#GL_T2F_C3F_V3F                     = $2A2A
#GL_T2F_N3F_V3F                     = $2A2B
#GL_T2F_C4F_N3F_V3F                 = $2A2C
#GL_T4F_C4F_N3F_V4F                 = $2A2D

#GL_EXT_vertex_array                = 1
#GL_EXT_bgra                        = 1
#GL_EXT_paletted_texture            = 1
#GL_WIN_swap_hint                   = 1
#GL_WIN_draw_range_elements         = 1

#GL_VERTEX_ARRAY_EXT                = $8074
#GL_NORMAL_ARRAY_EXT                = $8075
#GL_COLOR_ARRAY_EXT                 = $8076
#GL_INDEX_ARRAY_EXT                 = $8077
#GL_TEXTURE_COORD_ARRAY_EXT         = $8078
#GL_EDGE_FLAG_ARRAY_EXT             = $8079
#GL_VERTEX_ARRAY_SIZE_EXT           = $807A
#GL_VERTEX_ARRAY_TYPE_EXT           = $807B
#GL_VERTEX_ARRAY_STRIDE_EXT         = $807C
#GL_VERTEX_ARRAY_COUNT_EXT          = $807D
#GL_NORMAL_ARRAY_TYPE_EXT           = $807E
#GL_NORMAL_ARRAY_STRIDE_EXT         = $807F
#GL_NORMAL_ARRAY_COUNT_EXT          = $8080
#GL_COLOR_ARRAY_SIZE_EXT            = $8081
#GL_COLOR_ARRAY_TYPE_EXT            = $8082
#GL_COLOR_ARRAY_STRIDE_EXT          = $8083
#GL_COLOR_ARRAY_COUNT_EXT           = $8084
#GL_INDEX_ARRAY_TYPE_EXT            = $8085
#GL_INDEX_ARRAY_STRIDE_EXT          = $8086
#GL_INDEX_ARRAY_COUNT_EXT           = $8087
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT    = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT    = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT  = $808A
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT   = $808B
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT      = $808C
#GL_EDGE_FLAG_ARRAY_COUNT_EXT       = $808D
#GL_VERTEX_ARRAY_POINTER_EXT        = $808E
#GL_NORMAL_ARRAY_POINTER_EXT        = $808F
#GL_COLOR_ARRAY_POINTER_EXT         = $8090
#GL_INDEX_ARRAY_POINTER_EXT         = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092
#GL_EDGE_FLAG_ARRAY_POINTER_EXT     = $8093
#GL_DOUBLE_EXT                      = #GL_DOUBLE

#GL_BGR_EXT                         = $80E0
#GL_BGRA_EXT                        = $80E1

#GL_COLOR_TABLE_FORMAT_EXT          = $80D8
#GL_COLOR_TABLE_WIDTH_EXT           = $80D9
#GL_COLOR_TABLE_RED_SIZE_EXT        = $80DA
#GL_COLOR_TABLE_GREEN_SIZE_EXT      = $80DB
#GL_COLOR_TABLE_BLUE_SIZE_EXT       = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE_EXT      = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_EXT  = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_EXT  = $80DF

#GL_COLOR_INDEX1_EXT                = $80E2
#GL_COLOR_INDEX2_EXT                = $80E3
#GL_COLOR_INDEX4_EXT                = $80E4
#GL_COLOR_INDEX8_EXT                = $80E5
#GL_COLOR_INDEX12_EXT               = $80E6
#GL_COLOR_INDEX16_EXT               = $80E7

#GL_MAX_ELEMENTS_VERTICES_WIN       = $80E8
#GL_MAX_ELEMENTS_INDICES_WIN        = $80E9

#GL_PHONG_WIN                       = $80EA 
#GL_PHONG_HINT_WIN                  = $80EB 

#GL_FOG_SPECULAR_TEXTURE_WIN        = $80EC

#GL_LOGIC_OP                        = #GL_INDEX_LOGIC_OP
#GL_TEXTURE_COMPONENTS              = #GL_TEXTURE_INTERNAL_FORMAT

GLU.PBI

Code: Select all

;/ -----------------------------------------------------------------------
;  GLU.INC -- Part of the OpenGL32 API Includes for PureBasic
;  Portions copyright Silicon Graphics and Microsoft.
;/ -----------------------------------------------------------------------

;/*
;** Copyright 1991-1993, Silicon Graphics, Inc.
;** All Rights Reserved.
;** 
;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
;** the contents of this file may not be disclosed to third parties, copied or
;** duplicated in any form, in whole or in part, without the prior written
;** permission of Silicon Graphics, Inc.
;** 
;** RESTRICTED RIGHTS LEGEND:
;** Use, duplication or disclosure by the Government is subject to restrictions
;** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
;** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
;** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
;** rights reserved under the Copyright Laws of the United States.
;*/


XINCLUDE "gl.pbi"


#GLU_INC                         = 1

#GLU_VERSION_1_1                 = 1
#GLU_VERSION_1_2                 = 1

#GLU_INVALID_ENUM                = 100900
#GLU_INVALID_VALUE               = 100901
#GLU_OUT_OF_MEMORY               = 100902
#GLU_INCOMPATIBLE_GL_VERSION     = 100903

#GLU_VERSION                     = 100800
#GLU_EXTENSIONS                  = 100801

#GLU_TRUE                        = #GL_TRUE
#GLU_FALSE                       = #GL_FALSE

#GLU_SMOOTH                      = 100000
#GLU_FLAT                        = 100001
#GLU_NONE                        = 100002

#GLU_POINT                       = 100010
#GLU_LINE                        = 100011
#GLU_FILL                        = 100012
#GLU_SILHOUETTE                  = 100013

#GLU_OUTSIDE                     = 100020
#GLU_INSIDE                      = 100021

;GLOBAL GLU_TESS_MAX_COORD AS DOUBLE
;GLU_TESS_MAX_COORD              = 1.0e150

#GLU_TESS_WINDING_RULE           = 100140
#GLU_TESS_BOUNDARY_ONLY          = 100141
#GLU_TESS_TOLERANCE              = 100142

#GLU_TESS_WINDING_ODD            = 100130
#GLU_TESS_WINDING_NONZERO        = 100131
#GLU_TESS_WINDING_POSITIVE       = 100132
#GLU_TESS_WINDING_NEGATIVE       = 100133
#GLU_TESS_WINDING_ABS_GEQ_TWO    = 100134

#GLU_TESS_BEGIN                  = 100100
#GLU_TESS_VERTEX                 = 100101
#GLU_TESS_END                    = 100102
#GLU_TESS_ERROR                  = 100103
#GLU_TESS_EDGE_FLAG              = 100104
#GLU_TESS_COMBINE                = 100105

#GLU_TESS_BEGIN_DATA             = 100106

#GLU_TESS_VERTEX_DATA            = 100107

#GLU_TESS_END_DATA               = 100108
#GLU_TESS_ERROR_DATA             = 100109

#GLU_TESS_EDGE_FLAG_DATA         = 100110

#GLU_TESS_COMBINE_DATA           = 100111

#GLU_TESS_ERROR1                 = 100151
#GLU_TESS_ERROR2                 = 100152
#GLU_TESS_ERROR3                 = 100153
#GLU_TESS_ERROR4                 = 100154
#GLU_TESS_ERROR5                 = 100155
#GLU_TESS_ERROR6                 = 100156
#GLU_TESS_ERROR7                 = 100157
#GLU_TESS_ERROR8                 = 100158

#GLU_TESS_MISSING_BEGIN_POLYGON  = #GLU_TESS_ERROR1
#GLU_TESS_MISSING_BEGIN_CONTOUR  = #GLU_TESS_ERROR2
#GLU_TESS_MISSING_END_POLYGON    = #GLU_TESS_ERROR3
#GLU_TESS_MISSING_END_CONTOUR    = #GLU_TESS_ERROR4
#GLU_TESS_COORD_TOO_LARGE        = #GLU_TESS_ERROR5
#GLU_TESS_NEED_COMBINE_CALLBACK  = #GLU_TESS_ERROR6

#GLU_AUTO_LOAD_MATRIX            = 100200
#GLU_CULLING                     = 100201
#GLU_SAMPLING_TOLERANCE          = 100203
#GLU_DISPLAY_MODE                = 100204
#GLU_PARAMETRIC_TOLERANCE        = 100202
#GLU_SAMPLING_METHOD             = 100205
#GLU_U_STEP                      = 100206
#GLU_V_STEP                      = 100207

#GLU_PATH_LENGTH                 = 100215
#GLU_PARAMETRIC_ERROR            = 100216
#GLU_DOMAIN_DISTANCE             = 100217

#GLU_MAP1_TRIM_2                 = 100210
#GLU_MAP1_TRIM_3                 = 100211

#GLU_OUTLINE_POLYGON             = 100240
#GLU_OUTLINE_PATCH               = 100241

#GLU_NURBS_ERROR1                = 100251
#GLU_NURBS_ERROR2                = 100252
#GLU_NURBS_ERROR3                = 100253
#GLU_NURBS_ERROR4                = 100254
#GLU_NURBS_ERROR5                = 100255
#GLU_NURBS_ERROR6                = 100256
#GLU_NURBS_ERROR7                = 100257
#GLU_NURBS_ERROR8                = 100258
#GLU_NURBS_ERROR9                = 100259
#GLU_NURBS_ERROR10               = 100260
#GLU_NURBS_ERROR11               = 100261
#GLU_NURBS_ERROR12               = 100262
#GLU_NURBS_ERROR13               = 100263
#GLU_NURBS_ERROR14               = 100264
#GLU_NURBS_ERROR15               = 100265
#GLU_NURBS_ERROR16               = 100266
#GLU_NURBS_ERROR17               = 100267
#GLU_NURBS_ERROR18               = 100268
#GLU_NURBS_ERROR19               = 100269
#GLU_NURBS_ERROR20               = 100270
#GLU_NURBS_ERROR21               = 100271
#GLU_NURBS_ERROR22               = 100272
#GLU_NURBS_ERROR23               = 100273
#GLU_NURBS_ERROR24               = 100274
#GLU_NURBS_ERROR25               = 100275
#GLU_NURBS_ERROR26               = 100276
#GLU_NURBS_ERROR27               = 100277
#GLU_NURBS_ERROR28               = 100278
#GLU_NURBS_ERROR29               = 100279
#GLU_NURBS_ERROR30               = 100280
#GLU_NURBS_ERROR31               = 100281
#GLU_NURBS_ERROR32               = 100282
#GLU_NURBS_ERROR33               = 100283
#GLU_NURBS_ERROR34               = 100284
#GLU_NURBS_ERROR35               = 100285
#GLU_NURBS_ERROR36               = 100286
#GLU_NURBS_ERROR37               = 100287


#GLU_CW                          = 100120
#GLU_CCW                         = 100121
#GLU_INTERIOR                    = 100122
#GLU_EXTERIOR                    = 100123
#GLU_UNKNOWN                     = 100124

#GLU_BEGIN                       = #GLU_TESS_BEGIN
#GLU_VERTEX                      = #GLU_TESS_VERTEX
#GLU_END                         = #GLU_TESS_END
#GLU_ERROR                       = #GLU_TESS_ERROR
#GLU_EDGE_FLAG                   = #GLU_TESS_EDGE_FLAG
GLWGL.PBI:

Code: Select all

;/ -------------------------------------------------------------------------
; GLWGL.INC -- Part of the OpenGL32 API Includes For PureBasic
;  Portions copyright Microsoft (And Silicon Graphics?).
;/ -------------------------------------------------------------------------

#GLWGL_INC                 = 1

#PFD_TYPE_RGBA             = 0
#PFD_TYPE_COLORINDEX       = 1

#PFD_MAIN_PLANE            = 0
#PFD_OVERLAY_PLANE         = 1
#PFD_UNDERLAY_PLANE        = -1

#PFD_DOUBLEBUFFER          = $00000001
#PFD_STEREO                = $00000002
#PFD_DRAW_TO_WINDOW        = $00000004
#PFD_DRAW_TO_BITMAP        = $00000008
#PFD_SUPPORT_GDI           = $00000010
#PFD_SUPPORT_OPENGL        = $00000020
#PFD_GENERIC_FORMAT        = $00000040
#PFD_NEED_PALETTE          = $00000080
#PFD_NEED_SYSTEM_PALETTE   = $00000100
#PFD_SWAP_EXCHANGE         = $00000200
#PFD_SWAP_COPY             = $00000400
#PFD_SWAP_LAYER_BUFFERS    = $00000800
#PFD_GENERIC_ACCELERATED   = $00001000
#PFD_SUPPORT_DIRECTDRAW    = $00002000

#PFD_DEPTH_DONTCARE        = $20000000
#PFD_DOUBLEBUFFER_DONTCARE = $40000000
#PFD_STEREO_DONTCARE       = $80000000

#WGL_FONT_LINES            = 0
#WGL_FONT_POLYGONS         = 1

#LPD_DOUBLEBUFFER          = $00000001
#LPD_STEREO                = $00000002
#LPD_SUPPORT_GDI           = $00000010
#LPD_SUPPORT_OPENGL        = $00000020
#LPD_SHARE_DEPTH           = $00000040
#LPD_SHARE_STENCIL         = $00000080
#LPD_SHARE_ACCUM           = $00000100
#LPD_SWAP_EXCHANGE         = $00000200
#LPD_SWAP_COPY             = $00000400
#LPD_TRANSPARENT           = $00001000

#LPD_TYPE_RGBA             = 0
#LPD_TYPE_COLORINDEX       = 1

#WGL_SWAP_MAIN_PLANE       = $00000001
#WGL_SWAP_OVERLAY1         = $00000002
#WGL_SWAP_OVERLAY2         = $00000004
#WGL_SWAP_OVERLAY3         = $00000008
#WGL_SWAP_OVERLAY4         = $00000010
#WGL_SWAP_OVERLAY5         = $00000020
#WGL_SWAP_OVERLAY6         = $00000040
#WGL_SWAP_OVERLAY7         = $00000080
#WGL_SWAP_OVERLAY8         = $00000100
#WGL_SWAP_OVERLAY9         = $00000200
#WGL_SWAP_OVERLAY10        = $00000400
#WGL_SWAP_OVERLAY11        = $00000800
#WGL_SWAP_OVERLAY12        = $00001000
#WGL_SWAP_OVERLAY13        = $00002000
#WGL_SWAP_OVERLAY14        = $00004000
#WGL_SWAP_OVERLAY15        = $00008000
#WGL_SWAP_UNDERLAY1        = $00010000
#WGL_SWAP_UNDERLAY2        = $00020000
#WGL_SWAP_UNDERLAY3        = $00040000
#WGL_SWAP_UNDERLAY4        = $00080000
#WGL_SWAP_UNDERLAY5        = $00100000
#WGL_SWAP_UNDERLAY6        = $00200000
#WGL_SWAP_UNDERLAY7        = $00400000
#WGL_SWAP_UNDERLAY8        = $00800000
#WGL_SWAP_UNDERLAY9        = $01000000
#WGL_SWAP_UNDERLAY10       = $02000000
#WGL_SWAP_UNDERLAY11       = $04000000
#WGL_SWAP_UNDERLAY12       = $08000000
#WGL_SWAP_UNDERLAY13       = $10000000
#WGL_SWAP_UNDERLAY14       = $20000000
#WGL_SWAP_UNDERLAY15       = $40000000

#WGL_SWAPMULTIPLE_MAX      = 16

;/ NOT YET CONVERTED ...

; TYPE POINTFLOAT
; x AS SINGLE
; y AS SINGLE
; End TYPE
; 
; TYPE GLYPHMETRICSFLOAT
; gmfBlackBoxX AS SINGLE
; gmfBlackBoxY AS SINGLE
; gmfptGlyphOrigin AS POINTFLOAT
; gmfCellIncX AS SINGLE
; gmfCellIncY AS SINGLE
; End TYPE
; 
; TYPE tagLAYERPLANEDESCRIPTOR
; nSize AS WORD
; nVersion AS WORD
; dwFlags AS DWORD
; iPixelType AS BYTE
; cColorBits AS BYTE
; cRedBits AS BYTE
; cRedShift AS BYTE
; cGreenBits AS BYTE
; cGreenShift AS BYTE
; cBlueBits AS BYTE
; cBlueShift AS BYTE
; cAlphaBits AS BYTE
; cAlphaShift AS BYTE
; cAccumBits AS BYTE
; cAccumRedBits AS BYTE
; cAccumGreenBits AS BYTE
; cAccumBlueBits AS BYTE
; cAccumAlphaBits AS BYTE
; cDepthBits AS BYTE
; cStencilBits AS BYTE
; cAuxBuffers AS BYTE
; iLayerPlane AS BYTE
; bReserved AS BYTE
; crTransparent AS LONG
; End TYPE
; 
; TYPE WGLSWAP
; hdc AS LONG
; uiFlags AS DWORD
; End TYPE

Posted: Sun Dec 21, 2003 3:44 pm
by Andre
Thanks, Num3 !

I will start adding a directory 'Includes' to the CodeArchiv, where all useful include files will be added. '.pbi' will be used as standard.

Anyone, who has more of such nice includes, please send them to andre@purearea.net Thanks! :D