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glColor3ui
関数符号なし整数値で現在の描画色をRGBで設定する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glColor3ui(
DWORD red,
DWORD green,
DWORD blue
);パラメーター
| 名前 | 型 | 方向 | 説明 |
|---|---|---|---|
| red | DWORD | in | 現在色の赤成分を示す符号なし32ビット値(DWORD)。 |
| green | DWORD | in | 現在色の緑成分を示す符号なし32ビット値(DWORD)。 |
| blue | DWORD | in | 現在色の青成分を示す符号なし32ビット値(DWORD)。 |
戻り値の型: void
各言語での呼び出し定義
// OPENGL32.dll
#include <windows.h>
void glColor3ui(
DWORD red,
DWORD green,
DWORD blue
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glColor3ui(
uint red, // DWORD
uint green, // DWORD
uint blue // DWORD
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glColor3ui(
red As UInteger, ' DWORD
green As UInteger, ' DWORD
blue As UInteger ' DWORD
)
End Sub' red : DWORD
' green : DWORD
' blue : DWORD
Declare PtrSafe Sub glColor3ui Lib "opengl32" ( _
ByVal red As Long, _
ByVal green As Long, _
ByVal blue As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glColor3ui = ctypes.windll.opengl32.glColor3ui
glColor3ui.restype = None
glColor3ui.argtypes = [
wintypes.DWORD, # red : DWORD
wintypes.DWORD, # green : DWORD
wintypes.DWORD, # blue : DWORD
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glColor3ui = Fiddle::Function.new(
lib['glColor3ui'],
[
-Fiddle::TYPE_INT, # red : DWORD
-Fiddle::TYPE_INT, # green : DWORD
-Fiddle::TYPE_INT, # blue : DWORD
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glColor3ui(
red: u32, // DWORD
green: u32, // DWORD
blue: u32 // DWORD
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glColor3ui(uint red, uint green, uint blue);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glColor3ui' -Namespace Win32 -PassThru
# $api::glColor3ui(red, green, blue)#uselib "OPENGL32.dll"
#func global glColor3ui "glColor3ui" sptr, sptr, sptr
; glColor3ui red, green, blue
; red : DWORD -> "sptr"
; green : DWORD -> "sptr"
; blue : DWORD -> "sptr"#uselib "OPENGL32.dll"
#func global glColor3ui "glColor3ui" int, int, int
; glColor3ui red, green, blue
; red : DWORD -> "int"
; green : DWORD -> "int"
; blue : DWORD -> "int"; void glColor3ui(DWORD red, DWORD green, DWORD blue)
#uselib "OPENGL32.dll"
#func global glColor3ui "glColor3ui" int, int, int
; glColor3ui red, green, blue
; red : DWORD -> "int"
; green : DWORD -> "int"
; blue : DWORD -> "int"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglColor3ui = opengl32.NewProc("glColor3ui")
)
// red (DWORD), green (DWORD), blue (DWORD)
r1, _, err := procglColor3ui.Call(
uintptr(red),
uintptr(green),
uintptr(blue),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glColor3ui(
red: DWORD; // DWORD
green: DWORD; // DWORD
blue: DWORD // DWORD
); stdcall;
external 'OPENGL32.dll' name 'glColor3ui';result := DllCall("OPENGL32\glColor3ui"
, "UInt", red ; DWORD
, "UInt", green ; DWORD
, "UInt", blue ; DWORD
, "Int") ; return: void●glColor3ui(red, green, blue) = DLL("OPENGL32.dll", "int glColor3ui(dword, dword, dword)")
# 呼び出し: glColor3ui(red, green, blue)
# red : DWORD -> "dword"
# green : DWORD -> "dword"
# blue : DWORD -> "dword"
# なでしこ1は32bit・ANSI(Shift_JIS)。文字列=char*(ANSI)、ポインタ/ハンドル=void*(4byte)。const std = @import("std");
extern "opengl32" fn glColor3ui(
red: u32, // DWORD
green: u32, // DWORD
blue: u32 // DWORD
) callconv(std.os.windows.WINAPI) void;proc glColor3ui(
red: uint32, # DWORD
green: uint32, # DWORD
blue: uint32 # DWORD
) {.importc: "glColor3ui", stdcall, dynlib: "OPENGL32.dll".}pragma(lib, "opengl32");
extern(Windows)
void glColor3ui(
uint red, // DWORD
uint green, // DWORD
uint blue // DWORD
);ccall((:glColor3ui, "OPENGL32.dll"), stdcall, Cvoid,
(UInt32, UInt32, UInt32),
red, green, blue)
# red : DWORD -> UInt32
# green : DWORD -> UInt32
# blue : DWORD -> UInt32
# stdcall は 32bit のみ意味を持つ(x64 では無視)。local ffi = require("ffi")
ffi.cdef[[
void glColor3ui(
uint32_t red,
uint32_t green,
uint32_t blue);
]]
local opengl32 = ffi.load("opengl32")
-- opengl32.glColor3ui(red, green, blue)
-- red : DWORD
-- green : DWORD
-- blue : DWORD
-- 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。const koffi = require('koffi');
const lib = koffi.load('OPENGL32.dll');
const glColor3ui = lib.func('__stdcall', 'glColor3ui', 'void', ['uint32_t', 'uint32_t', 'uint32_t']);
// glColor3ui(red, green, blue)
// red : DWORD -> 'uint32_t'
// green : DWORD -> 'uint32_t'
// blue : DWORD -> 'uint32_t'
// 出力ポインタは koffi.out(...) で包む。構造体は koffi.struct で定義。const lib = Deno.dlopen("OPENGL32.dll", {
glColor3ui: { parameters: ["u32", "u32", "u32"], result: "void" },
});
// lib.symbols.glColor3ui(red, green, blue)
// red : DWORD -> "u32"
// green : DWORD -> "u32"
// blue : DWORD -> "u32"
// 文字列引数は "buffer"(NUL 終端のバイト列を Uint8Array で渡す)。
// 値渡し構造体は { struct: [ ...field types... ] } を使用。<?php
$ffi = FFI::cdef(<<<C
void glColor3ui(
uint32_t red,
uint32_t green,
uint32_t blue);
C, "OPENGL32.dll");
// $ffi->glColor3ui(red, green, blue);
// red : DWORD
// green : DWORD
// blue : DWORD
// 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
// WINAPI(stdcall): x64 では呼出規約が統一されるため問題なし。x86 では __stdcall 対応のラッパが必要な場合あり。import com.sun.jna.*;
import com.sun.jna.ptr.*;
import com.sun.jna.win32.StdCallLibrary;
import com.sun.jna.win32.W32APIOptions;
public interface Opengl32 extends StdCallLibrary {
Opengl32 INSTANCE = Native.load("opengl32", Opengl32.class);
void glColor3ui(
int red, // DWORD
int green, // DWORD
int blue // DWORD
);
}@[Link("opengl32")]
lib LibOPENGL32
fun glColor3ui = glColor3ui(
red : UInt32, # DWORD
green : UInt32, # DWORD
blue : UInt32 # DWORD
) : Void
end
# 構造体/GUID/enum は lib 内に対応する型定義が必要。
# 呼出規約: x64 は規約統一のため OK。x86(32bit)は WINAPI=stdcall だが Crystal の fun に stdcall 付与構文がなく非対応。import 'dart:ffi';
import 'package:ffi/ffi.dart';
typedef glColor3uiNative = Void Function(Uint32, Uint32, Uint32);
typedef glColor3uiDart = void Function(int, int, int);
final glColor3ui = DynamicLibrary.open('OPENGL32.dll')
.lookupFunction<glColor3uiNative, glColor3uiDart>('glColor3ui');
// red : DWORD -> Uint32
// green : DWORD -> Uint32
// blue : DWORD -> Uint32
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。{$mode objfpc}{$H+}
procedure glColor3ui(
red: DWORD; // DWORD
green: DWORD; // DWORD
blue: DWORD // DWORD
); stdcall;
external 'OPENGL32.dll' name 'glColor3ui';import Foreign
import Foreign.C.Types
import Foreign.C.String
foreign import stdcall safe "glColor3ui"
c_glColor3ui :: Word32 -> Word32 -> Word32 -> IO ()
-- red : DWORD -> Word32
-- green : DWORD -> Word32
-- blue : DWORD -> Word32
-- 要 GHC(Windows)。stdcall は x64 では ccall として扱われる。ブロックする API は safe 呼び出し推奨。open Ctypes
open Foreign
let glcolor3ui =
foreign "glColor3ui"
(uint32_t @-> uint32_t @-> uint32_t @-> returning void)
(* red : DWORD -> uint32_t *)
(* green : DWORD -> uint32_t *)
(* blue : DWORD -> uint32_t *)
(* foreign は cdecl 前提。x64 Windows では WINAPI と一致。構造体は ctypes structure を定義のこと。 *)(cffi:define-foreign-library opengl32 (t "OPENGL32.dll"))
(cffi:use-foreign-library opengl32)
(cffi:defcfun ("glColor3ui" gl-color3ui :convention :stdcall) :void
(red :uint32) ; DWORD
(green :uint32) ; DWORD
(blue :uint32)) ; DWORD
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。use Win32::API;
my $glColor3ui = Win32::API::More->new('OPENGL32',
'void glColor3ui(DWORD red, DWORD green, DWORD blue)');
# my $ret = $glColor3ui->Call($red, $green, $blue);
# red : DWORD -> DWORD
# green : DWORD -> DWORD
# blue : DWORD -> DWORD
# 値渡し構造体は pack() した文字列、または Win32::API::Struct を使用。