Acme-MITHALDU-BleedingOpenGL
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pogl_gl_Mult_Prog.xs view on Meta::CPAN
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");
CODE:
{
glCompileShaderARB(shaderObj);
}
#//# $obj = glCreateProgramObjectARB();
GLhandleARB
glCreateProgramObjectARB()
INIT:
loadProc(glCreateProgramObjectARB,"glCreateProgramObjectARB");
CODE:
{
RETVAL = glCreateProgramObjectARB();
}
OUTPUT:
RETVAL
#//# glAttachObjectARB($containerObj, $obj);
void
glAttachObjectARB(containerObj, obj)
GLhandleARB containerObj
GLhandleARB obj
INIT:
loadProc(glAttachObjectARB,"glAttachObjectARB");
CODE:
{
glAttachObjectARB(containerObj, obj);
}
#//# glLinkProgramARB($programObj);
void
glLinkProgramARB(programObj)
GLhandleARB programObj
INIT:
loadProc(glLinkProgramARB,"glLinkProgramARB");
CODE:
{
glLinkProgramARB(programObj);
}
#//# glUseProgramObjectARB($programObj);
void
glUseProgramObjectARB(programObj)
GLhandleARB programObj
INIT:
loadProc(glUseProgramObjectARB,"glUseProgramObjectARB");
CODE:
{
glUseProgramObjectARB(programObj);
}
pogl_gl_Mult_Prog.xs view on Meta::CPAN
glGetObjectParameterfvARB(obj,pname,params_s);
}
#//# $param = glGetObjectParameterfvARB_p($obj,$pname);
GLfloat
glGetObjectParameterfvARB_p(obj,pname)
GLhandleARB obj
GLenum pname
INIT:
loadProc(glGetObjectParameterfvARB,"glGetObjectParameterfvARB");
CODE:
{
GLfloat ret;
glGetObjectParameterfvARB(obj,pname,&ret);
RETVAL = ret;
}
OUTPUT:
RETVAL
#//# glGetObjectParameterivARB_c($obj,$pname,(CPTR)params);
void
glGetObjectParameterivARB_c(obj,pname,params)
GLhandleARB obj
GLenum pname
void *params
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
CODE:
glGetObjectParameterivARB(obj,pname,params);
#//# glGetObjectParameterivARB_s($obj,$pname,(PACKED)params);
void
glGetObjectParameterivARB_s(obj,pname,params)
GLhandleARB obj
GLenum pname
SV *params
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint));
glGetObjectParameterivARB(obj,pname,params_s);
}
#//# $param = glGetObjectParameterivARB_c($obj,$pname);
GLint
glGetObjectParameterivARB_p(obj,pname)
GLhandleARB obj
GLenum pname
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
CODE:
{
GLint ret;
glGetObjectParameterivARB(obj,pname,&ret);
RETVAL = ret;
}
OUTPUT:
RETVAL
#//# glGetInfoLogARB_c($obj, $maxLength, (CPTR)length, (CPTR)infoLog);
void
glGetInfoLogARB_c(obj, maxLength, length, infoLog)
GLhandleARB obj
GLsizei maxLength
void *length
void *infoLog
INIT:
loadProc(glGetInfoLogARB,"glGetInfoLogARB");
CODE:
glGetInfoLogARB(obj, maxLength, length, infoLog);
#//# $infoLog = glGetInfoLogARB_c($obj);
SV *
glGetInfoLogARB_p(obj)
GLhandleARB obj
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetInfoLogARB,"glGetInfoLogARB");
CODE:
{
GLint maxLength;
glGetObjectParameterivARB(obj,GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLvoid *)&maxLength);
if (maxLength)
{
GLint length;
GLcharARB * infoLog = malloc(maxLength+1);
glGetInfoLogARB(obj,maxLength,&length,infoLog);
infoLog[length] = 0;
if (*infoLog)
RETVAL = newSVpv(infoLog, 0);
else
RETVAL = newSVsv(&PL_sv_undef);
free(infoLog);
}
else
{
RETVAL = newSVsv(&PL_sv_undef);
}
}
OUTPUT:
RETVAL
#//# glGetAttachedObjectsARB_c($containerObj, $maxCount, (CPTR)count, (CPTR)obj);
void
glGetAttachedObjectsARB_c(containerObj, maxCount, count, obj)
GLhandleARB containerObj
GLsizei maxCount
void *count
void *obj
INIT:
loadProc(glGetAttachedObjectsARB,"glGetAttachedObjectsARB");
CODE:
glGetAttachedObjectsARB(containerObj, maxCount, count, obj);
#//# glGetAttachedObjectsARB_s($containerObj, $maxCount, (PACKED)count, (PACKED)obj);
void
glGetAttachedObjectsARB_s(containerObj, maxCount, count, obj)
GLhandleARB containerObj
GLsizei maxCount
void *count
SV *obj
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetAttachedObjectsARB,"glGetAttachedObjectsARB");
CODE:
{
GLint len;
glGetObjectParameterivARB(containerObj,GL_OBJECT_ATTACHED_OBJECTS_ARB,
(GLvoid *)&len);
if (len)
{
GLsizei * count_s = EL(count, sizeof(GLsizei));
GLhandleARB * obj_s = EL(obj, sizeof(GLhandleARB)*len);
glGetAttachedObjectsARB(containerObj, maxCount, count_s, obj_s);
}
}
#//# @objs = glGetAttachedObjectsARB_p($containerObj);
void
glGetAttachedObjectsARB_p(containerObj)
GLhandleARB containerObj
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetAttachedObjectsARB,"glGetAttachedObjectsARB");
PPCODE:
{
GLsizei maxCount;
GLsizei count;
GLhandleARB *obj;
int i;
glGetObjectParameterivARB(containerObj,GL_OBJECT_ATTACHED_OBJECTS_ARB,
(GLvoid *)&maxCount);
obj = malloc(sizeof(GLhandleARB)*maxCount);
glGetAttachedObjectsARB(containerObj, maxCount, &count, obj);
EXTEND(sp, count);
for(i=0;i<count;i++)
PUSHs(sv_2mortal(newSViv(obj[i])));
free(obj);
}
#//# glGetUniformLocationARB_c($programObj, (CPTR)name);
GLint
glGetUniformLocationARB_c(programObj, name)
GLhandleARB programObj
void *name
INIT:
loadProc(glGetUniformLocationARB,"glGetUniformLocationARB");
CODE:
RETVAL = glGetUniformLocationARB(programObj, name);
OUTPUT:
RETVAL
#//# $value = glGetUniformLocationARB_p($programObj, $name);
GLint
glGetUniformLocationARB_p(programObj, ...)
GLhandleARB programObj
INIT:
loadProc(glGetUniformLocationARB,"glGetUniformLocationARB");
CODE:
{
GLcharARB *name = (GLcharARB *)SvPV(ST(1),PL_na);
RETVAL = glGetUniformLocationARB(programObj, name);
}
OUTPUT:
RETVAL
#//# glGetActiveUniformARB_c($programObj, $index, $maxLength, (CPTR)length, (CPTR)size, (CPTR)type, (CPTR)name);
void
glGetActiveUniformARB_c(programObj, index, maxLength, length, size, type, name)
GLhandleARB programObj
GLuint index
GLsizei maxLength
void *length
void *size
void *type
void *name
INIT:
loadProc(glGetActiveUniformARB,"glGetActiveUniformARB");
CODE:
glGetActiveUniformARB(programObj,index,maxLength,length,size,type,name);
#//# glGetActiveUniformARB_s($programObj, $index, $maxLength, (PACKED)length, (PACKED)size, (PACKED)type, (PACKED)name);
void
glGetActiveUniformARB_s(programObj, index, maxLength, length, size, type, name)
GLhandleARB programObj
GLuint index
GLsizei maxLength
SV *length
SV *size
SV *type
SV *name
INIT:
loadProc(glGetActiveUniformARB,"glGetActiveUniformARB");
CODE:
{
GLsizei *length_s = EL(length, sizeof(GLsizei));
GLint *size_s = EL(size, sizeof(GLint));
GLenum *type_s = EL(type, sizeof(GLenum));
GLcharARB *name_s = EL(name, sizeof(GLcharARB));
glGetActiveUniformARB(programObj,index,maxLength,length_s,size_s,type_s,name_s);
}
#//# ($name,$type,$size) = glGetActiveUniformARB_p($programObj, $index);
void
glGetActiveUniformARB_p(programObj, index)
GLhandleARB programObj
GLuint index
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetActiveUniformARB,"glGetActiveUniformARB");
PPCODE:
{
GLsizei maxLength;
glGetObjectParameterivARB(programObj,GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,
(GLvoid *)&maxLength);
if (maxLength)
{
GLsizei length;
GLint size;
GLenum type;
GLcharARB *name;
name = malloc(maxLength+1);
glGetActiveUniformARB(programObj,index,maxLength,
&length,&size,&type,name);
name[length] = 0;
if (*name)
{
EXTEND(sp,3);
PUSHs(sv_2mortal(newSVpv(name,0)));
PUSHs(sv_2mortal(newSViv(type)));
PUSHs(sv_2mortal(newSViv(size)));
}
else
{
EXTEND(sp,1);
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
free(name);
}
else
{
EXTEND(sp,1);
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
}
#//# glGetUniformfvARB_c($programObj, $location, (CPTR)params);
void
glGetUniformfvARB_c(programObj, location, params)
GLhandleARB programObj
GLint location
void *params
INIT:
loadProc(glGetUniformfvARB,"glGetUniformfvARB");
CODE:
glGetUniformfvARB(programObj, location, params);
#//# @params = glGetUniformfvARB_p($programObj, $location[, $count]);
void
glGetUniformfvARB_p(programObj, location, count=1)
GLhandleARB programObj
GLint location
int count
INIT:
loadProc(glGetUniformfvARB,"glGetUniformfvARB");
CODE:
{
int i;
GLfloat *ret = malloc(sizeof(GLfloat)*count);
glGetUniformfvARB(programObj, location, ret);
for(i=0;i<count;i++)
PUSHs(sv_2mortal(newSVnv(ret[i])));
}
#//# glGetUniformivARB_c($programObj, $location, (CPTR)params);
void
glGetUniformivARB_c(programObj, location, params)
GLhandleARB programObj
GLint location
void *params
INIT:
loadProc(glGetUniformivARB,"glGetUniformivARB");
CODE:
glGetUniformivARB(programObj, location, params);
#//# @params = glGetUniformivARB_p($programObj, $location[, $count]);
void
glGetUniformivARB_p(programObj, location, count=1)
GLhandleARB programObj
GLint location
int count
INIT:
loadProc(glGetUniformivARB,"glGetUniformivARB");
CODE:
{
int i;
GLint *ret = malloc(sizeof(GLint)*count);
glGetUniformivARB(programObj, location, ret);
for(i=0;i<count;i++)
PUSHs(sv_2mortal(newSViv(ret[i])));
}
#//# glGetShaderSourceARB_c($obj, $maxLength, (CPTR)length, (CPTR)source);
void
glGetShaderSourceARB_c(obj, maxLength, length, source)
GLhandleARB obj
GLsizei maxLength
void *length
void *source
INIT:
loadProc(glGetShaderSourceARB,"glGetShaderSourceARB");
CODE:
glGetShaderSourceARB(obj, maxLength, length, source);
#//# $source = glGetShaderSourceARB_p($obj);
void
glGetShaderSourceARB_p(obj)
GLhandleARB obj
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetShaderSourceARB,"glGetShaderSourceARB");
PPCODE:
{
GLsizei maxLength;
glGetObjectParameterivARB(obj,GL_OBJECT_SHADER_SOURCE_LENGTH_ARB,
(GLvoid *)&maxLength);
EXTEND(sp,1);
if (maxLength)
{
GLsizei length;
GLcharARB *source;
source = malloc(maxLength+1);
glGetShaderSourceARB(obj,maxLength,&length,source);
source[length] = 0;
if (*source)
{
PUSHs(sv_2mortal(newSVpv(source,0)));
}
else
{
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
free(source);
}
else
{
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
}
#endif // GL_ARB_shader_objects
#ifdef GL_ARB_vertex_program
#//# glProgramStringARB_c($target,$format,$len,(CPTR)string);
void
glProgramStringARB_c(target,format,len,string)
GLenum target
GLenum format
GLsizei len
void * string
INIT:
loadProc(glProgramStringARB,"glProgramStringARB");
CODE:
glProgramStringARB(target,format,len,string);
#//# glProgramStringARB_s($target,$format,$len,(PACKED)string);
void
glProgramStringARB_s(target,format,len,string)
GLenum target
GLenum format
GLsizei len
SV * string
INIT:
loadProc(glProgramStringARB,"glProgramStringARB");
CODE:
{
GLvoid * string_s = EL(string, len);
glProgramStringARB(target,format,len,string_s);
}
#//# glProgramStringARB_p($target,$string);
#//- Assumes GL_PROGRAM_FORMAT_ASCII_ARB
void
glProgramStringARB_p(target,string)
GLenum target
char * string
INIT:
loadProc(glProgramStringARB,"glProgramStringARB");
CODE:
{
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