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pogl_gl_Tex2_Draw.xs
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pogl_gl_Tex2_Draw.xs
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/* Last saved: Sun 06 Sep 2009 02:10:08 PM */
/* 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.
*/
/* OpenGL GLX bindings */
#define IN_POGL_GLX_XS
#include <stdio.h>
#include "pgopogl.h"
#ifdef HAVE_GL
#include "gl_util.h"
/* Note: this is caching procs once for all contexts */
/* !!! This should instead cache per context */
#if defined(_WIN32) || (defined(__CYGWIN__) && defined(HAVE_W32API))
#define loadProc(proc,name) \
{ \
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::Tex2Draw PACKAGE = Acme::MITHALDU::BleedingOpenGL
#ifdef HAVE_GL
#//# glTexCoord2d($s, $t);
void
glTexCoord2d(s, t)
GLdouble s
GLdouble t
#//# glTexCoord2dv_c((CPTR)v);
void
glTexCoord2dv_c(v)
void * v
CODE:
glTexCoord2dv(v);
#//# glTexCoord2dv_s((PACKED)v);
void
glTexCoord2dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*2);
glTexCoord2dv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord2d
#//# glTexCoord2dv_p($s, $t);
void
glTexCoord2dv_p(s, t)
GLdouble s
GLdouble t
CODE:
{
GLdouble param[2];
param[0] = s;
param[1] = t;
glTexCoord2dv(param);
}
#//# glTexCoord2f($s, $t);
void
glTexCoord2f(s, t)
GLfloat s
GLfloat t
#//# glTexCoord2fv_c((CPTR)v);
void
glTexCoord2fv_c(v)
void * v
CODE:
glTexCoord2fv(v);
#//# glTexCoord2fv_s((PACKED)v);
void
glTexCoord2fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*2);
glTexCoord2fv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord2f
#//# glTexCoord2fv_p($s, $t);
void
glTexCoord2fv_p(s, t)
GLfloat s
GLfloat t
CODE:
{
GLfloat param[2];
param[0] = s;
param[1] = t;
glTexCoord2fv(param);
}
#//# glTexCoord2i($s, $t);
void
glTexCoord2i(s, t)
GLint s
GLint t
#//# glTexCoord2iv_c((CPTR)v);
void
glTexCoord2iv_c(v)
void * v
CODE:
glTexCoord2iv(v);
#//# glTexCoord2iv_s((PACKED)v);
void
glTexCoord2iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*2);
glTexCoord2iv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord2i
#//# glTexCoord2iv_p($s, $t);
void
glTexCoord2iv_p(s, t)
GLint s
GLint t
CODE:
{
GLint param[2];
param[0] = s;
param[1] = t;
glTexCoord2iv(param);
}
#//# glTexCoord2s($s, $t);
void
glTexCoord2s(s, t)
GLshort s
GLshort t
#//# glTexCoord2sv_c((CPTR)v);
void
glTexCoord2sv_c(v)
void * v
CODE:
glTexCoord2sv(v);
#//# glTexCoord2sv_c((PACKED)v);
void
glTexCoord2sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*2);
glTexCoord2sv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord2s
#//# glTexCoord2sv_p($s, $t);
void
glTexCoord2sv_p(s, t)
GLshort s
GLshort t
CODE:
{
GLshort param[2];
param[0] = s;
param[1] = t;
glTexCoord2sv(param);
}
#//# glTexCoord3d($s, $t, $r);
void
glTexCoord3d(s, t, r)
GLdouble s
GLdouble t
GLdouble r
#//# glTexCoord3dv_c((CPTR)v);
void
glTexCoord3dv_c(v)
void * v
CODE:
glTexCoord3dv(v);
#//# glTexCoord3dv_s((PACKED)v);
void
glTexCoord3dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*3);
glTexCoord3dv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord3d
#//# glTexCoord3dv_p($s, $t, $r);
void
glTexCoord3dv_p(s, t, r)
GLdouble s
GLdouble t
GLdouble r
CODE:
{
GLdouble param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glTexCoord3dv(param);
}
#//# glTexCoord3f($s, $t, $r);
void
glTexCoord3f(s, t, r)
GLfloat s
GLfloat t
GLfloat r
#//# glTexCoord3fv_c((CPTR)v);
void
glTexCoord3fv_c(v)
void * v
CODE:
glTexCoord3fv(v);
#//# glTexCoord3fv_s((PACKED)v);
void
glTexCoord3fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*3);
glTexCoord3fv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord3f
#//# glTexCoord3fv_p($s, $t, $r);
void
glTexCoord3fv_p(s, t, r)
GLfloat s
GLfloat t
GLfloat r
CODE:
{
GLfloat param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glTexCoord3fv(param);
}
#//# glTexCoord3i($s, $t, $r);
void
glTexCoord3i(s, t, r)
GLint s
GLint t
GLint r
#//# glTexCoord3iv_c((CPTR)v);
void
glTexCoord3iv_c(v)
void * v
CODE:
glTexCoord3iv(v);
#//# glTexCoord3iv_s((PACKED)v);
void
glTexCoord3iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*3);
glTexCoord3iv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord3i
#//# glTexCoord3iv_p($s, $t, $r);
void
glTexCoord3iv_p(s, t, r)
GLint s
GLint t
GLint r
CODE:
{
GLint param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glTexCoord3iv(param);
}
#//# glTexCoord3s($s, $t, $r);
void
glTexCoord3s(s, t, r)
GLshort s
GLshort t
GLshort r
#//# glTexCoord3sv_s((PACKED)v);
void
glTexCoord3sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*3);
glTexCoord3sv(v_s);
}
#//# glTexCoord3sv_c((CPTR)v);
void
glTexCoord3sv_c(v)
void * v
CODE:
glTexCoord3sv(v);
#//!!! Do we really need this? It duplicates glTexCoord3s
#//# glTexCoord3sv_p($s, $t, $r);
void
glTexCoord3sv_p(s, t, r)
GLshort s
GLshort t
GLshort r
CODE:
{
GLshort param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glTexCoord3sv(param);
}
#//# glTexCoord4d($s, $t, $r, $q);
void
glTexCoord4d(s, t, r, q)
GLdouble s
GLdouble t
GLdouble r
GLdouble q
#//# glTexCoord4dv_c((CPTR)v);
void
glTexCoord4dv_c(v)
void * v
CODE:
glTexCoord4dv(v);
#//# glTexCoord4dv_s((PACKED)v);
void
glTexCoord4dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*4);
glTexCoord4dv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord4d
#//# glTexCoord4dv_p($s, $t, $r, $q);
void
glTexCoord4dv_p(s, t, r, q)
GLdouble s
GLdouble t
GLdouble r
GLdouble q
CODE:
{
GLdouble param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glTexCoord4dv(param);
}
#//# glTexCoord4f($s, $t, $r, $q);
void
glTexCoord4f(s, t, r, q)
GLfloat s
GLfloat t
GLfloat r
GLfloat q
#//# glTexCoord4fv_c((CPTR)v);
void
glTexCoord4fv_c(v)
void * v
CODE:
glTexCoord4fv(v);
#//# glTexCoord4fv_s((PACKED)v);
void
glTexCoord4fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*4);
glTexCoord4fv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord4f
#//# glTexCoord4fv_p($s, $t, $r, $q);
void
glTexCoord4fv_p(s, t, r, q)
GLfloat s
GLfloat t
GLfloat r
GLfloat q
CODE:
{
GLfloat param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glTexCoord4fv(param);
}
#//# glTexCoord4i($s, $t, $r, $q);
void
glTexCoord4i(s, t, r, q)
GLint s
GLint t
GLint r
GLint q
#//# glTexCoord4iv_c((CPTR)v);
void
glTexCoord4iv_c(v)
void * v
CODE:
glTexCoord4iv(v);
#//# glTexCoord4iv_s((PACKED)v);
void
glTexCoord4iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*4);
glTexCoord4iv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord4i
#//# glTexCoord4iv_p($s, $t, $r, $q);
void
glTexCoord4iv_p(s, t, r, q)
GLint s
GLint t
GLint r
GLint q
CODE:
{
GLint param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glTexCoord4iv(param);
}
#//# glTexCoord4s($s, $t, $r, $q);
void
glTexCoord4s(s, t, r, q)
GLshort s
GLshort t
GLshort r
GLshort q
#//# glTexCoord4sv_c((CPTR)v);
void
glTexCoord4sv_c(v)
void * v
CODE:
glTexCoord4sv(v);
#//# glTexCoord4sv_s((PACKED)v);
void
glTexCoord4sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*4);
glTexCoord4sv(v_s);
}
#//!!! Do we really need this? It duplicates glTexCoord4s
#//# glTexCoord4sv_p($s, $t, $r, $q);
void
glTexCoord4sv_p(s, t, r, q)
GLshort s
GLshort t
GLshort r
GLshort q
CODE:
{
GLshort param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glTexCoord4sv(param);
}
#//# glRasterPos2d(x, y);
void
glRasterPos2d(x, y)
GLdouble x
GLdouble y
#//# glRasterPos2dv_c((CPTR)v);
void
glRasterPos2dv_c(v)
void * v
CODE:
glRasterPos2dv(v);
#//# glRasterPos2dv_s((PACKED)v);
void
glRasterPos2dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*2);
glRasterPos2dv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos2d
#//# glRasterPos2dv_p($x, $y);
void
glRasterPos2dv_p(x, y)
GLdouble x
GLdouble y
CODE:
{
GLdouble param[2];
param[0] = x;
param[1] = y;
glRasterPos2dv(param);
}
#//# glRasterPos2f($x, $y);
void
glRasterPos2f(x, y)
GLfloat x
GLfloat y
#//# glRasterPos2fv_c((CPTR)v);
void
glRasterPos2fv_c(v)
void * v
CODE:
glRasterPos2fv(v);
#//# glRasterPos2fv_s((PACKED)v);
void
glRasterPos2fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*2);
glRasterPos2fv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos2f
#//# glRasterPos2fv_p($x, $y);
void
glRasterPos2fv_p(x, y)
GLfloat x
GLfloat y
CODE:
{
GLfloat param[2];
param[0] = x;
param[1] = y;
glRasterPos2fv(param);
}
#//# glRasterPos2i($x, $y);
void
glRasterPos2i(x, y)
GLint x
GLint y
#//# glRasterPos2iv_c((CPTR)v);
void
glRasterPos2iv_c(v)
void * v
CODE:
glRasterPos2iv(v);
#//# glRasterPos2iv_s((PACKED)v);
void
glRasterPos2iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*2);
glRasterPos2iv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos2i
#//# glRasterPos2iv_p($x, $y);
void
glRasterPos2iv_p(x, y)
GLint x
GLint y
CODE:
{
GLint param[2];
param[0] = x;
param[1] = y;
glRasterPos2iv(param);
}
#//# glRasterPos2s($x, $y);
void
glRasterPos2s(x, y)
GLshort x
GLshort y
#//# glRasterPos2sv_c((CPTR)v);
void
glRasterPos2sv_c(v)
void * v
CODE:
glRasterPos2sv(v);
#//# glRasterPos2sv_s((PACKED)v);
void
glRasterPos2sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*2);
glRasterPos2sv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos2s
#//# glRasterPos2sv_p($x, $y);
void
glRasterPos2sv_p(x, y)
GLshort x
GLshort y
CODE:
{
GLshort param[2];
param[0] = x;
param[1] = y;
glRasterPos2sv(param);
}
#//# glRasterPos3d($x, $y, $z);
void
glRasterPos3d(x, y, z)
GLdouble x
GLdouble y
GLdouble z
#//# glRasterPos3dv_c((CPTR)v);
void
glRasterPos3dv_c(v)
void * v
CODE:
glRasterPos3dv(v);
#//# glRasterPos3dv_s((PACKED)v);
void
glRasterPos3dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*3);
glRasterPos3dv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos3d
#//# glRasterPos3dv_p($x, $y, $z);
void
glRasterPos3dv_p(x, y, z)
GLdouble x
GLdouble y
GLdouble z
CODE:
{
GLdouble param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glRasterPos3dv(param);
}
#//# glRasterPos3f($x, $y, $z);
void
glRasterPos3f(x, y, z)
GLfloat x
GLfloat y
GLfloat z
#//# glRasterPos3fv_c((CPTR)v);
void
glRasterPos3fv_c(v)
void * v
CODE:
glRasterPos3fv(v);
#//# glRasterPos3fv_s((PACKED)v);
void
glRasterPos3fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*3);
glRasterPos3fv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos3f
#//# glRasterPos3fv_p($x, $y, $z);
void
glRasterPos3fv_p(x, y, z)
GLfloat x
GLfloat y
GLfloat z
CODE:
{
GLfloat param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glRasterPos3fv(param);
}
#//# glRasterPos3i($x, $y, $z);
void
glRasterPos3i(x, y, z)
GLint x
GLint y
GLint z
#//# glRasterPos3iv_c((CPTR)v);
void
glRasterPos3iv_c(v)
void * v
CODE:
glRasterPos3iv(v);
#//# glRasterPos3iv_s((PACKED)v);
void
glRasterPos3iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*3);
glRasterPos3iv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos3i
#//# glRasterPos3iv_p($x, $y, $z);
void
glRasterPos3iv_p(x, y, z)
GLint x
GLint y
GLint z
CODE:
{
GLint param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glRasterPos3iv(param);
}
#//# glRasterPos3s($x, $y, $z);
void
glRasterPos3s(x, y, z)
GLshort x
GLshort y
GLshort z
#//# glRasterPos3sv_c((CPTR)v);
void
glRasterPos3sv_c(v)
void * v
CODE:
glRasterPos3sv(v);
#//# glRasterPos3sv_s((PACKED)v);
void
glRasterPos3sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*3);
glRasterPos3sv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos3s
#//# glRasterPos3sv_p($x, $y, $z);
void
glRasterPos3sv_p(x, y, z)
GLshort x
GLshort y
GLshort z
CODE:
{
GLshort param[3];
param[0] = x;
param[1] = y;
param[2] = z;
glRasterPos3sv(param);
}
#//# glRasterPos4d($x, $y, $z, $w);
void
glRasterPos4d(x, y, z, w)
GLdouble x
GLdouble y
GLdouble z
GLdouble w
#//# glRasterPos4dv_c((CPTR)v);
void
glRasterPos4dv_c(v)
void * v
CODE:
glRasterPos4dv(v);
#//# glRasterPos4dv_s((PACKED)v);
void
glRasterPos4dv_s(v)
SV * v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble)*4);
glRasterPos4dv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos4d
#//# glRasterPos4dv_p($x, $y, $z, $w);
void
glRasterPos4dv_p(x, y, z, w)
GLdouble x
GLdouble y
GLdouble z
GLdouble w
CODE:
{
GLdouble param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glRasterPos4dv(param);
}
#//# glRasterPos4f($x, $y, $z, $w);
void
glRasterPos4f(x, y, z, w)
GLfloat x
GLfloat y
GLfloat z
GLfloat w
#//# glRasterPos4fv_c((CPTR)v);
void
glRasterPos4fv_c(v)
void * v
CODE:
glRasterPos4fv(v);
#//# glRasterPos4fv_s((PACKED)v);
void
glRasterPos4fv_s(v)
SV * v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat)*4);
glRasterPos4fv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos4f
#//# glRasterPos4fv_p($x, $y, $z, $w);
void
glRasterPos4fv_p(x, y, z, w)
GLfloat x
GLfloat y
GLfloat z
GLfloat w
CODE:
{
GLfloat param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glRasterPos4fv(param);
}
#//# glRasterPos4i($x, $y, $z, $w);
void
glRasterPos4i(x, y, z, w)
GLint x
GLint y
GLint z
GLint w
#//# glRasterPos4iv_c((CPTR)v);
void
glRasterPos4iv_c(v)
void * v
CODE:
glRasterPos4iv(v);
#//# glRasterPos4iv_s((PACKED)v);
void
glRasterPos4iv_s(v)
SV * v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint)*4);
glRasterPos4iv(v_s);
}
#//!!! Do we really need this? It duplicates glRasterPos4i
#//# glRasterPos4iv_p($x, $y, $z, $w);
void
glRasterPos4iv_p(x, y, z, w)
GLint x
GLint y
GLint z
GLint w
CODE:
{
GLint param[4];
param[0] = x;
param[1] = y;
param[2] = z;
param[3] = w;
glRasterPos4iv(param);
}
#//# glRasterPos4s($x, $y, $z, $w);
void
glRasterPos4s(x, y, z, w)
GLshort x
GLshort y
GLshort z
GLshort w
#//# glRasterPos4sv_c((CPTR)v);
void
glRasterPos4sv_c(v)
void * v
CODE:
glRasterPos4sv(v);
#//# glRasterPos4sv_s((PACKED)v);
void
glRasterPos4sv_s(v)
SV * v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort)*4);
glRasterPos4sv(v_s);
}