Acme-MITHALDU-BleedingOpenGL
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pogl_gl_Mult_Prog.xs view on Meta::CPAN
if (!proc) \
{ \
proc = (void *)wglGetProcAddress(name); \
if (!proc) croak(name " is not supported by this renderer"); \
} \
}
#define testProc(proc,name) ((proc) ? 1 : !!(proc = (void *)wglGetProcAddress(name)))
#else /* not using WGL */
#define loadProc(proc,name)
#define testProc(proc,name) 1
#endif /* not defined _WIN32, __CYGWIN__, and HAVE_W32API */
#endif /* defined HAVE_GL */
#ifdef HAVE_GLX
#include "glx_util.h"
#endif /* defined HAVE_GLX */
#ifdef HAVE_GLU
#include "glu_util.h"
#endif /* defined HAVE_GLU */
MODULE = Acme::MITHALDU::BleedingOpenGL::GL::MultProg PACKAGE = Acme::MITHALDU::BleedingOpenGL
#ifdef HAVE_GL
#ifdef GL_ARB_shader_objects
#//# glDeleteObjectARB($obj);
void
glDeleteObjectARB(obj)
GLhandleARB obj
INIT:
loadProc(glDeleteObjectARB,"glDeleteObjectARB");
CODE:
{
glDeleteObjectARB(obj);
}
#//# glGetHandleARB($pname);
GLhandleARB
glGetHandleARB(pname)
GLenum pname
INIT:
loadProc(glGetHandleARB,"glGetHandleARB");
CODE:
{
RETVAL = glGetHandleARB(pname);
}
OUTPUT:
RETVAL
#//# glDetachObjectARB($containerObj, $attachedObj);
void
glDetachObjectARB(containerObj, attachedObj)
GLhandleARB containerObj
GLhandleARB attachedObj
INIT:
loadProc(glDetachObjectARB,"glDetachObjectARB");
CODE:
{
glDetachObjectARB(containerObj, attachedObj);
}
#//# glCreateShaderObjectARB($shaderType);
GLhandleARB
glCreateShaderObjectARB(shaderType)
GLenum shaderType
INIT:
loadProc(glCreateShaderObjectARB,"glCreateShaderObjectARB");
CODE:
{
RETVAL = glCreateShaderObjectARB(shaderType);
}
OUTPUT:
RETVAL
#//# glShaderSourceARB_c($shaderObj, $count, (CPTR)string, (CPTR)length);
void
glShaderSourceARB_c(shaderObj, count, string, length)
GLhandleARB shaderObj
GLsizei count
void *string
void *length
INIT:
loadProc(glShaderSourceARB,"glShaderSourceARB");
CODE:
{
glShaderSourceARB(shaderObj, count, string, length);
}
#//# glShaderSourceARB_p($shaderObj, @string);
void
glShaderSourceARB_p(shaderObj, ...)
GLhandleARB shaderObj
INIT:
loadProc(glShaderSourceARB,"glShaderSourceARB");
CODE:
{
int i;
int count = items - 1;
GLcharARB **string = malloc(sizeof(GLcharARB *) * count);
GLint *length = malloc(sizeof(GLint) * count);
for(i=0;i<count;i++) {
string[i] = (GLcharARB *)SvPV(ST(i+1),PL_na);
length[i] = strlen(string[i]);
}
glShaderSourceARB(shaderObj, count, (const GLcharARB**)string,
(const GLint *)length);
free(length);
free(string);
}
#//# glCompileShaderARB($shaderObj);
void
glCompileShaderARB(shaderObj)
GLhandleARB shaderObj
INIT:
loadProc(glCompileShaderARB,"glCompileShaderARB");
( run in 0.750 second using v1.01-cache-2.11-cpan-8f98c5d2c55 )