Win32 API 日本語リファレンス
ホームGraphics.OpenGL › glColorMaterial

glColorMaterial

関数
材質の色をどの色成分に追従させるかを指定する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

// OPENGL32.dll
#include <windows.h>

void glColorMaterial(
    DWORD face,
    DWORD mode
);

パラメーター

名前方向
faceDWORDin
modeDWORDin

戻り値の型: void

各言語での呼び出し定義

// OPENGL32.dll
#include <windows.h>

void glColorMaterial(
    DWORD face,
    DWORD mode
);
[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glColorMaterial(
    uint face,   // DWORD
    uint mode   // DWORD
);
<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glColorMaterial(
    face As UInteger,   ' DWORD
    mode As UInteger   ' DWORD
)
End Sub
' face : DWORD
' mode : DWORD
Declare PtrSafe Sub glColorMaterial Lib "opengl32" ( _
    ByVal face As Long, _
    ByVal mode As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。
import ctypes
from ctypes import wintypes

glColorMaterial = ctypes.windll.opengl32.glColorMaterial
glColorMaterial.restype = None
glColorMaterial.argtypes = [
    wintypes.DWORD,  # face : DWORD
    wintypes.DWORD,  # mode : DWORD
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glColorMaterial = Fiddle::Function.new(
  lib['glColorMaterial'],
  [
    -Fiddle::TYPE_INT,  # face : DWORD
    -Fiddle::TYPE_INT,  # mode : DWORD
  ],
  Fiddle::TYPE_VOID)
#[link(name = "opengl32")]
extern "system" {
    fn glColorMaterial(
        face: u32,  // DWORD
        mode: u32  // DWORD
    );
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glColorMaterial(uint face, uint mode);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glColorMaterial' -Namespace Win32 -PassThru
# $api::glColorMaterial(face, mode)
#uselib "OPENGL32.dll"
#func global glColorMaterial "glColorMaterial" sptr, sptr
; glColorMaterial face, mode
; face : DWORD -> "sptr"
; mode : DWORD -> "sptr"
#uselib "OPENGL32.dll"
#func global glColorMaterial "glColorMaterial" int, int
; glColorMaterial face, mode
; face : DWORD -> "int"
; mode : DWORD -> "int"
; void glColorMaterial(DWORD face, DWORD mode)
#uselib "OPENGL32.dll"
#func global glColorMaterial "glColorMaterial" int, int
; glColorMaterial face, mode
; face : DWORD -> "int"
; mode : DWORD -> "int"
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglColorMaterial = opengl32.NewProc("glColorMaterial")
)

// face (DWORD), mode (DWORD)
r1, _, err := procglColorMaterial.Call(
	uintptr(face),
	uintptr(mode),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // void
procedure glColorMaterial(
  face: DWORD;   // DWORD
  mode: DWORD   // DWORD
); stdcall;
  external 'OPENGL32.dll' name 'glColorMaterial';
result := DllCall("OPENGL32\glColorMaterial"
    , "UInt", face   ; DWORD
    , "UInt", mode   ; DWORD
    , "Int")   ; return: void
●glColorMaterial(face, mode) = DLL("OPENGL32.dll", "int glColorMaterial(dword, dword)")
# 呼び出し: glColorMaterial(face, mode)
# face : DWORD -> "dword"
# mode : 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)。