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glTexEnviv
関数テクスチャ環境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 glTexEnviv(
DWORD target,
DWORD pname,
const INT* params
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| target | 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 glTexEnviv(
DWORD target,
DWORD pname,
const INT* params
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glTexEnviv(
uint target, // DWORD
uint pname, // DWORD
ref int params // INT*
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glTexEnviv(
target As UInteger, ' DWORD
pname As UInteger, ' DWORD
ByRef params As Integer ' INT*
)
End Sub' target : DWORD
' pname : DWORD
' params : INT*
Declare PtrSafe Sub glTexEnviv Lib "opengl32" ( _
ByVal target 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
glTexEnviv = ctypes.windll.opengl32.glTexEnviv
glTexEnviv.restype = None
glTexEnviv.argtypes = [
wintypes.DWORD, # target : DWORD
wintypes.DWORD, # pname : DWORD
ctypes.POINTER(ctypes.c_int), # params : INT*
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glTexEnviv = Fiddle::Function.new(
lib['glTexEnviv'],
[
-Fiddle::TYPE_INT, # target : DWORD
-Fiddle::TYPE_INT, # pname : DWORD
Fiddle::TYPE_VOIDP, # params : INT*
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glTexEnviv(
target: 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 glTexEnviv(uint target, uint pname, ref int params);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glTexEnviv' -Namespace Win32 -PassThru
# $api::glTexEnviv(target, pname, params)#uselib "OPENGL32.dll"
#func global glTexEnviv "glTexEnviv" sptr, sptr, sptr
; glTexEnviv target, pname, varptr(params)
; target : DWORD -> "sptr"
; pname : DWORD -> "sptr"
; params : INT* -> "sptr"出力引数:
#uselib "OPENGL32.dll" #func global glTexEnviv "glTexEnviv" int, int, var ; glTexEnviv target, pname, params ; target : 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 glTexEnviv "glTexEnviv" int, int, sptr ; glTexEnviv target, pname, varptr(params) ; target : 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 glTexEnviv(DWORD target, DWORD pname, INT* params) #uselib "OPENGL32.dll" #func global glTexEnviv "glTexEnviv" int, int, var ; glTexEnviv target, pname, params ; target : 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 glTexEnviv(DWORD target, DWORD pname, INT* params) #uselib "OPENGL32.dll" #func global glTexEnviv "glTexEnviv" int, int, intptr ; glTexEnviv target, pname, varptr(params) ; target : 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")
procglTexEnviv = opengl32.NewProc("glTexEnviv")
)
// target (DWORD), pname (DWORD), params (INT*)
r1, _, err := procglTexEnviv.Call(
uintptr(target),
uintptr(pname),
uintptr(params),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glTexEnviv(
target: DWORD; // DWORD
pname: DWORD; // DWORD
params: Pointer // INT*
); stdcall;
external 'OPENGL32.dll' name 'glTexEnviv';result := DllCall("OPENGL32\glTexEnviv"
, "UInt", target ; DWORD
, "UInt", pname ; DWORD
, "Ptr", params ; INT*
, "Int") ; return: void●glTexEnviv(target, pname, params) = DLL("OPENGL32.dll", "int glTexEnviv(dword, dword, void*)")
# 呼び出し: glTexEnviv(target, pname, params)
# target : 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)。