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glGenTextures
関数未使用のテクスチャオブジェクト名を生成する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glGenTextures(
INT n,
DWORD* textures
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| n | INT | in |
| textures | DWORD* | inout |
戻り値の型: void
各言語での呼び出し定義
// OPENGL32.dll
#include <windows.h>
void glGenTextures(
INT n,
DWORD* textures
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glGenTextures(
int n, // INT
ref uint textures // DWORD* in/out
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glGenTextures(
n As Integer, ' INT
ByRef textures As UInteger ' DWORD* in/out
)
End Sub' n : INT
' textures : DWORD* in/out
Declare PtrSafe Sub glGenTextures Lib "opengl32" ( _
ByVal n As Long, _
ByRef textures As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glGenTextures = ctypes.windll.opengl32.glGenTextures
glGenTextures.restype = None
glGenTextures.argtypes = [
ctypes.c_int, # n : INT
ctypes.POINTER(wintypes.DWORD), # textures : DWORD* in/out
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glGenTextures = Fiddle::Function.new(
lib['glGenTextures'],
[
Fiddle::TYPE_INT, # n : INT
Fiddle::TYPE_VOIDP, # textures : DWORD* in/out
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glGenTextures(
n: i32, // INT
textures: *mut u32 // DWORD* in/out
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glGenTextures(int n, ref uint textures);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glGenTextures' -Namespace Win32 -PassThru
# $api::glGenTextures(n, textures)#uselib "OPENGL32.dll"
#func global glGenTextures "glGenTextures" sptr, sptr
; glGenTextures n, varptr(textures)
; n : INT -> "sptr"
; textures : DWORD* in/out -> "sptr"出力引数:
#uselib "OPENGL32.dll" #func global glGenTextures "glGenTextures" int, var ; glGenTextures n, textures ; n : INT -> "int" ; textures : DWORD* 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。#uselib "OPENGL32.dll" #func global glGenTextures "glGenTextures" int, sptr ; glGenTextures n, varptr(textures) ; n : INT -> "int" ; textures : DWORD* in/out -> "sptr" ; ※出力/バッファ引数はポインタ方式(token=sptr / 呼び出しは varptr(変数))。
出力引数:
; void glGenTextures(INT n, DWORD* textures) #uselib "OPENGL32.dll" #func global glGenTextures "glGenTextures" int, var ; glGenTextures n, textures ; n : INT -> "int" ; textures : DWORD* 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。; void glGenTextures(INT n, DWORD* textures) #uselib "OPENGL32.dll" #func global glGenTextures "glGenTextures" int, intptr ; glGenTextures n, varptr(textures) ; n : INT -> "int" ; textures : DWORD* in/out -> "intptr" ; ※出力/バッファ引数はポインタ方式(token=intptr / 呼び出しは varptr(変数))。
import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglGenTextures = opengl32.NewProc("glGenTextures")
)
// n (INT), textures (DWORD* in/out)
r1, _, err := procglGenTextures.Call(
uintptr(n),
uintptr(textures),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glGenTextures(
n: Integer; // INT
textures: Pointer // DWORD* in/out
); stdcall;
external 'OPENGL32.dll' name 'glGenTextures';result := DllCall("OPENGL32\glGenTextures"
, "Int", n ; INT
, "Ptr", textures ; DWORD* in/out
, "Int") ; return: void●glGenTextures(n, textures) = DLL("OPENGL32.dll", "int glGenTextures(int, void*)")
# 呼び出し: glGenTextures(n, textures)
# n : INT -> "int"
# textures : DWORD* 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)。