Win32 API 日本語リファレンス
ホームGraphics.OpenGL › glMap2f

glMap2f

関数
2次元エバリュエータの単精度制御点を定義する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

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

void glMap2f(
    DWORD target,
    FLOAT u1,
    FLOAT u2,
    INT ustride,
    INT uorder,
    FLOAT v1,
    FLOAT v2,
    INT vstride,
    INT vorder,
    const FLOAT* points
);

パラメーター

名前方向
targetDWORDin
u1FLOATin
u2FLOATin
ustrideINTin
uorderINTin
v1FLOATin
v2FLOATin
vstrideINTin
vorderINTin
pointsFLOAT*in

戻り値の型: void

各言語での呼び出し定義

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

void glMap2f(
    DWORD target,
    FLOAT u1,
    FLOAT u2,
    INT ustride,
    INT uorder,
    FLOAT v1,
    FLOAT v2,
    INT vstride,
    INT vorder,
    const FLOAT* points
);
[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glMap2f(
    uint target,   // DWORD
    float u1,   // FLOAT
    float u2,   // FLOAT
    int ustride,   // INT
    int uorder,   // INT
    float v1,   // FLOAT
    float v2,   // FLOAT
    int vstride,   // INT
    int vorder,   // INT
    ref float points   // FLOAT*
);
<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glMap2f(
    target As UInteger,   ' DWORD
    u1 As Single,   ' FLOAT
    u2 As Single,   ' FLOAT
    ustride As Integer,   ' INT
    uorder As Integer,   ' INT
    v1 As Single,   ' FLOAT
    v2 As Single,   ' FLOAT
    vstride As Integer,   ' INT
    vorder As Integer,   ' INT
    ByRef points As Single   ' FLOAT*
)
End Sub
' target : DWORD
' u1 : FLOAT
' u2 : FLOAT
' ustride : INT
' uorder : INT
' v1 : FLOAT
' v2 : FLOAT
' vstride : INT
' vorder : INT
' points : FLOAT*
Declare PtrSafe Sub glMap2f Lib "opengl32" ( _
    ByVal target As Long, _
    ByVal u1 As Single, _
    ByVal u2 As Single, _
    ByVal ustride As Long, _
    ByVal uorder As Long, _
    ByVal v1 As Single, _
    ByVal v2 As Single, _
    ByVal vstride As Long, _
    ByVal vorder As Long, _
    ByRef points As Single)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。
import ctypes
from ctypes import wintypes

glMap2f = ctypes.windll.opengl32.glMap2f
glMap2f.restype = None
glMap2f.argtypes = [
    wintypes.DWORD,  # target : DWORD
    ctypes.c_float,  # u1 : FLOAT
    ctypes.c_float,  # u2 : FLOAT
    ctypes.c_int,  # ustride : INT
    ctypes.c_int,  # uorder : INT
    ctypes.c_float,  # v1 : FLOAT
    ctypes.c_float,  # v2 : FLOAT
    ctypes.c_int,  # vstride : INT
    ctypes.c_int,  # vorder : INT
    ctypes.POINTER(ctypes.c_float),  # points : FLOAT*
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glMap2f = Fiddle::Function.new(
  lib['glMap2f'],
  [
    -Fiddle::TYPE_INT,  # target : DWORD
    Fiddle::TYPE_FLOAT,  # u1 : FLOAT
    Fiddle::TYPE_FLOAT,  # u2 : FLOAT
    Fiddle::TYPE_INT,  # ustride : INT
    Fiddle::TYPE_INT,  # uorder : INT
    Fiddle::TYPE_FLOAT,  # v1 : FLOAT
    Fiddle::TYPE_FLOAT,  # v2 : FLOAT
    Fiddle::TYPE_INT,  # vstride : INT
    Fiddle::TYPE_INT,  # vorder : INT
    Fiddle::TYPE_VOIDP,  # points : FLOAT*
  ],
  Fiddle::TYPE_VOID)
#[link(name = "opengl32")]
extern "system" {
    fn glMap2f(
        target: u32,  // DWORD
        u1: f32,  // FLOAT
        u2: f32,  // FLOAT
        ustride: i32,  // INT
        uorder: i32,  // INT
        v1: f32,  // FLOAT
        v2: f32,  // FLOAT
        vstride: i32,  // INT
        vorder: i32,  // INT
        points: *const f32  // FLOAT*
    );
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glMap2f(uint target, float u1, float u2, int ustride, int uorder, float v1, float v2, int vstride, int vorder, ref float points);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glMap2f' -Namespace Win32 -PassThru
# $api::glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points)
#uselib "OPENGL32.dll"
#func global glMap2f "glMap2f" sptr, float, float, sptr, sptr, float, float, sptr, sptr, sptr
; glMap2f target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, varptr(points)
; target : DWORD -> "sptr"
; u1 : FLOAT -> "float"
; u2 : FLOAT -> "float"
; ustride : INT -> "sptr"
; uorder : INT -> "sptr"
; v1 : FLOAT -> "float"
; v2 : FLOAT -> "float"
; vstride : INT -> "sptr"
; vorder : INT -> "sptr"
; points : FLOAT* -> "sptr"
出力引数:
#uselib "OPENGL32.dll"
#func global glMap2f "glMap2f" int, float, float, int, int, float, float, int, int, var
; glMap2f target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points
; target : DWORD -> "int"
; u1 : FLOAT -> "float"
; u2 : FLOAT -> "float"
; ustride : INT -> "int"
; uorder : INT -> "int"
; v1 : FLOAT -> "float"
; v2 : FLOAT -> "float"
; vstride : INT -> "int"
; vorder : INT -> "int"
; points : FLOAT* -> "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 glMap2f(DWORD target, FLOAT u1, FLOAT u2, INT ustride, INT uorder, FLOAT v1, FLOAT v2, INT vstride, INT vorder, FLOAT* points)
#uselib "OPENGL32.dll"
#func global glMap2f "glMap2f" int, float, float, int, int, float, float, int, int, var
; glMap2f target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points
; target : DWORD -> "int"
; u1 : FLOAT -> "float"
; u2 : FLOAT -> "float"
; ustride : INT -> "int"
; uorder : INT -> "int"
; v1 : FLOAT -> "float"
; v2 : FLOAT -> "float"
; vstride : INT -> "int"
; vorder : INT -> "int"
; points : FLOAT* -> "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 (
	"math"
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglMap2f = opengl32.NewProc("glMap2f")
)

// target (DWORD), u1 (FLOAT), u2 (FLOAT), ustride (INT), uorder (INT), v1 (FLOAT), v2 (FLOAT), vstride (INT), vorder (INT), points (FLOAT*)
r1, _, err := procglMap2f.Call(
	uintptr(target),
	uintptr(math.Float32bits(u1)),
	uintptr(math.Float32bits(u2)),
	uintptr(ustride),
	uintptr(uorder),
	uintptr(math.Float32bits(v1)),
	uintptr(math.Float32bits(v2)),
	uintptr(vstride),
	uintptr(vorder),
	uintptr(points),
)
_ = 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 glMap2f(
  target: DWORD;   // DWORD
  u1: Single;   // FLOAT
  u2: Single;   // FLOAT
  ustride: Integer;   // INT
  uorder: Integer;   // INT
  v1: Single;   // FLOAT
  v2: Single;   // FLOAT
  vstride: Integer;   // INT
  vorder: Integer;   // INT
  points: Pointer   // FLOAT*
); stdcall;
  external 'OPENGL32.dll' name 'glMap2f';
result := DllCall("OPENGL32\glMap2f"
    , "UInt", target   ; DWORD
    , "Float", u1   ; FLOAT
    , "Float", u2   ; FLOAT
    , "Int", ustride   ; INT
    , "Int", uorder   ; INT
    , "Float", v1   ; FLOAT
    , "Float", v2   ; FLOAT
    , "Int", vstride   ; INT
    , "Int", vorder   ; INT
    , "Ptr", points   ; FLOAT*
    , "Int")   ; return: void
●glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points) = DLL("OPENGL32.dll", "int glMap2f(dword, float, float, int, int, float, float, int, int, void*)")
# 呼び出し: glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points)
# target : DWORD -> "dword"
# u1 : FLOAT -> "float"
# u2 : FLOAT -> "float"
# ustride : INT -> "int"
# uorder : INT -> "int"
# v1 : FLOAT -> "float"
# v2 : FLOAT -> "float"
# vstride : INT -> "int"
# vorder : INT -> "int"
# points : FLOAT* -> "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)。