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glMaterialiv
関数材質パラメータを整数ベクトルで設定する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glMaterialiv(
DWORD face,
DWORD pname,
const INT* params
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| face | DWORD | in |
| pname | DWORD | in |
| params | 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 glMaterialiv(
DWORD face,
DWORD pname,
const INT* params
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glMaterialiv(
uint face, // DWORD
uint pname, // DWORD
ref int params // INT*
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glMaterialiv(
face As UInteger, ' DWORD
pname As UInteger, ' DWORD
ByRef params As Integer ' INT*
)
End Sub' face : DWORD
' pname : DWORD
' params : INT*
Declare PtrSafe Sub glMaterialiv Lib "opengl32" ( _
ByVal face As Long, _
ByVal pname As Long, _
ByRef params As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glMaterialiv = ctypes.windll.opengl32.glMaterialiv
glMaterialiv.restype = None
glMaterialiv.argtypes = [
wintypes.DWORD, # face : DWORD
wintypes.DWORD, # pname : DWORD
ctypes.POINTER(ctypes.c_int), # params : INT*
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glMaterialiv = Fiddle::Function.new(
lib['glMaterialiv'],
[
-Fiddle::TYPE_INT, # face : DWORD
-Fiddle::TYPE_INT, # pname : DWORD
Fiddle::TYPE_VOIDP, # params : INT*
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glMaterialiv(
face: u32, // DWORD
pname: u32, // DWORD
params: *const i32 // INT*
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glMaterialiv(uint face, uint pname, ref int params);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glMaterialiv' -Namespace Win32 -PassThru
# $api::glMaterialiv(face, pname, params)#uselib "OPENGL32.dll"
#func global glMaterialiv "glMaterialiv" sptr, sptr, sptr
; glMaterialiv face, pname, varptr(params)
; face : DWORD -> "sptr"
; pname : DWORD -> "sptr"
; params : INT* -> "sptr"出力引数:
#uselib "OPENGL32.dll" #func global glMaterialiv "glMaterialiv" int, int, var ; glMaterialiv face, pname, params ; face : DWORD -> "int" ; pname : DWORD -> "int" ; params : INT* -> "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 glMaterialiv "glMaterialiv" int, int, sptr ; glMaterialiv face, pname, varptr(params) ; face : DWORD -> "int" ; pname : DWORD -> "int" ; params : INT* -> "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 glMaterialiv(DWORD face, DWORD pname, INT* params) #uselib "OPENGL32.dll" #func global glMaterialiv "glMaterialiv" int, int, var ; glMaterialiv face, pname, params ; face : DWORD -> "int" ; pname : DWORD -> "int" ; params : INT* -> "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 glMaterialiv(DWORD face, DWORD pname, INT* params) #uselib "OPENGL32.dll" #func global glMaterialiv "glMaterialiv" int, int, intptr ; glMaterialiv face, pname, varptr(params) ; face : DWORD -> "int" ; pname : DWORD -> "int" ; params : INT* -> "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")
procglMaterialiv = opengl32.NewProc("glMaterialiv")
)
// face (DWORD), pname (DWORD), params (INT*)
r1, _, err := procglMaterialiv.Call(
uintptr(face),
uintptr(pname),
uintptr(params),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glMaterialiv(
face: DWORD; // DWORD
pname: DWORD; // DWORD
params: Pointer // INT*
); stdcall;
external 'OPENGL32.dll' name 'glMaterialiv';result := DllCall("OPENGL32\glMaterialiv"
, "UInt", face ; DWORD
, "UInt", pname ; DWORD
, "Ptr", params ; INT*
, "Int") ; return: void●glMaterialiv(face, pname, params) = DLL("OPENGL32.dll", "int glMaterialiv(dword, dword, void*)")
# 呼び出し: glMaterialiv(face, pname, params)
# face : DWORD -> "dword"
# pname : DWORD -> "dword"
# params : INT* -> "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)。