I'm just guessing myself here, but they should mostly be a combination of glTexEnvi and glTexParameteri...

D3DDEV8.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
D3DDEV8.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
The first one may well be about blending here. The first parameter in all these calls will probably be the texture unit affected by the change. You may well have to use extensions (multitexturing etc) to get the full effect. The modulate will be a glTexParameteri call I think.

D3DDEV8.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
D3DDEV8.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
D3DDEV8.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3ddev8.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
d3ddev8.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
The clamp ones are dealt with by glTexEnvi and GL_TEXTURE_WRAP_S + GL_TEXTURE_WRAP_T I believe. The modulate one is a glTexParameteri call, with the above ones maybe(?) being blending again.

d3ddev8.SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
d3ddev8.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
These two are glCullFace or glFrontFace (not sure which from the above tho, probably glFrontFace). Also glEnable/disable(GL_CULL_FACE), I'd guess.

I'm not sure about the material one though. Sorry I couldn't be more helpful here (I've not used d3d myself), but hopefully someone else will help out.