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

glFeedbackBuffer

関数
フィードバックモードの出力先バッファを設定する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

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

void glFeedbackBuffer(
    INT size,
    DWORD type,
    FLOAT* buffer
);

パラメーター

名前方向
sizeINTin
typeDWORDin
bufferFLOAT*inout

戻り値の型: void

各言語での呼び出し定義

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

void glFeedbackBuffer(
    INT size,
    DWORD type,
    FLOAT* buffer
);
[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glFeedbackBuffer(
    int size,   // INT
    uint type,   // DWORD
    ref float buffer   // FLOAT* in/out
);
<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glFeedbackBuffer(
    size As Integer,   ' INT
    type As UInteger,   ' DWORD
    ByRef buffer As Single   ' FLOAT* in/out
)
End Sub
' size : INT
' type : DWORD
' buffer : FLOAT* in/out
Declare PtrSafe Sub glFeedbackBuffer Lib "opengl32" ( _
    ByVal size As Long, _
    ByVal type As Long, _
    ByRef buffer As Single)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。
import ctypes
from ctypes import wintypes

glFeedbackBuffer = ctypes.windll.opengl32.glFeedbackBuffer
glFeedbackBuffer.restype = None
glFeedbackBuffer.argtypes = [
    ctypes.c_int,  # size : INT
    wintypes.DWORD,  # type : DWORD
    ctypes.POINTER(ctypes.c_float),  # buffer : FLOAT* in/out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glFeedbackBuffer = Fiddle::Function.new(
  lib['glFeedbackBuffer'],
  [
    Fiddle::TYPE_INT,  # size : INT
    -Fiddle::TYPE_INT,  # type : DWORD
    Fiddle::TYPE_VOIDP,  # buffer : FLOAT* in/out
  ],
  Fiddle::TYPE_VOID)
#[link(name = "opengl32")]
extern "system" {
    fn glFeedbackBuffer(
        size: i32,  // INT
        type: u32,  // DWORD
        buffer: *mut f32  // FLOAT* in/out
    );
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glFeedbackBuffer(int size, uint type, ref float buffer);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glFeedbackBuffer' -Namespace Win32 -PassThru
# $api::glFeedbackBuffer(size, type, buffer)
#uselib "OPENGL32.dll"
#func global glFeedbackBuffer "glFeedbackBuffer" sptr, sptr, sptr
; glFeedbackBuffer size, type, varptr(buffer)
; size : INT -> "sptr"
; type : DWORD -> "sptr"
; buffer : FLOAT* in/out -> "sptr"
出力引数:
#uselib "OPENGL32.dll"
#func global glFeedbackBuffer "glFeedbackBuffer" int, int, var
; glFeedbackBuffer size, type, buffer
; size : INT -> "int"
; type : DWORD -> "int"
; buffer : FLOAT* in/out -> "var"
; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。
出力引数:
; void glFeedbackBuffer(INT size, DWORD type, FLOAT* buffer)
#uselib "OPENGL32.dll"
#func global glFeedbackBuffer "glFeedbackBuffer" int, int, var
; glFeedbackBuffer size, type, buffer
; size : INT -> "int"
; type : DWORD -> "int"
; buffer : FLOAT* in/out -> "var"
; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglFeedbackBuffer = opengl32.NewProc("glFeedbackBuffer")
)

// size (INT), type (DWORD), buffer (FLOAT* in/out)
r1, _, err := procglFeedbackBuffer.Call(
	uintptr(size),
	uintptr(type),
	uintptr(buffer),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // void
procedure glFeedbackBuffer(
  size: Integer;   // INT
  type: DWORD;   // DWORD
  buffer: Pointer   // FLOAT* in/out
); stdcall;
  external 'OPENGL32.dll' name 'glFeedbackBuffer';
result := DllCall("OPENGL32\glFeedbackBuffer"
    , "Int", size   ; INT
    , "UInt", type   ; DWORD
    , "Ptr", buffer   ; FLOAT* in/out
    , "Int")   ; return: void
●glFeedbackBuffer(size, type, buffer) = DLL("OPENGL32.dll", "int glFeedbackBuffer(int, dword, void*)")
# 呼び出し: glFeedbackBuffer(size, type, buffer)
# size : INT -> "int"
# type : DWORD -> "dword"
# buffer : FLOAT* in/out -> "void*"
# 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)。