Acme-MITHALDU-BleedingOpenGL
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#endif /* defined HAVE_GLX */
#ifdef HAVE_GLU
#include "glu_util.h"
#endif /* defined HAVE_GLU */
MODULE = Acme::MITHALDU::BleedingOpenGL::GL::AccuGetM PACKAGE = Acme::MITHALDU::BleedingOpenGL
#ifdef HAVE_GL
#// 1.0
#//# glAccum($op, $value);
void
glAccum(op, value)
GLenum op
GLfloat value
#// 1.0
#//# glAlphaFunc($func, $ref);
void
glAlphaFunc(func, ref)
GLenum func
GLclampf ref
#ifdef GL_VERSION_1_1
#//# glAreTexturesResident_c($n, (CPTR)textures, (CPTR)residences);
void
glAreTexturesResident_c(n, textures, residences)
GLsizei n
void * textures
void * residences
CODE:
glAreTexturesResident(n, textures, residences);
#//# glAreTexturesResident_s($n, (PACKED)textures, (PACKED)residences);
void
glAreTexturesResident_s(n, textures, residences)
GLsizei n
SV * textures
SV * residences
CODE:
{
void * textures_s = EL(textures, sizeof(GLuint)*n);
void * residences_s = EL(residences, sizeof(GLboolean)*n);
glAreTexturesResident(n, textures_s, residences_s);
}
#// 1.1
#//# (result,@residences) = glAreTexturesResident_p(@textureIDs);
void
glAreTexturesResident_p(...)
PPCODE:
{
GLsizei n = items;
GLuint * textures = malloc(sizeof(GLuint) * (n+1));
GLboolean * residences = malloc(sizeof(GLboolean) * (n+1));
GLboolean result;
int i;
for (i=0;i<n;i++)
textures[i] = SvIV(ST(i));
result = glAreTexturesResident(n, textures, residences);
if ((result == GL_TRUE) || (GIMME != G_ARRAY))
PUSHs(sv_2mortal(newSViv(result)));
else {
EXTEND(sp, n+1);
PUSHs(sv_2mortal(newSViv(result)));
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(residences[i])));
}
free(textures);
free(residences);
}
#// 1.1
#//# glArrayElement($i);
void
glArrayElement(i)
GLint i
#endif
#// 1.0
#//# glBegin($mode);
void
glBegin(mode)
GLenum mode
#// 1.0
#//# glEnd()
void
glEnd()
#ifdef GL_VERSION_1_1
#//# glBindTexture($target, $texture);
void
glBindTexture(target, texture)
GLenum target
GLuint texture
#endif
#// 1.0
#//# glBitmap_c($width, $height, $xorig, $yorig, $xmove, $ymove, (CPTR)bitmap);
void
glBitmap_c(width, height, xorig, yorig, xmove, ymove, bitmap)
GLsizei width
pogl_gl_Accu_GetM.xs view on Meta::CPAN
{
GLint p[4];
p[0] = param1;
p[1] = param2;
p[2] = param3;
p[3] = param4;
glFogiv(pname, &p[0]);
}
#// 1.0
#//# glFrontFace($mode);
void
glFrontFace(mode)
GLenum mode
#// 1.0
#//# glFrustum($left, $right, $bottom, $top, $zNear, $zFar);
void
glFrustum(left, right, bottom, top, zNear, zFar)
GLdouble left
GLdouble right
GLdouble bottom
GLdouble top
GLdouble zNear
GLdouble zFar
#// 1.0
#//# glGenLists($range);
GLuint
glGenLists(range)
GLsizei range
#ifdef GL_VERSION_1_1
#// 1.1
#//# glGenTextures_c($n, (CPTR)textures);
void
glGenTextures_c(n, textures)
GLint n
void * textures
CODE:
glGenTextures(n, textures);
#// 1.1
#//# glGenTextures_s($n, (PACKED)textures);
void
glGenTextures_s(n, textures)
GLint n
SV * textures
CODE:
{
void * textures_s = EL(textures, sizeof(GLuint)*n);
glGenTextures(n, textures_s);
}
#// 1.1
#//# @textureIDs = glGenTextures_p($n);
void
glGenTextures_p(n)
GLint n
PPCODE:
if (n) {
GLuint * textures = malloc(sizeof(GLuint) * n);
int i;
glGenTextures(n, textures);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(textures[i])));
free(textures);
}
#endif
#// 1.0
#//# glGetDoublev_c($pname, (CPTR)params);
void
glGetDoublev_c(pname, params)
GLenum pname
void * params
CODE:
glGetDoublev(pname, params);
#// 1.0
#//# glGetDoublev_c($pname, (PACKED)params);
void
glGetDoublev_s(pname, params)
GLenum pname
SV * params
CODE:
{
void * params_s = EL(params, sizeof(GLdouble) * gl_get_count(pname));
glGetDoublev(pname, params_s);
}
#// 1.0
#//# glGetBooleanv_c($pname, (CPTR)params);
void
glGetBooleanv_c(pname, params)
GLenum pname
void * params
CODE:
glGetBooleanv(pname, params);
#// 1.0
#//# glGetBooleanv_s($pname, (PACKED)params);
void
glGetBooleanv_s(pname, params)
GLenum pname
SV * params
CODE:
{
void * params_s = EL(params, sizeof(GLboolean) * gl_get_count(pname));
glGetBooleanv(pname, params_s);
}
#// 1.0
#//# glGetIntegerv_c($pname, (CPTR)params);
void
glGetIntegerv_c(pname, params)
GLenum pname
void * params
CODE:
glGetIntegerv(pname, params);
#// 1.0
#//# glGetIntegerv_s($pname, (PACKED)params);
void
glGetIntegerv_s(pname, params)
GLenum pname
SV * params
CODE:
{
void * params_s = EL(params, sizeof(GLint) * gl_get_count(pname));
glGetIntegerv(pname, params_s);
}
#// 1.0
#//# glGetFloatv_c($pname, (CPTR)params);
void
glGetFloatv_c(pname, params)
GLenum pname
void * params
CODE:
glGetFloatv(pname, params);
#// 1.0
#//# glGetFloatv_s($pname, (PACKED)params);
void
glGetFloatv_s(pname, params)
GLenum pname
void * params
CODE:
{
void * params_s = EL(params, sizeof(GLfloat) * gl_get_count(pname));
glGetFloatv(pname, params_s);
}
#// 1.0
#//# @data = glGetDoublev_p($param);
void
glGetDoublev_p(param)
GLenum param
PPCODE:
{
GLdouble ret[MAX_GL_GET_COUNT];
int n = gl_get_count(param);
int i;
glGetDoublev(param, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# @data = glGetBooleanv_p($param);
void
glGetBooleanv_p(param)
GLenum param
PPCODE:
{
GLboolean ret[MAX_GL_GET_COUNT];
int n = gl_get_count(param);
int i;
glGetBooleanv(param, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#// 1.0
#//# @data = glGetIntegerv_p($param);
void
glGetIntegerv_p(param)
GLenum param
PPCODE:
{
GLint ret[MAX_GL_GET_COUNT];
int n = gl_get_count(param);
int i;
glGetIntegerv(param, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#// 1.0
#//# @data = glGetFloatv_p($param);
void
glGetFloatv_p(param)
GLenum param
PPCODE:
{
GLfloat ret[MAX_GL_GET_COUNT];
int n = gl_get_count(param);
int i;
glGetFloatv(param, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# glGetClipPlane_c($plane, (CPTR)eqn);
void
glGetClipPlane_c(plane, eqn)
GLenum plane
void * eqn
CODE:
glGetClipPlane(plane, eqn);
#// 1.0
#//# glGetClipPlane_s($plane, (PACKED)eqn);
void
glGetClipPlane_s(plane, eqn)
GLenum plane
SV * eqn
CODE:
{
GLdouble * eqn_s = EL(eqn, sizeof(GLdouble)*4);
glGetClipPlane(plane, eqn_s);
}
#// 1.0
#//# @data = glGetClipPlane_p($plane);
void
glGetClipPlane_p(plane)
GLenum plane
PPCODE:
{
int i;
GLdouble eqn[4];
eqn[0] = eqn[1] = eqn[2] = eqn[3] = 0;
glGetClipPlane(plane, &eqn[0]);
EXTEND(sp, 4);
for(i=0;i<4;i++)
PUSHs(sv_2mortal(newSVnv(eqn[i])));
}
#// 1.0
#//# glGetError();
GLenum
glGetError()
#// 1.0
#//# glGetLightfv_c($light, $pname, (CPTR)p);
void
glGetLightfv_c(light, pname, p)
GLenum light
GLenum pname
void * p
CODE:
glGetLightfv(light, pname, p);
#// 1.0
#//# glGetLightiv_c($light, $pname, (CPTR)p);
void
glGetLightiv_c(light, pname, p)
GLenum light
GLenum pname
void * p
CODE:
glGetLightiv(light, pname, p);
#// 1.0
#//# glGetLightfv_s($light, $pname, (PACKED)p);
void
glGetLightfv_s(light, pname, p)
GLenum light
GLenum pname
SV * p
CODE:
{
void * p_s = EL(p, sizeof(GLfloat)*gl_light_count(pname));
glGetLightfv(light, pname, p_s);
}
#// 1.0
#//# glGetLightiv_s($light, $pname, (PACKED)p);
void
glGetLightiv_s(light, pname, p)
GLenum light
GLenum pname
SV * p
CODE:
{
void * p_s = EL(p, sizeof(GLint)*gl_light_count(pname));
glGetLightiv(light, pname, p_s);
}
#// 1.0
#//# @data = glGetLightfv_p($light, $pname);
void
glGetLightfv_p(light, pname)
GLenum light
GLenum pname
PPCODE:
{
GLfloat ret[MAX_GL_LIGHT_COUNT];
int n = gl_light_count(pname);
int i;
glGetLightfv(light, pname, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# @data = glGetLightiv_p($light, $pname);
void
glGetLightiv_p(light, pname)
GLenum light
GLenum pname
PPCODE:
{
GLint ret[MAX_GL_LIGHT_COUNT];
int n = gl_light_count(pname);
int i;
glGetLightiv(light, pname, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#// 1.0
#//# glGetMapiv_c($target, $query, (CPTR)v);
void
glGetMapiv_c(target, query, v)
GLenum target
GLenum query
void * v
CODE:
glGetMapiv(target, query, (GLint*)v);
#// 1.0
#//# glGetMapfv_c($target, $query, (CPTR)v);
void
glGetMapfv_c(target, query, v)
GLenum target
GLenum query
void * v
CODE:
glGetMapfv(target, query, (GLfloat*)v);
#// 1.0
#//# glGetMapdv_c($target, $query, (CPTR)v);
void
glGetMapdv_c(target, query, v)
GLenum target
GLenum query
void * v
CODE:
glGetMapdv(target, query, (GLdouble*)v);
#// 1.0
#//# glGetMapdv_s($target, $query, (PACKED)v);
void
glGetMapdv_s(target, query, v)
GLenum target
GLenum query
SV * v
CODE:
{
GLdouble * v_s = EL(v,
sizeof(GLdouble)*gl_map_count(target, query));
glGetMapdv(target, query, v_s);
}
#// 1.0
#//# glGetMapfv_s($target, $query, (PACKED)v);
void
glGetMapfv_s(target, query, v)
GLenum target
GLenum query
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*gl_map_count(target, query));
glGetMapfv(target, query, v_s);
}
#// 1.0
#//# glGetMapiv_s($target, $query, (PACKED)v);
void
glGetMapiv_s(target, query, v)
GLenum target
GLenum query
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*gl_map_count(target, query));
glGetMapiv(target, query, v_s);
}
#// 1.0
#//# @data = glGetMapfv_p($target, $query);
void
glGetMapfv_p(target, query)
GLenum target
GLenum query
PPCODE:
{
GLfloat ret[MAX_GL_MAP_COUNT];
int n = gl_map_count(target, query);
int i;
glGetMapfv(target, query, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# @data = glGetMapdv_p($target, $query);
void
glGetMapdv_p(target, query)
GLenum target
GLenum query
PPCODE:
{
GLdouble ret[MAX_GL_MAP_COUNT];
int n = gl_map_count(target, query);
int i;
glGetMapdv(target, query, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# @data = glGetMapiv_p($target, $query);
void
glGetMapiv_p(target, query)
GLenum target
GLenum query
PPCODE:
{
GLint ret[MAX_GL_MAP_COUNT];
int n = gl_map_count(target, query);
int i;
glGetMapiv(target, query, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#// 1.0
#//# glGetMaterialfv_c($face, $query, (CPTR)params);
void
glGetMaterialfv_c(face, query, params)
GLenum face
GLenum query
void * params
CODE:
glGetMaterialfv(face, query, params);
#// 1.0
#//# glGetMaterialiv_c($face, $query, (CPTR)params);
void
glGetMaterialiv_c(face, query, params)
GLenum face
GLenum query
void * params
CODE:
glGetMaterialiv(face, query, params);
#// 1.0
#//# glGetMaterialfv_s($face, $query, (PACKED)params);
void
glGetMaterialfv_s(face, query, params)
GLenum face
GLenum query
SV * params
CODE:
{
GLfloat * params_s = EL(params,
sizeof(GLfloat)*gl_material_count(query));
glGetMaterialfv(face, query, params_s);
}
#// 1.0
#//# glGetMaterialiv_s($face, $query, (PACKED)params);
void
glGetMaterialiv_s(face, query, params)
GLenum face
GLenum query
SV * params
CODE:
{
GLint * params_s = EL(params,
sizeof(GLfloat)*gl_material_count(query));
glGetMaterialiv(face, query, params_s);
}
#// 1.0
#//# @params = glGetMaterialfv_p($face, $query);
void
glGetMaterialfv_p(face, query)
GLenum face
GLenum query
PPCODE:
{
GLfloat ret[MAX_GL_MATERIAL_COUNT];
int n = gl_material_count(query);
int i;
glGetMaterialfv(face, query, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#// 1.0
#//# @params = glGetMaterialiv_p($face, $query);
void
glGetMaterialiv_p(face, query)
GLenum face
GLenum query
PPCODE:
{
GLint ret[MAX_GL_MATERIAL_COUNT];
int n = gl_material_count(query);
int i;
glGetMaterialiv(face, query, &ret[0]);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#endif /* HAVE_GL */
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