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/* Copyright (c) 1998 Kenneth Albanowski. All rights reserved.
* Copyright (c) 2007 Bob Free. All rights reserved.
* Copyright (c) 2009 Chris Marshall. All rights reserved.
* This program is free software; you can redistribute it and/or
* modify it under the same terms as Perl itself.
*/
#include <stdio.h>
#include "pgopogl.h"
#ifdef HAVE_GL
#include "gl_util.h"
#endif /* defined HAVE_GL */
MODULE = OpenGL::V2 PACKAGE = OpenGL
#ifdef HAVE_GL
#ifdef GL_VERSION_2_0
#//# glDrawBuffers_c($n,(CPTR)buffers);
void
glDrawBuffers_c(n,buffers)
GLsizei n
void * buffers
CODE:
{
glDrawBuffers(n,buffers);
}
#//# glDrawBuffers_s($n,(PACKED)buffers);
void
glDrawBuffers_s(n,buffers)
GLsizei n
SV * buffers
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDrawBuffers(n,buffers_s);
}
#//# glDrawBuffers_p(@buffers);
void
glDrawBuffers_p(...)
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDrawBuffers(items, list);
free(list);
}
}
#endif // GL_VERSION_2_0
#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:
{
int len = strlen(string);
glProgramStringARB(target,GL_PROGRAM_FORMAT_ASCII_ARB,len,string);
}
#//# glBindProgramARB($target,$program);
void
glBindProgramARB(target,program)
GLenum target
GLuint program
INIT:
loadProc(glBindProgramARB,"glBindProgramARB");
#//# glDeleteProgramsARB_c($n,(CPTR)programs);
void
glDeleteProgramsARB_c(n,programs)
GLsizei n
void * programs
INIT:
loadProc(glDeleteProgramsARB,"glDeleteProgramsARB");
CODE:
{
glDeleteProgramsARB(n,(GLuint*)programs);
}
#//# glDeleteProgramsARB_c($n,(PACKED)programs);
void
glDeleteProgramsARB_s(n,programs)
GLsizei n
SV * programs
INIT:
loadProc(glDeleteProgramsARB,"glDeleteProgramsARB");
CODE:
{
GLuint * programs_s = EL(programs, sizeof(GLuint)*n);
glDeleteProgramsARB(n,programs_s);
}
#//# glDeleteProgramsARB_p(@programIDs);
void
glDeleteProgramsARB_p(...)
INIT:
loadProc(glDeleteProgramsARB,"glDeleteProgramsARB");
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteProgramsARB(items, list);
free(list);
}
}
#//# glGenProgramsARB_c($n,(CPTR)programs);
void
glGenProgramsARB_c(n,programs)
GLsizei n
void * programs
INIT:
loadProc(glGenProgramsARB,"glGenProgramsARB");
CODE:
{
glGenProgramsARB(n,(GLuint*)programs);
}
#//# glGenProgramsARB_s($n,(PACKED)programs);
void
glGenProgramsARB_s(n,programs)
GLsizei n
SV * programs
INIT:
loadProc(glGenProgramsARB,"glGenProgramsARB");
CODE:
{
GLuint * programs_s = EL(programs, sizeof(GLuint)*n);
glGenProgramsARB(n, programs_s);
}
#//# @programIDs = glGenProgramsARB_c($n);
void
glGenProgramsARB_p(n)
GLsizei n
INIT:
loadProc(glGenProgramsARB,"glGenProgramsARB");
PPCODE:
if (n)
{
GLuint * programs = malloc(sizeof(GLuint) * n);
int i;
glGenProgramsARB(n, programs);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(programs[i])));
free(programs);
}
#//# glProgramEnvParameter4dARB($target,$index,$x,$y,$z,$w);
void
glProgramEnvParameter4dARB(target,index,x,y,z,w)
GLenum target
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glProgramEnvParameter4dARB,"glProgramEnvParameter4dARB");
#//# glProgramEnvParameter4dvARB_c($target,$index,(CPTR)v);
void
glProgramEnvParameter4dvARB_c(target,index,v)
GLenum target
GLuint index
void * v
INIT:
loadProc(glProgramEnvParameter4dvARB,"glProgramEnvParameter4dvARB");
CODE:
glProgramEnvParameter4dvARB(target,index,(GLdouble*)v);
#//# glProgramEnvParameter4dvARB_s($target,$index,(PACKED)v);
void
glProgramEnvParameter4dvARB_s(target,index,v)
GLenum target
GLuint index
SV * v
INIT:
loadProc(glProgramEnvParameter4dvARB,"glProgramEnvParameter4dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*4);
glProgramEnvParameter4dvARB(target,index,v_s);
}
#//!!! Do we really need this? It duplicates glProgramEnvParameter4dARB
#//# glProgramEnvParameter4dvARB_p($target,$index,$x,$y,$z,$w);
void
glProgramEnvParameter4dvARB_p(target,index,x,y,z,w)
GLenum target
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glProgramEnvParameter4dvARB,"glProgramEnvParameter4dvARB");
CODE:
{
GLdouble param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glProgramEnvParameter4dvARB(target,index,param);
}
#//# glProgramEnvParameter4fARB($target,$index,$x,$y,$z,$w);
void
glProgramEnvParameter4fARB(target,index,x,y,z,w)
GLenum target
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glProgramEnvParameter4fARB,"glProgramEnvParameter4fARB");
#//# glProgramEnvParameter4fvARB_c($target,$index,(CPTR)v);
void
glProgramEnvParameter4fvARB_c(target,index,v)
GLenum target
GLuint index
void * v
INIT:
loadProc(glProgramEnvParameter4fvARB,"glProgramEnvParameter4fvARB");
CODE:
glProgramEnvParameter4fvARB(target,index,(GLfloat*)v);
#//# glProgramEnvParameter4fvARB_s($target,$index,(PACKED)v);
void
glProgramEnvParameter4fvARB_s(target,index,v)
GLenum target
GLuint index
SV * v
INIT:
loadProc(glProgramEnvParameter4fvARB,"glProgramEnvParameter4fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*4);
glProgramEnvParameter4fvARB(target,index,v_s);
}
#//!!! Do we really need this? It duplicates glProgramEnvParameter4fARB
#//# glProgramEnvParameter4fvARB_p($target,$index,$x,$y,$z,$w);
void
glProgramEnvParameter4fvARB_p(target,index,x,y,z,w)
GLenum target
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glProgramEnvParameter4fvARB,"glProgramEnvParameter4fvARB");
CODE:
{
GLfloat param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glProgramEnvParameter4fvARB(target,index,param);
}
#//# glProgramLocalParameter4dARB($target,$index,$x,$y,$z,$w);
void
glProgramLocalParameter4dARB(target,index,x,y,z,w)
GLenum target
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glProgramLocalParameter4dARB,"glProgramLocalParameter4dARB");
#//# glProgramLocalParameter4dvARB_c($target,$index,(CPTR)v);
void
glProgramLocalParameter4dvARB_c(target,index,v)
GLenum target
GLuint index
void * v
INIT:
loadProc(glProgramLocalParameter4dvARB,"glProgramLocalParameter4dvARB");
CODE:
glProgramLocalParameter4dvARB(target,index,(GLdouble*)v);
#//# glProgramLocalParameter4dvARB_s($target,$index,(PACKED)v);
void
glProgramLocalParameter4dvARB_s(target,index,v)
GLenum target
GLuint index
SV * v
INIT:
loadProc(glProgramLocalParameter4dvARB,"glProgramLocalParameter4dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*4);
glProgramLocalParameter4dvARB(target,index,v_s);
}
#//!!! Do we really need this? It duplicates glProgramLocalParameter4dARB
#//# glProgramLocalParameter4dvARB_p($target,$index,$x,$y,$z,$w);
void
glProgramLocalParameter4dvARB_p(target,index,x,y,z,w)
GLenum target
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glProgramLocalParameter4dvARB,"glProgramLocalParameter4dvARB");
CODE:
{
GLdouble param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glProgramLocalParameter4dvARB(target,index,param);
}
#//# glProgramLocalParameter4fARB($target,$index,$x,$y,$z,$w);
void
glProgramLocalParameter4fARB(target,index,x,y,z,w)
GLenum target
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glProgramLocalParameter4fARB,"glProgramLocalParameter4fARB");
#//# glProgramLocalParameter4fvARB_c($target,$index,(CPTR)v);
void
glProgramLocalParameter4fvARB_c(target,index,v)
GLenum target
GLuint index
void * v
INIT:
loadProc(glProgramLocalParameter4fvARB,"glProgramLocalParameter4fvARB");
CODE:
glProgramLocalParameter4fvARB(target,index,(GLfloat*)v);
#//# glProgramLocalParameter4fvARB_s($target,$index,(PACKED)v);
void
glProgramLocalParameter4fvARB_s(target,index,v)
GLenum target
GLuint index
SV * v
INIT:
loadProc(glProgramLocalParameter4fvARB,"glProgramLocalParameter4fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*4);
glProgramLocalParameter4fvARB(target,index,v_s);
}
#//!!! Do we really need this? It duplicates glProgramLocalParameter4fARB
#//# glProgramLocalParameter4fvARB_p($target,$index,$x,$y,$z,$w);
void
glProgramLocalParameter4fvARB_p(target,index,x,y,z,w)
GLenum target
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glProgramLocalParameter4fvARB,"glProgramLocalParameter4fvARB");
CODE:
{
GLfloat param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glProgramLocalParameter4fvARB(target,index,param);
}
#//# glGetProgramEnvParameterdvARB_c($target,$index,(CPTR)params);
void
glGetProgramEnvParameterdvARB_c(target,index,params)
GLenum target
GLint index
void * params
INIT:
loadProc(glGetProgramEnvParameterdvARB,"glGetProgramEnvParameterdvARB");
CODE:
glGetProgramEnvParameterdvARB(target,index,(GLdouble*)params);
#//# glGetProgramEnvParameterdvARB_s($target,$index,(PACKED)params);
void
glGetProgramEnvParameterdvARB_s(target,index,params)
GLenum target
GLint index
SV * params
INIT:
loadProc(glGetProgramEnvParameterdvARB,"glGetProgramEnvParameterdvARB");
CODE:
{
GLdouble * params_s = EL(params, sizeof(GLdouble) * 4);
glGetProgramEnvParameterdvARB(target,index,params_s);
}
#//# @params = glGetProgramEnvParameterdvARB_p($target,$index);
void
glGetProgramEnvParameterdvARB_p(target,index)
GLenum target
GLint index
INIT:
loadProc(glGetProgramEnvParameterdvARB,"glGetProgramEnvParameterdvARB");
PPCODE:
{
GLdouble params[4];
glGetProgramEnvParameterdvARB(target,index,params);
EXTEND(sp, 4);
PUSHs(sv_2mortal(newSVnv(params[0])));
PUSHs(sv_2mortal(newSVnv(params[1])));
PUSHs(sv_2mortal(newSVnv(params[2])));
PUSHs(sv_2mortal(newSVnv(params[3])));
}
#//# glGetProgramEnvParameterfvARB_c($target,$index,(CPTR)params);
void
glGetProgramEnvParameterfvARB_c(target,index,params)
GLenum target
GLint index
void * params
INIT:
loadProc(glGetProgramEnvParameterfvARB,"glGetProgramEnvParameterfvARB");
CODE:
glGetProgramEnvParameterfvARB(target,index,(GLfloat*)params);
#//# glGetProgramEnvParameterfvARB_s($target,$index,(PACKED)params);
void
glGetProgramEnvParameterfvARB_s(target,index,params)
GLenum target
GLint index
SV * params
INIT:
loadProc(glGetProgramEnvParameterfvARB,"glGetProgramEnvParameterfvARB");
CODE:
{
GLfloat * params_s = EL(params, sizeof(GLfloat) * 4);
glGetProgramEnvParameterfvARB(target,index,params_s);
}
#//# @params = glGetProgramEnvParameterfvARB_p($target,$index);
void
glGetProgramEnvParameterfvARB_p(target,index)
GLenum target
GLint index
INIT:
loadProc(glGetProgramEnvParameterfvARB,"glGetProgramEnvParameterfvARB");
PPCODE:
{
GLfloat params[4];
glGetProgramEnvParameterfvARB(target,index,params);
EXTEND(sp, 4);
PUSHs(sv_2mortal(newSVnv(params[0])));
PUSHs(sv_2mortal(newSVnv(params[1])));
PUSHs(sv_2mortal(newSVnv(params[2])));
PUSHs(sv_2mortal(newSVnv(params[3])));
}
#//# glGetProgramLocalParameterdvARB_c($target,$index,(CPTR)params);
void
glGetProgramLocalParameterdvARB_c(target,index,params)
GLenum target
GLint index
void * params
INIT:
loadProc(glGetProgramLocalParameterdvARB,"glGetProgramLocalParameterdvARB");
CODE:
glGetProgramLocalParameterdvARB(target,index,(GLdouble*)params);
#//# glGetProgramLocalParameterdvARB_s($target,$index,(PACKED)params);
void
glGetProgramLocalParameterdvARB_s(target,index,params)
GLenum target
GLint index
SV * params
INIT:
loadProc(glGetProgramLocalParameterdvARB,"glGetProgramLocalParameterdvARB");
CODE:
{
GLdouble * params_s = EL(params, sizeof(GLdouble) * 4);
glGetProgramLocalParameterdvARB(target,index,params_s);
}
#//# @params = glGetProgramLocalParameterdvARB_p($target,$index);
void
glGetProgramLocalParameterdvARB_p(target,index)
GLenum target
GLint index
INIT:
loadProc(glGetProgramLocalParameterdvARB,"glGetProgramLocalParameterdvARB");
PPCODE:
{
GLdouble params[4];
glGetProgramLocalParameterdvARB(target,index,params);
EXTEND(sp, 4);
PUSHs(sv_2mortal(newSVnv(params[0])));
PUSHs(sv_2mortal(newSVnv(params[1])));
PUSHs(sv_2mortal(newSVnv(params[2])));
PUSHs(sv_2mortal(newSVnv(params[3])));
}
#//# glGetProgramLocalParameterfvARB_c($target,$index,(CPTR)params);
void
glGetProgramLocalParameterfvARB_c(target,index,params)
GLenum target
GLint index
void * params
INIT:
loadProc(glGetProgramLocalParameterfvARB,"glGetProgramLocalParameterfvARB");
CODE:
glGetProgramLocalParameterfvARB(target,index,(GLfloat*)params);
#//# glGetProgramLocalParameterfvARB_s($target,$index,(PACKED)params);
void
glGetProgramLocalParameterfvARB_s(target,index,params)
GLenum target
GLint index
SV * params
INIT:
loadProc(glGetProgramLocalParameterfvARB,"glGetProgramLocalParameterfvARB");
CODE:
{
GLfloat * params_s = EL(params, sizeof(GLfloat) * 4);
glGetProgramLocalParameterfvARB(target,index,params_s);
}
#//# @params = glGetProgramLocalParameterfvARB_p($target,$index);
void
glGetProgramLocalParameterfvARB_p(target,index)
GLenum target
GLint index
INIT:
loadProc(glGetProgramLocalParameterfvARB,"glGetProgramLocalParameterfvARB");
PPCODE:
{
GLfloat params[4];
glGetProgramLocalParameterfvARB(target,index,params);
EXTEND(sp, 4);
PUSHs(sv_2mortal(newSVnv(params[0])));
PUSHs(sv_2mortal(newSVnv(params[1])));
PUSHs(sv_2mortal(newSVnv(params[2])));
PUSHs(sv_2mortal(newSVnv(params[3])));
}
#//# glGetProgramivARB_c($target,$pname,(CPTR)params);
void
glGetProgramivARB_c(target,pname,params)
GLenum target
GLenum pname
void * params
INIT:
loadProc(glGetProgramivARB,"glGetProgramivARB");
CODE:
glGetProgramivARB(target,pname,params);
#//# glGetProgramivARB_s($target,$pname,(PACKED)params);
void
glGetProgramivARB_s(target,pname,params)
GLenum target
GLenum pname
SV * params
INIT:
loadProc(glGetProgramivARB,"glGetProgramivARB");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint)*gl_get_count(pname));
glGetProgramivARB(target,pname,params_s);
}
#//# $value = glGetProgramivARB_p($target,$pname);
GLuint
glGetProgramivARB_p(target,pname)
GLenum target
GLenum pname
INIT:
loadProc(glGetProgramivARB,"glGetProgramivARB");
CODE:
{
GLuint param;
glGetProgramivARB(target,pname,(void *)&param);
RETVAL = param;
}
OUTPUT:
RETVAL
#//# glGetProgramStringARB_c(target,pname,(CPTR)string);
void
glGetProgramStringARB_c(target,pname,string)
GLenum target
GLenum pname
void * string
INIT:
loadProc(glGetProgramStringARB,"glGetProgramStringARB");
CODE:
glGetProgramStringARB(target,pname,string);
#//# glGetProgramStringARB_s(target,pname,(PACKED)string);
void
glGetProgramStringARB_s(target,pname,string)
GLenum target
GLenum pname
SV * string
INIT:
loadProc(glGetProgramivARB,"glGetProgramivARB");
loadProc(glGetProgramStringARB,"glGetProgramStringARB");
CODE:
{
GLint len;
glGetProgramivARB(target,GL_PROGRAM_LENGTH_ARB,(GLvoid *)&len);
if (len)
{
GLubyte * string_s = EL(string, sizeof(GLubyte)*len);
glGetProgramStringARB(target,pname,string_s);
}
}
#//# $string = glGetProgramStringARB_p(target[,pname]);
#//- Defaults to GL_PROGRAM_STRING_ARB
SV *
glGetProgramStringARB_p(target,pname=GL_PROGRAM_STRING_ARB)
GLenum target
GLenum pname
INIT:
loadProc(glGetProgramivARB,"glGetProgramivARB");
loadProc(glGetProgramStringARB,"glGetProgramStringARB");
CODE:
{
GLint len;
glGetProgramivARB(target,GL_PROGRAM_LENGTH_ARB,(GLvoid *)&len);
if (len)
{
char * string = malloc(len+1);
glGetProgramStringARB(target,pname,(GLubyte*)string);
string[len] = 0;
if (*string)
RETVAL = newSVpv(string, 0);
else
RETVAL = newSVsv(&PL_sv_undef);
free(string);
}
else
{
RETVAL = newSVsv(&PL_sv_undef);
}
}
OUTPUT:
RETVAL
#//# glIsProgramARB(program);
GLboolean
glIsProgramARB(program)
GLuint program
INIT:
loadProc(glIsProgramARB,"glIsProgramARB");
CODE:
{
RETVAL = glIsProgramARB(program);
}
OUTPUT:
RETVAL
#endif // GL_ARB_vertex_program
#if defined(GL_ARB_vertex_program) || defined(GL_ARB_vertex_shader)
#//# glVertexAttrib1dARB($index,$x);
void
glVertexAttrib1dARB(index,x)
GLuint index
GLdouble x
INIT:
loadProc(glVertexAttrib1dARB,"glVertexAttrib1dARB");
#//# glVertexAttrib1dvARB_c($index,(CPTR)v);
void
glVertexAttrib1dvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib1dvARB,"glVertexAttrib1dvARB");
CODE:
glVertexAttrib1dvARB(index,(GLdouble*)v);
#//# glVertexAttrib1dvARB_s($index,(PACKED)v);
void
glVertexAttrib1dvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib1dvARB,"glVertexAttrib1dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*1);
glVertexAttrib1dvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib1dARB
#//# glVertexAttrib1dvARB_p($index,$x);
void
glVertexAttrib1dvARB_p(index,x)
GLuint index
GLdouble x
INIT:
loadProc(glVertexAttrib1dvARB,"glVertexAttrib1dvARB");
CODE:
{
GLdouble param[1];
param[0] = x;
glVertexAttrib1dvARB(index,param);
}
#//# glVertexAttrib1fARB($index,$x);
void
glVertexAttrib1fARB(index,x)
GLuint index
GLfloat x
INIT:
loadProc(glVertexAttrib1fARB,"glVertexAttrib1fARB");
#//# glVertexAttrib1sARB($index,$x);
void
glVertexAttrib1sARB(index,x)
GLuint index
GLshort x
INIT:
loadProc(glVertexAttrib1sARB,"glVertexAttrib1sARB");
#//# glVertexAttrib1svARB_c($index,(CPTR)v);
void
glVertexAttrib1svARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib1svARB,"glVertexAttrib1svARB");
CODE:
glVertexAttrib1svARB(index,(GLshort*)v);
#//# glVertexAttrib1svARB_s($index,(PACKED)v);
void
glVertexAttrib1svARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib1svARB,"glVertexAttrib1svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*1);
glVertexAttrib1svARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib1sARB
#//# glVertexAttrib1svARB_p($index,$x);
void
glVertexAttrib1svARB_p(index,x)
GLuint index
GLshort x
INIT:
loadProc(glVertexAttrib1svARB,"glVertexAttrib1svARB");
CODE:
{
GLshort param[1];
param[0] = x;
glVertexAttrib1svARB(index,param);
}
#//# glVertexAttrib2dARB($index,$x,$y);
void
glVertexAttrib2dARB(index,x,y)
GLuint index
GLdouble x
GLdouble y
INIT:
loadProc(glVertexAttrib2dARB,"glVertexAttrib2dARB");
#//# glVertexAttrib2dvARB_c($index,(CPTR)v);
void
glVertexAttrib2dvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib2dvARB,"glVertexAttrib2dvARB");
CODE:
glVertexAttrib2dvARB(index,(GLdouble*)v);
#//# glVertexAttrib2dvARB_s($index,(PACKED)v);
void
glVertexAttrib2dvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib2dvARB,"glVertexAttrib2dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*2);
glVertexAttrib2dvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib2dARB
#//# glVertexAttrib2dvARB_p($index,$x,$y);
void
glVertexAttrib2dvARB_p(index,x,y)
GLuint index
GLdouble x
GLdouble y
INIT:
loadProc(glVertexAttrib2dvARB,"glVertexAttrib2dvARB");
CODE:
{
GLdouble param[2];
param[0] = x;
param[1] = y;
glVertexAttrib2dvARB(index,param);
}
#//# glVertexAttrib2fARB($index,$x,$y);
void
glVertexAttrib2fARB(index,x,y)
GLuint index
GLfloat x
GLfloat y
INIT:
loadProc(glVertexAttrib2fARB,"glVertexAttrib2fARB");
#//# glVertexAttrib2sARB($index,$x,$y);
void
glVertexAttrib2sARB(index,x,y)
GLuint index
GLshort x
GLshort y
INIT:
loadProc(glVertexAttrib2sARB,"glVertexAttrib2sARB");
#//# glVertexAttrib2svARB_c($index,(CPTR)v);
void
glVertexAttrib2svARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib2svARB,"glVertexAttrib2svARB");
CODE:
glVertexAttrib2svARB(index,(GLshort*)v);
#//# glVertexAttrib2svARB_s($index,(PACKED)v);
void
glVertexAttrib2svARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib2svARB,"glVertexAttrib2svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*2);
glVertexAttrib2svARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib2sARB
#//# glVertexAttrib2svARB_p($index,$x,$y);
void
glVertexAttrib2svARB_p(index,x,y)
GLuint index
GLshort x
GLshort y
INIT:
loadProc(glVertexAttrib2svARB,"glVertexAttrib2svARB");
CODE:
{
GLshort param[2];
param[0] = x;
param[1] = y;
glVertexAttrib2svARB(index,param);
}
#//# glVertexAttrib3dARB($index,$x,$y,$z);
void
glVertexAttrib3dARB(index,x,y,z)
GLuint index
GLdouble x
GLdouble y
GLdouble z
INIT:
loadProc(glVertexAttrib3dARB,"glVertexAttrib3dARB");
#//# glVertexAttrib3dvARB_c($index,(CPTR)v);
void
glVertexAttrib3dvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib3dvARB,"glVertexAttrib3dvARB");
CODE:
glVertexAttrib3dvARB(index,(GLdouble*)v);
#//# glVertexAttrib3dvARB_s($index,(PACKED)v);
void
glVertexAttrib3dvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib3dvARB,"glVertexAttrib3dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*3);
glVertexAttrib3dvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib3dARB
#//# glVertexAttrib3dvARB_p($index,$x,$y,$z);
void
glVertexAttrib3dvARB_p(index,x,y,z)
GLuint index
GLdouble x
GLdouble y
GLdouble z
INIT:
loadProc(glVertexAttrib3dvARB,"glVertexAttrib3dvARB");
CODE:
{
GLdouble param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glVertexAttrib3dvARB(index,param);
}
#//# glVertexAttrib3fARB($index,$x,$y,$z);
void
glVertexAttrib3fARB(index,x,y,z)
GLuint index
GLfloat x
GLfloat y
GLfloat z
INIT:
loadProc(glVertexAttrib3fARB,"glVertexAttrib3fARB");
#//# glVertexAttrib3fvARB_c($index,(CPTR)v);
void
glVertexAttrib3fvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib3fvARB,"glVertexAttrib3fvARB");
CODE:
glVertexAttrib3fvARB(index,(GLfloat*)v);
#//# glVertexAttrib3fvARB_s($index,(PACKED)v);
void
glVertexAttrib3fvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib3fvARB,"glVertexAttrib3fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*3);
glVertexAttrib3fvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib3fARB
#//# glVertexAttrib3fvARB_p($index,$x,$y,$z);
void
glVertexAttrib3fvARB_p(index,x,y,z)
GLuint index
GLfloat x
GLfloat y
GLfloat z
INIT:
loadProc(glVertexAttrib3fvARB,"glVertexAttrib3fvARB");
CODE:
{
GLfloat param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glVertexAttrib3fvARB(index,param);
}
#//# glVertexAttrib3sARB($index,$x,$y,$z);
void
glVertexAttrib3sARB(index,x,y,z)
GLuint index
GLshort x
GLshort y
GLshort z
INIT:
loadProc(glVertexAttrib3sARB,"glVertexAttrib3sARB");
#//# glVertexAttrib3svARB_c($index,(CPTR)v);
void
glVertexAttrib3svARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib3svARB,"glVertexAttrib3svARB");
CODE:
glVertexAttrib3svARB(index,(GLshort*)v);
#//# glVertexAttrib3svARB_s($index,(PACKED)v);
void
glVertexAttrib3svARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib3svARB,"glVertexAttrib3svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*3);
glVertexAttrib3svARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib3sARB
#//# glVertexAttrib3svARB_p($index,$x,$y,$z);
void
glVertexAttrib3svARB_p(index,x,y,z)
GLuint index
GLshort x
GLshort y
GLshort z
INIT:
loadProc(glVertexAttrib3svARB,"glVertexAttrib3svARB");
CODE:
{
GLshort param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glVertexAttrib3svARB(index,param);
}
#//# glVertexAttrib4NbvARB_c($index,(CPTR)v);
void
glVertexAttrib4NbvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NbvARB,"glVertexAttrib4NbvARB");
CODE:
glVertexAttrib4NbvARB(index,(GLbyte*)v);
#//# glVertexAttrib4NbvARB_s($index,(PACKED)v);
void
glVertexAttrib4NbvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NbvARB,"glVertexAttrib4NbvARB");
CODE:
{
GLbyte * v_s = EL(v, sizeof(GLbyte)*4);
glVertexAttrib4NbvARB(index,v_s);
}
#//# glVertexAttrib4NbvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NbvARB_p(index,x,y,z,w)
GLuint index
GLbyte x
GLbyte y
GLbyte z
GLbyte w
INIT:
loadProc(glVertexAttrib4NbvARB,"glVertexAttrib4NbvARB");
CODE:
{
GLbyte param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NbvARB(index,param);
}
#//# glVertexAttrib4NivARB_c($index,(CPTR)v);
void
glVertexAttrib4NivARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NivARB,"glVertexAttrib4NivARB");
CODE:
glVertexAttrib4NivARB(index,(GLint*)v);
#//# glVertexAttrib4NivARB_s($index,(PACKED)v);
void
glVertexAttrib4NivARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NivARB,"glVertexAttrib4NivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*4);
glVertexAttrib4NivARB(index,v_s);
}
#//# glVertexAttrib4NivARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NivARB_p(index,x,y,z,w)
GLuint index
GLint x
GLint y
GLint z
GLint w
INIT:
loadProc(glVertexAttrib4NivARB,"glVertexAttrib4NivARB");
CODE:
{
GLint param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NivARB(index,param);
}
#//# glVertexAttrib4NsvARB_c($index,(CPTR)v);
void
glVertexAttrib4NsvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NsvARB,"glVertexAttrib4NsvARB");
CODE:
glVertexAttrib4NsvARB(index,(GLshort*)v);
#//# glVertexAttrib4NsvARB_s($index,(PACKED)v);
void
glVertexAttrib4NsvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NsvARB,"glVertexAttrib4NsvARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*4);
glVertexAttrib4NsvARB(index,v_s);
}
#//# glVertexAttrib4NsvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NsvARB_p(index,x,y,z,w)
GLuint index
GLshort x
GLshort y
GLshort z
GLshort w
INIT:
loadProc(glVertexAttrib4NsvARB,"glVertexAttrib4NsvARB");
CODE:
{
GLshort param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NsvARB(index,param);
}
#//# glVertexAttrib4NubARB($index,$x,$y,$z,$w);
void
glVertexAttrib4NubARB(index,x,y,z,w)
GLuint index
GLubyte x
GLubyte y
GLubyte z
GLubyte w
INIT:
loadProc(glVertexAttrib4NubARB,"glVertexAttrib4NubARB");
#//# glVertexAttrib4NubvARB_c($index,(CPTR)v);
void
glVertexAttrib4NubvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NubvARB,"glVertexAttrib4NubvARB");
CODE:
glVertexAttrib4NubvARB(index,(GLubyte*)v);
#//# glVertexAttrib4NubvARB_s($index,(PACKED)v);
void
glVertexAttrib4NubvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NubvARB,"glVertexAttrib4NubvARB");
CODE:
{
GLubyte * v_s = EL(v, sizeof(GLubyte)*4);
glVertexAttrib4NubvARB(index,v_s);
}
#//# glVertexAttrib4NubvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NubvARB_p(index,x,y,z,w)
GLuint index
GLubyte x
GLubyte y
GLubyte z
GLubyte w
INIT:
loadProc(glVertexAttrib4NubvARB,"glVertexAttrib4NubvARB");
CODE:
{
GLubyte param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NubvARB(index,param);
}
#//# glVertexAttrib4NuivARB_c($index,(CPTR)v);
void
glVertexAttrib4NuivARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NuivARB,"glVertexAttrib4NuivARB");
CODE:
glVertexAttrib4NuivARB(index,(GLuint*)v);
#//# glVertexAttrib4NuivARB_s($index,(PACKED)v);
void
glVertexAttrib4NuivARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NuivARB,"glVertexAttrib4NuivARB");
CODE:
{
GLuint * v_s = EL(v, sizeof(GLuint)*4);
glVertexAttrib4NuivARB(index,v_s);
}
#//# glVertexAttrib4NuivARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NuivARB_p(index,x,y,z,w)
GLuint index
GLuint x
GLuint y
GLuint z
GLuint w
INIT:
loadProc(glVertexAttrib4NuivARB,"glVertexAttrib4NuivARB");
CODE:
{
GLuint param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NuivARB(index,param);
}
#//# glVertexAttrib4NusvARB_c($index,(CPTR)v);
void
glVertexAttrib4NusvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4NusvARB,"glVertexAttrib4NusvARB");
CODE:
glVertexAttrib4NusvARB(index,(GLushort*)v);
#//# glVertexAttrib4NusvARB_s($index,(PACKED)v);
void
glVertexAttrib4NusvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4NusvARB,"glVertexAttrib4NusvARB");
CODE:
{
GLushort * v_s = EL(v, sizeof(GLushort)*4);
glVertexAttrib4NusvARB(index,v_s);
}
#//# glVertexAttrib4NusvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4NusvARB_p(index,x,y,z,w)
GLuint index
GLushort x
GLushort y
GLushort z
GLushort w
INIT:
loadProc(glVertexAttrib4NusvARB,"glVertexAttrib4NusvARB");
CODE:
{
GLushort param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4NusvARB(index,param);
}
#//# glVertexAttrib4bvARB_c($index,(CPTR)v);
void
glVertexAttrib4bvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4bvARB,"glVertexAttrib4bvARB");
CODE:
glVertexAttrib4bvARB(index,(GLbyte*)v);
#//# glVertexAttrib4bvARB_s($index,(PACKED)v);
void
glVertexAttrib4bvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4bvARB,"glVertexAttrib4bvARB");
CODE:
{
GLbyte * v_s = EL(v, sizeof(GLbyte)*4);
glVertexAttrib4bvARB(index,v_s);
}
#//# glVertexAttrib4bvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4bvARB_p(index,x,y,z,w)
GLuint index
GLbyte x
GLbyte y
GLbyte z
GLbyte w
INIT:
loadProc(glVertexAttrib4bvARB,"glVertexAttrib4bvARB");
CODE:
{
GLbyte param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4bvARB(index,param);
}
#//# glVertexAttrib4dARB($index,$x,$y,$z,$w);
void
glVertexAttrib4dARB(index,x,y,z,w)
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glVertexAttrib4dARB,"glVertexAttrib4dARB");
#//# glVertexAttrib4dvARB_c($index,(CPTR)v);
void
glVertexAttrib4dvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4dvARB,"glVertexAttrib4dvARB");
CODE:
glVertexAttrib4dvARB(index,(GLdouble*)v);
#//# glVertexAttrib4dvARB_s($index,(PACKED)v);
void
glVertexAttrib4dvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4dvARB,"glVertexAttrib4dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*4);
glVertexAttrib4dvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib4dARB
#//# glVertexAttrib4dvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4dvARB_p(index,x,y,z,w)
GLuint index
GLdouble x
GLdouble y
GLdouble z
GLdouble w
INIT:
loadProc(glVertexAttrib4dvARB,"glVertexAttrib4dvARB");
CODE:
{
GLdouble param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4dvARB(index,param);
}
#//# glVertexAttrib4fARB($index,$x,$y,$z,$w);
void
glVertexAttrib4fARB(index,x,y,z,w)
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glVertexAttrib4fARB,"glVertexAttrib4fARB");
#//# glVertexAttrib4fvARB_c($index,(CPTR)v);
void
glVertexAttrib4fvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4fvARB,"glVertexAttrib4fvARB");
CODE:
glVertexAttrib4fvARB(index,(GLfloat*)v);
#//# glVertexAttrib4fvARB_s($index,(PACKED)v);
void
glVertexAttrib4fvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4fvARB,"glVertexAttrib4fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*4);
glVertexAttrib4fvARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib4fARB
#//# glVertexAttrib4fvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4fvARB_p(index,x,y,z,w)
GLuint index
GLfloat x
GLfloat y
GLfloat z
GLfloat w
INIT:
loadProc(glVertexAttrib4fvARB,"glVertexAttrib4fvARB");
CODE:
{
GLfloat param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4fvARB(index,param);
}
#//# glVertexAttrib4ivARB_c($index,(CPTR)v);
void
glVertexAttrib4ivARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4ivARB,"glVertexAttrib4ivARB");
CODE:
glVertexAttrib4ivARB(index,(GLint*)v);
#//# glVertexAttrib4ivARB_s($index,(PACKED)v);
void
glVertexAttrib4ivARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4ivARB,"glVertexAttrib4ivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*4);
glVertexAttrib4ivARB(index,v_s);
}
#//# glVertexAttrib4ivARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4ivARB_p(index,x,y,z,w)
GLuint index
GLint x
GLint y
GLint z
GLint w
INIT:
loadProc(glVertexAttrib4ivARB,"glVertexAttrib4ivARB");
CODE:
{
GLint param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4ivARB(index,param);
}
#//# glVertexAttrib4sARB($index,$x,$y,$z,$w);
void
glVertexAttrib4sARB(index,x,y,z,w)
GLuint index
GLshort x
GLshort y
GLshort z
GLshort w
INIT:
loadProc(glVertexAttrib4sARB,"glVertexAttrib4sARB");
#//# glVertexAttrib4svARB_c($index,(CPTR)v);
void
glVertexAttrib4svARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4svARB,"glVertexAttrib4svARB");
CODE:
glVertexAttrib4svARB(index,(GLshort*)v);
#//# glVertexAttrib4svARB_s($index,(PACKED)v);
void
glVertexAttrib4svARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4svARB,"glVertexAttrib4svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*4);
glVertexAttrib4svARB(index,v_s);
}
#//!!! Do we really need this? It duplicates glVertexAttrib4sARB
#//# glVertexAttrib4svARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4svARB_p(index,x,y,z,w)
GLuint index
GLshort x
GLshort y
GLshort z
GLshort w
INIT:
loadProc(glVertexAttrib4svARB,"glVertexAttrib4svARB");
CODE:
{
GLshort param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4svARB(index,param);
}
#//# glVertexAttrib4ubvARB_c($index,(CPTR)v);
void
glVertexAttrib4ubvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4ubvARB,"glVertexAttrib4ubvARB");
CODE:
glVertexAttrib4ubvARB(index,(GLubyte*)v);
#//# glVertexAttrib4ubvARB_s($index,(PACKED)v);
void
glVertexAttrib4ubvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4ubvARB,"glVertexAttrib4ubvARB");
CODE:
{
GLubyte * v_s = EL(v, sizeof(GLubyte)*4);
glVertexAttrib4ubvARB(index,v_s);
}
#//# glVertexAttrib4ubvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4ubvARB_p(index,x,y,z,w)
GLuint index
GLubyte x
GLubyte y
GLubyte z
GLubyte w
INIT:
loadProc(glVertexAttrib4ubvARB,"glVertexAttrib4ubvARB");
CODE:
{
GLubyte param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4ubvARB(index,param);
}
#//# glVertexAttrib4uivARB_c($index,(CPTR)v);
void
glVertexAttrib4uivARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4uivARB,"glVertexAttrib4uivARB");
CODE:
glVertexAttrib4uivARB(index,(GLuint*)v);
#//# glVertexAttrib4uivARB_s($index,(PACKED)v);
void
glVertexAttrib4uivARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4uivARB,"glVertexAttrib4uivARB");
CODE:
{
GLuint * v_s = EL(v, sizeof(GLuint)*4);
glVertexAttrib4uivARB(index,v_s);
}
#//# glVertexAttrib4uivARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4uivARB_p(index,x,y,z,w)
GLuint index
GLuint x
GLuint y
GLuint z
GLuint w
INIT:
loadProc(glVertexAttrib4uivARB,"glVertexAttrib4uivARB");
CODE:
{
GLuint param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4uivARB(index,param);
}
#//# glVertexAttrib4usvARB_c($index,(CPTR)v);
void
glVertexAttrib4usvARB_c(index,v)
GLuint index
void * v
INIT:
loadProc(glVertexAttrib4usvARB,"glVertexAttrib4usvARB");
CODE:
glVertexAttrib4usvARB(index,(GLushort*)v);
#//# glVertexAttrib4usvARB_c($index,(PACKED)v);
void
glVertexAttrib4usvARB_s(index,v)
GLuint index
SV * v
INIT:
loadProc(glVertexAttrib4usvARB,"glVertexAttrib4usvARB");
CODE:
{
GLushort * v_s = EL(v, sizeof(GLushort)*4);
glVertexAttrib4usvARB(index,v_s);
}
#//# glVertexAttrib4usvARB_p($index,$x,$y,$z,$w);
void
glVertexAttrib4usvARB_p(index,x,y,z,w)
GLuint index
GLushort x
GLushort y
GLushort z
GLushort w
INIT:
loadProc(glVertexAttrib4usvARB,"glVertexAttrib4usvARB");
CODE:
{
GLushort param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glVertexAttrib4usvARB(index,param);
}
#//# glVertexAttribPointerARB_c($index,$size,$type,$normalized,$stride,(CPTR)pointer);
void
glVertexAttribPointerARB_c(index,size,type,normalized,stride,pointer)
GLuint index
GLint size
GLenum type
GLboolean normalized
GLsizei stride
void * pointer
INIT:
loadProc(glVertexAttribPointerARB,"glVertexAttribPointerARB");
CODE:
glVertexAttribPointerARB(index,size,type,
normalized,stride,pointer);
#//# glVertexAttribPointerARB_p($index,$type,$normalized,$stride,@attribs);
void
glVertexAttribPointerARB_p(index,type,normalized,stride,...)
GLuint index
GLenum type
GLboolean normalized
GLsizei stride
INIT:
loadProc(glVertexAttribPointerARB,"glVertexAttribPointerARB");
CODE:
{
GLuint count = items - 4;
GLuint size = gl_type_size(type);
void * pointer = malloc(count * size);
SvItems(type,4,count,pointer);
glVertexAttribPointerARB(index,count,type,
normalized,stride,pointer);
free(pointer);
}
#//# glEnableVertexAttribArrayARB($index);
void
glEnableVertexAttribArrayARB(index)
GLuint index
INIT:
loadProc(glEnableVertexAttribArrayARB,"glEnableVertexAttribArrayARB");
#//# glDisableVertexAttribArrayARB($index);
void
glDisableVertexAttribArrayARB(index)
GLuint index
INIT:
loadProc(glDisableVertexAttribArrayARB,"glDisableVertexAttribArrayARB");
#//# glGetVertexAttribdvARB_c($index,$pname,(CPTR)params);
void
glGetVertexAttribdvARB_c(index,pname,params)
GLuint index
GLenum pname
void * params
INIT:
loadProc(glGetVertexAttribdvARB,"glGetVertexAttribdvARB");
CODE:
glGetVertexAttribdvARB(index,pname,(GLdouble*)params);
#//# glGetVertexAttribdvARB_s($index,$pname,(PACKED)params);
void
glGetVertexAttribdvARB_s(index,pname,params)
GLuint index
GLenum pname
SV * params
INIT:
loadProc(glGetVertexAttribdvARB,"glGetVertexAttribdvARB");
CODE:
{
GLdouble * params_s = EL(params, sizeof(GLdouble) * 4);
glGetVertexAttribdvARB(index,pname,params_s);
}
#//# $param = glGetVertexAttribdvARB_p($index,$pname);
GLdouble
glGetVertexAttribdvARB_p(index,pname)
GLuint index
GLenum pname
INIT:
loadProc(glGetVertexAttribdvARB,"glGetVertexAttribdvARB");
CODE:
{
GLdouble param;
glGetVertexAttribdvARB(index,pname,(void *)&param);
RETVAL = param;
}
OUTPUT:
RETVAL
#//# glGetVertexAttribfvARB_c($index,$pname,(CPTR)params);
void
glGetVertexAttribfvARB_c(index,pname,params)
GLuint index
GLenum pname
void * params
INIT:
loadProc(glGetVertexAttribfvARB,"glGetVertexAttribfvARB");
CODE:
glGetVertexAttribfvARB(index,pname,(GLfloat*)params);
#//# glGetVertexAttribfvARB_s($index,$pname,(PACKED)params);
void
glGetVertexAttribfvARB_s(index,pname,params)
GLuint index
GLenum pname
SV * params
INIT:
loadProc(glGetVertexAttribfvARB,"glGetVertexAttribfvARB");
CODE:
{
GLfloat * params_s = EL(params, sizeof(GLfloat) * 4);
glGetVertexAttribfvARB(index,pname,params_s);
}
#//# $param = glGetVertexAttribfvARB_p($index,$pname);
GLfloat
glGetVertexAttribfvARB_p(index,pname)
GLuint index
GLenum pname
INIT:
loadProc(glGetVertexAttribfvARB,"glGetVertexAttribfvARB");
CODE:
{
GLfloat param;
glGetVertexAttribfvARB(index,pname,(void *)&param);
RETVAL = param;
}
OUTPUT:
RETVAL
#//# glGetVertexAttribivARB_c($index,$pname,(CPTR)params);
void
glGetVertexAttribivARB_c(index,pname,params)
GLuint index
GLenum pname
void * params
INIT:
loadProc(glGetVertexAttribivARB,"glGetVertexAttribivARB");
CODE:
glGetVertexAttribivARB(index,pname,(GLint*)params);
#//# glGetVertexAttribivARB_s($index,$pname,(PACKED)params);
void
glGetVertexAttribivARB_s(index,pname,params)
GLuint index
GLenum pname
SV * params
INIT:
loadProc(glGetVertexAttribivARB,"glGetVertexAttribivARB");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint) * 4);
glGetVertexAttribivARB(index,pname,params_s);
}
#//# $param = glGetVertexAttribivARB_p($index,$pname);
GLuint
glGetVertexAttribivARB_p(index,pname)
GLuint index
GLenum pname
INIT:
loadProc(glGetVertexAttribivARB,"glGetVertexAttribivARB");
CODE:
{
GLuint param;
glGetVertexAttribivARB(index,pname,(void *)&param);
RETVAL = param;
}
OUTPUT:
RETVAL
#//# glGetVertexAttribPointervARB_c($index,$pname,(CPTR)pointer);
void
glGetVertexAttribPointervARB_c(index,pname,pointer)
GLuint index
GLenum pname
void * pointer
INIT:
loadProc(glGetVertexAttribPointervARB,"glGetVertexAttribPointervARB");
CODE:
glGetVertexAttribPointervARB(index,pname,pointer);
#//# $param = glGetVertexAttribPointervARB_p($index,$pname);
void
glGetVertexAttribPointervARB_p(index,pname)
GLuint index
GLenum pname
INIT:
loadProc(glGetVertexAttribPointervARB,"glGetVertexAttribPointervARB");
loadProc(glGetVertexAttribivARB,"glGetVertexAttribivARB");
PPCODE:
{
void * pointer;
GLuint i,count,type;
glGetVertexAttribPointervARB(index,pname,&pointer);
glGetVertexAttribivARB(index,GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB,(void *)&count);
glGetVertexAttribivARB(index,GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB,(void *)&type);
EXTEND(sp, count);
switch (type)
{
#ifdef GL_VERSION_1_2
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLubyte*)pointer)[i])));
}
break;
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_4_4_4_4_REV:
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLushort*)pointer)[i])));
}
break;
case GL_UNSIGNED_INT_8_8_8_8:
case GL_UNSIGNED_INT_8_8_8_8_REV:
case GL_UNSIGNED_INT_10_10_10_2:
case GL_UNSIGNED_INT_2_10_10_10_REV:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLuint*)pointer)[i])));
}
break;
#endif
case GL_UNSIGNED_BYTE:
case GL_BITMAP:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLubyte*)pointer)[i])));
}
break;
case GL_BYTE:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLbyte*)pointer)[i])));
}
break;
case GL_UNSIGNED_SHORT:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLushort*)pointer)[i])));
}
break;
case GL_SHORT:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLushort*)pointer)[i])));
}
break;
case GL_UNSIGNED_INT:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLuint*)pointer)[i])));
}
break;
case GL_INT:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSViv(((GLint*)pointer)[i])));
}
break;
case GL_FLOAT:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSVnv(((GLfloat*)pointer)[i])));
}
break;
case GL_DOUBLE:
for (i=0;i<count;i++)
{
PUSHs(sv_2mortal(newSVnv(((GLdouble*)pointer)[i])));
}
break;
default:
croak("unknown type");
}
}
#endif
#ifdef GL_ARB_vertex_shader
#//# glBindAttribLocationARB($programObj, $index, $name);
void
glBindAttribLocationARB(programObj, index, name)
GLhandleARB programObj
GLuint index
void *name
INIT:
loadProc(glBindAttribLocationARB,"glBindAttribLocationARB");
CODE:
glBindAttribLocationARB(programObj,index,name);
#//# glGetActiveAttribARB_c($programObj, $index, $maxLength, (CPTR)length, (CPTR)size, (CPTR)type, (CPTR)name);
void
glGetActiveAttribARB_c(programObj, index, maxLength, length, size, type, name)
GLhandleARB programObj
GLuint index
GLsizei maxLength
void *length
void *size
void *type
void *name
INIT:
loadProc(glGetActiveAttribARB,"glGetActiveAttribARB");
CODE:
glGetActiveAttribARB(programObj,index,maxLength,length,size,type,name);
#//# glGetActiveAttribARB_s($programObj, $index, $maxLength, (PACKED)length, (PACKED)size, (PACKED)type, (PACKED)name);
void
glGetActiveAttribARB_s(programObj, index, maxLength, length, size, type, name)
GLhandleARB programObj
GLuint index
GLsizei maxLength
SV *length
SV *size
SV *type
SV *name
INIT:
loadProc(glGetActiveAttribARB,"glGetActiveAttribARB");
CODE:
{
GLsizei *length_s = EL(length, sizeof(GLsizei));
GLint *size_s = EL(size, sizeof(GLint));
GLenum *type_s = EL(type, sizeof(GLenum));
GLcharARB *name_s = EL(name, sizeof(GLcharARB));
glGetActiveAttribARB(programObj,index,maxLength,length_s,size_s,type_s,name_s);
}
#//# ($name,$type,$size) = glGetActiveAttribARB_p($programObj, $index);
void
glGetActiveAttribARB_p(programObj, index)
GLhandleARB programObj
GLuint index
INIT:
loadProc(glGetObjectParameterivARB,"glGetObjectParameterivARB");
loadProc(glGetActiveAttribARB,"glGetActiveAttribARB");
PPCODE:
{
GLsizei maxLength;
glGetObjectParameterivARB(programObj,GL_OBJECT_ACTIVE_ATTRIBUTES_ARB,
(GLvoid *)&maxLength);
if (maxLength)
{
GLsizei length;
GLint size;
GLenum type;
GLcharARB *name;
name = malloc(maxLength+1);
glGetActiveAttribARB(programObj,index,maxLength,
&length,&size,&type,name);
name[length] = 0;
if (*name)
{
EXTEND(sp,3);
PUSHs(sv_2mortal(newSVpv(name,0)));
PUSHs(sv_2mortal(newSViv(type)));
PUSHs(sv_2mortal(newSViv(size)));
}
else
{
EXTEND(sp,1);
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
free(name);
}
else
{
EXTEND(sp,1);
PUSHs(sv_2mortal(newSVsv(&PL_sv_undef)));
}
}
#//# glGetAttribLocationARB_c($programObj, (CPTR)name);
GLint
glGetAttribLocationARB_c(programObj, name)
GLhandleARB programObj
void *name
INIT:
loadProc(glGetAttribLocationARB,"glGetAttribLocationARB");
CODE:
RETVAL = glGetAttribLocationARB(programObj, name);
OUTPUT:
RETVAL
#//!!! Since pointer is string, should combine _C and _p
#//# $value = glGetAttribLocationARB_p(programObj, $name);
GLint
glGetAttribLocationARB_p(programObj, ...)
GLhandleARB programObj
INIT:
loadProc(glGetAttribLocationARB,"glGetAttribLocationARB");
CODE:
{
GLcharARB *name = (GLcharARB *)SvPV(ST(1),PL_na);
RETVAL = glGetAttribLocationARB(programObj, name);
}
OUTPUT:
RETVAL
#endif
#ifdef GL_ARB_shader_objects
#//# glDeleteObjectARB($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($programObj);
void
glUseProgramObjectARB(programObj)
GLhandleARB programObj
INIT:
loadProc(glUseProgramObjectARB,"glUseProgramObjectARB");
CODE:
{
glUseProgramObjectARB(programObj);
}
#//# glValidateProgramARB($programObj);
void
glValidateProgramARB(programObj)
GLhandleARB programObj
INIT:
loadProc(glValidateProgramARB,"glValidateProgramARB");
CODE:
{
glValidateProgramARB(programObj);
}
#//# glUniform1fARB($location, $v0);
void
glUniform1fARB(location, v0)
GLint location
GLfloat v0
INIT:
loadProc(glUniform1fARB,"glUniform1fARB");
CODE:
{
glUniform1fARB(location, v0);
}
#//# glUniform2fARB($location, $v0, $v1);
void
glUniform2fARB(location, v0, v1)
GLint location
GLfloat v0
GLfloat v1
INIT:
loadProc(glUniform2fARB,"glUniform2fARB");
CODE:
{
glUniform2fARB(location, v0, v1);
}
#//# glUniform3fARB($location, $v0, $v1, $v2);
void
glUniform3fARB(location, v0, v1, v2)
GLint location
GLfloat v0
GLfloat v1
GLfloat v2
INIT:
loadProc(glUniform3fARB,"glUniform3fARB");
CODE:
{
glUniform3fARB(location, v0, v1, v2);
}
#//# glUniform4fARB($location, $v0, $v1, $v2, $v3);
void
glUniform4fARB(location, v0, v1, v2, v3)
GLint location
GLfloat v0
GLfloat v1
GLfloat v2
GLfloat v3
INIT:
loadProc(glUniform4fARB,"glUniform4fARB");
CODE:
{
glUniform4fARB(location, v0, v1, v2, v3);
}
#//# glUniform1iARB($location, $v0);
void
glUniform1iARB(location, v0)
GLint location
GLint v0
INIT:
loadProc(glUniform1iARB,"glUniform1iARB");
CODE:
{
glUniform1iARB(location, v0);
}
#//# glUniform2iARB($location, $v0, $v1);
void
glUniform2iARB(location, v0, v1)
GLint location
GLint v0
GLint v1
INIT:
loadProc(glUniform2iARB,"glUniform2iARB");
CODE:
{
glUniform2iARB(location, v0, v1);
}
#//# glUniform3iARB($location, $v0, $v1, $v2);
void
glUniform3iARB(location, v0, v1, v2)
GLint location
GLint v0
GLint v1
GLint v2
INIT:
loadProc(glUniform3iARB,"glUniform3iARB");
CODE:
{
glUniform3iARB(location, v0, v1, v2);
}
#//# glUniform4iARB($location, $v0, $v1, $v2, $v3);
void
glUniform4iARB(location, v0, v1, v2, v3)
GLint location
GLint v0
GLint v1
GLint v2
GLint v3
INIT:
loadProc(glUniform4iARB,"glUniform4iARB");
CODE:
{
glUniform4iARB(location, v0, v1, v2, v3);
}
#//# glUniform1fvARB_c($location, $count, (CPTR)value);
void
glUniform1fvARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform1fvARB,"glUniform1fvARB");
CODE:
glUniform1fvARB(location, count, value);
#//# glUniform1fvARB_s($location, $count, (PACKED)value);
void
glUniform1fvARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform1fvARB,"glUniform1fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniform1fvARB(location, count, value_s);
}
#//# glUniform1fvARB_p(location, @value);
void
glUniform1fvARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform1fvARB,"glUniform1fvARB");
CODE:
{
int i;
GLsizei count = items - 1;
GLfloat *value = malloc(sizeof(GLfloat) * count);
for(i=0;i<count;i++) {
value[i] = (GLfloat)SvNV(ST(i+1));
}
glUniform1fvARB(location, count, value);
free(value);
}
#//# glUniform2fvARB_c($location, $count, (CPTR)value);
void
glUniform2fvARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform2fvARB,"glUniform2fvARB");
CODE:
glUniform2fvARB(location, count, value);
#//# glUniform2fvARB_s($location, $count, (PACKED)value);
void
glUniform2fvARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform2fvARB,"glUniform2fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniform2fvARB(location, count, value_s);
}
#//# glUniform2fvARB_p($location, @value);
void
glUniform2fvARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform2fvARB,"glUniform2fvARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements >> 1;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+1));
}
glUniform2fvARB(location, count, value);
free(value);
}
#//# glUniform3fvARB_c($location, $count, (CPTR)value);
void
glUniform3fvARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform3fvARB,"glUniform3fvARB");
CODE:
glUniform3fvARB(location, count, value);
#//# glUniform3fvARB_s($location, $count, (PACKED)value);
void
glUniform3fvARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform3fvARB,"glUniform3fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniform3fvARB(location, count, value_s);
}
#//# glUniform3fvARB_p($location, @value);
void
glUniform3fvARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform3fvARB,"glUniform3fvARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements / 3;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+1));
}
glUniform3fvARB(location, count, value);
free(value);
}
#//# glUniform4fvARB_c($location, $count, (CPTR)value);
void
glUniform4fvARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform4fvARB,"glUniform4fvARB");
CODE:
glUniform4fvARB(location, count, value);
#//# glUniform4fvARB_s($location, $count, (PACKED)value);
void
glUniform4fvARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform4fvARB,"glUniform4fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniform4fvARB(location, count, value_s);
}
#//# glUniform4fvARB_p($location, @value);
void
glUniform4fvARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform4fvARB,"glUniform4fvARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements >> 2;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+1));
}
glUniform4fvARB(location, count, value);
free(value);
}
#//# glUniform1ivARB_c($location, $count, (CPTR)value);
void
glUniform1ivARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform1ivARB,"glUniform1ivARB");
CODE:
glUniform1ivARB(location, count, value);
#//# glUniform1ivARB_s($location, $count, (PACKED)value);
void
glUniform1ivARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform1ivARB,"glUniform1ivARB");
CODE:
{
GLint * value_s = EL(value, sizeof(GLint));
glUniform1ivARB(location, count, value_s);
}
#//# glUniform1ivARB_p($location, @value);
void
glUniform1ivARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform1ivARB,"glUniform1ivARB");
CODE:
{
int i;
GLsizei count = items - 1;
GLint *value = malloc(sizeof(GLint) * count);
for(i=0;i<count;i++) {
value[i] = SvIV(ST(i+1));
}
glUniform1ivARB(location, count, value);
free(value);
}
#//# glUniform2ivARB_c($location, $count, (CPTR)value);
void
glUniform2ivARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform2ivARB,"glUniform2ivARB");
CODE:
glUniform2ivARB(location, count, value);
#//# glUniform2ivARB_s($location, $count, (PACKED)value);
void
glUniform2ivARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform2ivARB,"glUniform2ivARB");
CODE:
{
GLint * value_s = EL(value, sizeof(GLint));
glUniform2ivARB(location, count, value_s);
}
#//# glUniform2ivARB_p($location, @value);
void
glUniform2ivARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform2ivARB,"glUniform2ivARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements >> 1;
GLint *value = malloc(sizeof(GLint) * elements);
for(i=0;i<elements;i++) {
value[i] = SvIV(ST(i+1));
}
glUniform2ivARB(location, count, value);
free(value);
}
#//# glUniform3ivARB_c($location, $count, (CPTR)value);
void
glUniform3ivARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform3ivARB,"glUniform3ivARB");
CODE:
glUniform3ivARB(location, count, value);
#//# glUniform3ivARB_s($location, $count, (PACKED)value);
void
glUniform3ivARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform3ivARB,"glUniform3ivARB");
CODE:
{
GLint * value_s = EL(value, sizeof(GLint));
glUniform3ivARB(location, count, value_s);
}
#//# glUniform3ivARB_p($location, @value);
void
glUniform3ivARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform3ivARB,"glUniform3ivARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements / 3;
GLint *value = malloc(sizeof(GLint) * elements);
for(i=0;i<elements;i++) {
value[i] = SvIV(ST(i+1));
}
glUniform3ivARB(location, count, value);
free(value);
}
#//# glUniform4ivARB_c($location, $count, (CPTR)value);
void
glUniform4ivARB_c(location, count, value)
GLint location
GLsizei count
void *value
INIT:
loadProc(glUniform4ivARB,"glUniform4ivARB");
CODE:
glUniform4ivARB(location, count, value);
#//# glUniform4ivARB_s($location, $count, (PACKED)value);
void
glUniform4ivARB_s(location, count, value)
GLint location
GLsizei count
SV *value
INIT:
loadProc(glUniform4ivARB,"glUniformifvARB");
CODE:
{
GLint * value_s = EL(value, sizeof(GLint));
glUniform4ivARB(location, count, value_s);
}
#//# glUniform4ivARB_p($location, @value);
void
glUniform4ivARB_p(location, ...)
GLint location
INIT:
loadProc(glUniform4ivARB,"glUniform4ivARB");
CODE:
{
int i;
GLsizei elements = items - 1;
GLsizei count = elements >> 2;
GLint *value = malloc(sizeof(GLint) * elements);
for(i=0;i<elements;i++) {
value[i] = SvIV(ST(i+1));
}
glUniform4ivARB(location, count, value);
free(value);
}
#//# glUniformMatrix2fvARB_c($location, $count, $transpose, (CPTR)value);
void
glUniformMatrix2fvARB_c(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
void *value
INIT:
loadProc(glUniformMatrix2fvARB,"glUniformMatrix2fvARB");
CODE:
glUniformMatrix2fvARB(location, count, transpose, value);
#//# glUniformMatrix2fvARB_s($location, $count, $transpose, (PACKED)value);
void
glUniformMatrix2fvARB_s(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
SV *value
INIT:
loadProc(glUniformMatrix2fvARB,"glUniformMatrix2fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniformMatrix2fvARB(location, count, transpose, value_s);
}
#//# glUniformMatrix2fvARB_p($location, $transpose, @matrix);
void
glUniformMatrix2fvARB_p(location, transpose, ...)
GLint location
GLboolean transpose
INIT:
loadProc(glUniformMatrix2fvARB,"glUniformMatrix2fvARB");
CODE:
{
int i;
GLsizei elements = items - 2;
GLsizei count = elements / 4;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+2));
}
glUniformMatrix2fvARB(location, count, transpose, value);
free(value);
}
#//# glUniformMatrix3fvARB_c($location, $count, $transpose, (CPTR)value);
void
glUniformMatrix3fvARB_c(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
void *value
INIT:
loadProc(glUniformMatrix3fvARB,"glUniformMatrix2fvARB");
CODE:
glUniformMatrix3fvARB(location, count, transpose, value);
#//# glUniformMatrix3fvARB_s($location, $count, $transpose, (PACKED)value);
void
glUniformMatrix3fvARB_s(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
SV *value
INIT:
loadProc(glUniformMatrix3fvARB,"glUniformMatrix3fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniformMatrix3fvARB(location, count, transpose, value_s);
}
#//# glUniformMatrix3fvARB_p($location, $transpose, @matrix);
void
glUniformMatrix3fvARB_p(location, transpose, ...)
GLint location
GLboolean transpose
INIT:
loadProc(glUniformMatrix3fvARB,"glUniformMatrix3fvARB");
CODE:
{
int i;
GLsizei elements = items - 2;
GLsizei count = elements / 9;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+2));
}
glUniformMatrix3fvARB(location, count, transpose, value);
free(value);
}
#//# glUniformMatrix4fvARB_c($location, $count, $transpose, (CPTR)value);
void
glUniformMatrix4fvARB_c(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
void *value
INIT:
loadProc(glUniformMatrix4fvARB,"glUniformMatrix4fvARB");
CODE:
glUniformMatrix4fvARB(location, count, transpose, value);
#//# glUniformMatrix4fvARB_s($location, $count, $transpose, (PACKED)value);
void
glUniformMatrix4fvARB_s(location, count, transpose, value)
GLint location
GLsizei count
GLboolean transpose
SV *value
INIT:
loadProc(glUniformMatrix4fvARB,"glUniformMatrix4fvARB");
CODE:
{
GLfloat * value_s = EL(value, sizeof(GLfloat));
glUniformMatrix4fvARB(location, count, transpose, value_s);
}
#//# glUniformMatrix4fvARB_p($location, $transpose, @matrix);
void
glUniformMatrix4fvARB_p(location, transpose, ...)
GLint location
GLboolean transpose
INIT:
loadProc(glUniformMatrix4fvARB,"glUniformMatrix4fvARB");
CODE:
{
int i;
GLsizei elements = items - 2;
GLsizei count = elements / 16;
GLfloat *value = malloc(sizeof(GLfloat) * elements);
for(i=0;i<elements;i++) {
value[i] = (GLfloat)SvNV(ST(i+2));
}
glUniformMatrix4fvARB(location, count, transpose, value);
free(value);
}
#//# glGetObjectParameterfvARB_c($obj,$pname,(CPTR)params);
void
glGetObjectParameterfvARB_c(obj,pname,params)
GLhandleARB obj
GLenum pname
void *params
INIT:
loadProc(glGetObjectParameterfvARB,"glGetObjectParameterfvARB");
CODE:
glGetObjectParameterfvARB(obj,pname,params);
#//# glGetObjectParameterfvARB_s($obj,$pname,(PACKED)params);
void
glGetObjectParameterfvARB_s(obj,pname,params)
GLhandleARB obj
GLenum pname
SV *params
INIT:
loadProc(glGetObjectParameterfvARB,"glGetObjectParameterfvARB");
CODE:
{
GLfloat * params_s = EL(params, sizeof(GLfloat));
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((IV)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_draw_buffers
#//# glDrawBuffersARB_c($n,(CPTR)buffers);
void
glDrawBuffersARB_c(n,buffers)
GLsizei n
void * buffers
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
glDrawBuffersARB(n,buffers);
}
#//# glDrawBuffersARB_s($n,(PACKED)buffers);
void
glDrawBuffersARB_s(n,buffers)
GLsizei n
SV * buffers
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDrawBuffersARB(n,buffers_s);
}
#//# glDrawBuffersARB_p(@buffers);
void
glDrawBuffersARB_p(...)
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
if (items)
{
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDrawBuffersARB(items, list);
free(list);
}
}
#endif // GL_ARB_draw_buffers
#endif /* HAVE_GL */