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

glDepthRange

関数
深度値を正規化する近遠のマッピング範囲を指定する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

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

void glDepthRange(
    DOUBLE zNear,
    DOUBLE zFar
);

パラメーター

名前方向
zNearDOUBLEin
zFarDOUBLEin

戻り値の型: void

各言語での呼び出し定義

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

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

glDepthRange = ctypes.windll.opengl32.glDepthRange
glDepthRange.restype = None
glDepthRange.argtypes = [
    ctypes.c_double,  # zNear : DOUBLE
    ctypes.c_double,  # zFar : DOUBLE
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glDepthRange = Fiddle::Function.new(
  lib['glDepthRange'],
  [
    Fiddle::TYPE_DOUBLE,  # zNear : DOUBLE
    Fiddle::TYPE_DOUBLE,  # zFar : DOUBLE
  ],
  Fiddle::TYPE_VOID)
#[link(name = "opengl32")]
extern "system" {
    fn glDepthRange(
        zNear: f64,  // DOUBLE
        zFar: f64  // DOUBLE
    );
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glDepthRange(double zNear, double zFar);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glDepthRange' -Namespace Win32 -PassThru
# $api::glDepthRange(zNear, zFar)
#uselib "OPENGL32.dll"
#func global glDepthRange "glDepthRange" double, double
; glDepthRange zNear, zFar
; zNear : DOUBLE -> "double"
; zFar : DOUBLE -> "double"
#uselib "OPENGL32.dll"
#func global glDepthRange "glDepthRange" double, double
; glDepthRange zNear, zFar
; zNear : DOUBLE -> "double"
; zFar : DOUBLE -> "double"
; void glDepthRange(DOUBLE zNear, DOUBLE zFar)
#uselib "OPENGL32.dll"
#func global glDepthRange "glDepthRange" double, double
; glDepthRange zNear, zFar
; zNear : DOUBLE -> "double"
; zFar : DOUBLE -> "double"
import (
	"math"
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglDepthRange = opengl32.NewProc("glDepthRange")
)

// zNear (DOUBLE), zFar (DOUBLE)
r1, _, err := procglDepthRange.Call(
	uintptr(math.Float64bits(zNear)),
	uintptr(math.Float64bits(zFar)),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // void
// 注意: float/double 引数は proc.Call では XMM レジスタに渡せません。
// windows.SyscallN(proc.Addr(), math.Float64bits(x), ...) もしくは cgo を使用してください。
procedure glDepthRange(
  zNear: Double;   // DOUBLE
  zFar: Double   // DOUBLE
); stdcall;
  external 'OPENGL32.dll' name 'glDepthRange';
result := DllCall("OPENGL32\glDepthRange"
    , "Double", zNear   ; DOUBLE
    , "Double", zFar   ; DOUBLE
    , "Int")   ; return: void
●glDepthRange(zNear, zFar) = DLL("OPENGL32.dll", "int glDepthRange(double, double)")
# 呼び出し: glDepthRange(zNear, zFar)
# zNear : DOUBLE -> "double"
# zFar : DOUBLE -> "double"
# 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)。