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glVertex4i
関数x,y,z,wを整数で指定して同次座標の頂点を定義する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glVertex4i(
INT x,
INT y,
INT z,
INT w
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| x | INT | in |
| y | INT | in |
| z | INT | in |
| w | 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 glVertex4i(
INT x,
INT y,
INT z,
INT w
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glVertex4i(
int x, // INT
int y, // INT
int z, // INT
int w // INT
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glVertex4i(
x As Integer, ' INT
y As Integer, ' INT
z As Integer, ' INT
w As Integer ' INT
)
End Sub' x : INT
' y : INT
' z : INT
' w : INT
Declare PtrSafe Sub glVertex4i Lib "opengl32" ( _
ByVal x As Long, _
ByVal y As Long, _
ByVal z As Long, _
ByVal w As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glVertex4i = ctypes.windll.opengl32.glVertex4i
glVertex4i.restype = None
glVertex4i.argtypes = [
ctypes.c_int, # x : INT
ctypes.c_int, # y : INT
ctypes.c_int, # z : INT
ctypes.c_int, # w : INT
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glVertex4i = Fiddle::Function.new(
lib['glVertex4i'],
[
Fiddle::TYPE_INT, # x : INT
Fiddle::TYPE_INT, # y : INT
Fiddle::TYPE_INT, # z : INT
Fiddle::TYPE_INT, # w : INT
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glVertex4i(
x: i32, // INT
y: i32, // INT
z: i32, // INT
w: i32 // INT
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glVertex4i(int x, int y, int z, int w);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glVertex4i' -Namespace Win32 -PassThru
# $api::glVertex4i(x, y, z, w)#uselib "OPENGL32.dll"
#func global glVertex4i "glVertex4i" sptr, sptr, sptr, sptr
; glVertex4i x, y, z, w
; x : INT -> "sptr"
; y : INT -> "sptr"
; z : INT -> "sptr"
; w : INT -> "sptr"#uselib "OPENGL32.dll"
#func global glVertex4i "glVertex4i" int, int, int, int
; glVertex4i x, y, z, w
; x : INT -> "int"
; y : INT -> "int"
; z : INT -> "int"
; w : INT -> "int"; void glVertex4i(INT x, INT y, INT z, INT w)
#uselib "OPENGL32.dll"
#func global glVertex4i "glVertex4i" int, int, int, int
; glVertex4i x, y, z, w
; x : INT -> "int"
; y : INT -> "int"
; z : INT -> "int"
; w : INT -> "int"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglVertex4i = opengl32.NewProc("glVertex4i")
)
// x (INT), y (INT), z (INT), w (INT)
r1, _, err := procglVertex4i.Call(
uintptr(x),
uintptr(y),
uintptr(z),
uintptr(w),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glVertex4i(
x: Integer; // INT
y: Integer; // INT
z: Integer; // INT
w: Integer // INT
); stdcall;
external 'OPENGL32.dll' name 'glVertex4i';result := DllCall("OPENGL32\glVertex4i"
, "Int", x ; INT
, "Int", y ; INT
, "Int", z ; INT
, "Int", w ; INT
, "Int") ; return: void●glVertex4i(x, y, z, w) = DLL("OPENGL32.dll", "int glVertex4i(int, int, int, int)")
# 呼び出し: glVertex4i(x, y, z, w)
# x : INT -> "int"
# y : INT -> "int"
# z : INT -> "int"
# w : 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)。