Acme-MITHALDU-BleedingOpenGL
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#//# (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, $ymove, (CPTR)bitmap);
void
glBitmap_c(width, height, xorig, yorig, xmove, ymove, bitmap)
GLsizei width
GLsizei height
GLfloat xorig
GLfloat yorig
GLfloat xmove
GLfloat ymove
void * bitmap
CODE:
glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
#//# glBitmap_s($width, $height, $xorig, $yorig, $xmove, $ymove, (PACKED)bitmap);
void
glBitmap_s(width, height, xorig, yorig, xmove, ymove, bitmap)
GLsizei width
GLsizei height
GLfloat xorig
GLfloat yorig
GLfloat xmove
GLfloat ymove
SV * bitmap
CODE:
{
GLubyte * bitmap_s = ELI(bitmap, width, height,
GL_COLOR_INDEX, GL_BITMAP, gl_pixelbuffer_unpack);
glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap_s);
}
#//# glBitmap_p($width, $height, $xorig, $yorig, $xmove, $ymove, @bitmap);
void
glBitmap_p(width, height, xorig, yorig, xmove, ymove, ...)
GLsizei width
GLsizei height
GLfloat xorig
GLfloat yorig
GLfloat xmove
GLfloat ymove
CODE:
{
GLvoid * ptr;
glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
ptr = pack_image_ST(&(ST(6)), items-6, width, height,
1, GL_COLOR_INDEX, GL_BITMAP, 0);
glBitmap(width, height, xorig, yorig, xmove, ymove, ptr);
glPopClientAttrib();
free(ptr);
}
#// 1.0
#//# glBlendFunc($sfactor, $dfactor);
void
glBlendFunc(sfactor, dfactor)
GLenum sfactor
GLenum dfactor
#// 1.0
#//# glCallList($list);
void
glCallList(list)
GLuint list
#// 1.0
#//# glCallLists_c($n, $type, (CPTR)lists);
void
glCallLists_c(n, type, lists)
GLsizei n
GLenum type
void * lists
CODE:
glCallLists(n, type, lists);
#// 1.0
#//# glCallLists_s($n, $type, (PACKED)lists);
void
glCallLists_s(n, type, lists)
GLsizei n
GLenum type
SV * lists
CODE:
{
void * lists_s = EL(lists, gl_type_size(type) * n);
glCallLists(n, type, lists_s);
}
#// 1.0
#//# glCallLists_p(@lists);
#//- Assumes GLint type
void
glCallLists_p(...)
CODE:
if (items) {
int * list = malloc(sizeof(int) * items);
int i;
for(i=0;i<items;i++)
list[i] = SvIV(ST(i));
glCallLists(items, GL_INT, list);
free(list);
}
#// 1.0
#//# glClear($mask);
void
glClear(mask)
GLbitfield mask
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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
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