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glMateriali
関数材質パラメータを単一の整数値で設定する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glMateriali(
DWORD face,
DWORD pname,
INT param2
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| face | DWORD | in |
| pname | DWORD | in |
| param2 | INT | in |
戻り値の型: void
各言語での呼び出し定義
// OPENGL32.dll
#include <windows.h>
void glMateriali(
DWORD face,
DWORD pname,
INT param2
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glMateriali(
uint face, // DWORD
uint pname, // DWORD
int param2 // INT
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glMateriali(
face As UInteger, ' DWORD
pname As UInteger, ' DWORD
param2 As Integer ' INT
)
End Sub' face : DWORD
' pname : DWORD
' param2 : INT
Declare PtrSafe Sub glMateriali Lib "opengl32" ( _
ByVal face As Long, _
ByVal pname As Long, _
ByVal param2 As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glMateriali = ctypes.windll.opengl32.glMateriali
glMateriali.restype = None
glMateriali.argtypes = [
wintypes.DWORD, # face : DWORD
wintypes.DWORD, # pname : DWORD
ctypes.c_int, # param2 : INT
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glMateriali = Fiddle::Function.new(
lib['glMateriali'],
[
-Fiddle::TYPE_INT, # face : DWORD
-Fiddle::TYPE_INT, # pname : DWORD
Fiddle::TYPE_INT, # param2 : INT
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glMateriali(
face: u32, // DWORD
pname: u32, // DWORD
param2: i32 // INT
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glMateriali(uint face, uint pname, int param2);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glMateriali' -Namespace Win32 -PassThru
# $api::glMateriali(face, pname, param2)#uselib "OPENGL32.dll"
#func global glMateriali "glMateriali" sptr, sptr, sptr
; glMateriali face, pname, param2
; face : DWORD -> "sptr"
; pname : DWORD -> "sptr"
; param2 : INT -> "sptr"#uselib "OPENGL32.dll"
#func global glMateriali "glMateriali" int, int, int
; glMateriali face, pname, param2
; face : DWORD -> "int"
; pname : DWORD -> "int"
; param2 : INT -> "int"; void glMateriali(DWORD face, DWORD pname, INT param2)
#uselib "OPENGL32.dll"
#func global glMateriali "glMateriali" int, int, int
; glMateriali face, pname, param2
; face : DWORD -> "int"
; pname : DWORD -> "int"
; param2 : INT -> "int"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglMateriali = opengl32.NewProc("glMateriali")
)
// face (DWORD), pname (DWORD), param2 (INT)
r1, _, err := procglMateriali.Call(
uintptr(face),
uintptr(pname),
uintptr(param2),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glMateriali(
face: DWORD; // DWORD
pname: DWORD; // DWORD
param2: Integer // INT
); stdcall;
external 'OPENGL32.dll' name 'glMateriali';result := DllCall("OPENGL32\glMateriali"
, "UInt", face ; DWORD
, "UInt", pname ; DWORD
, "Int", param2 ; INT
, "Int") ; return: void●glMateriali(face, pname, param2) = DLL("OPENGL32.dll", "int glMateriali(dword, dword, int)")
# 呼び出し: glMateriali(face, pname, param2)
# face : DWORD -> "dword"
# pname : DWORD -> "dword"
# param2 : INT -> "int"
# 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)。