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authorsanine <sanine.not@pm.me>2023-03-10 02:05:18 -0600
committersanine <sanine.not@pm.me>2023-03-10 02:05:18 -0600
commit51c7235d4e0a2df109dd5050328a0ad4a1878ae4 (patch)
tree201b065e93bf6a35d2bab0e49bcd32f7a971da94 /src/opengl/bind/v.bind
parent5bb783912ac384156b8abbe6e83a5a61da73881d (diff)
refactor: move glfw functions into separate table
Diffstat (limited to 'src/opengl/bind/v.bind')
-rw-r--r--src/opengl/bind/v.bind742
1 files changed, 742 insertions, 0 deletions
diff --git a/src/opengl/bind/v.bind b/src/opengl/bind/v.bind
new file mode 100644
index 0000000..ec35e3f
--- /dev/null
+++ b/src/opengl/bind/v.bind
@@ -0,0 +1,742 @@
+int glValidateProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ glValidateProgram(program);
+ return 0;
+}
+
+
+int glValidateProgramPipeline_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ glValidateProgramPipeline(pipeline);
+ return 0;
+}
+
+
+int glVertexAttrib1f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ glVertexAttrib1f(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib1s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ glVertexAttrib1s(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib1d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ glVertexAttrib1d(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribI1i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ glVertexAttribI1i(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribI1ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ glVertexAttribI1ui(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib2f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ glVertexAttrib2f(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib2s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ glVertexAttrib2s(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib2d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ glVertexAttrib2d(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribI2i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ glVertexAttribI2i(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribI2ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ glVertexAttribI2ui(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib3f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ glVertexAttrib3f(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib3s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ GLshort v2 = luaL_checkinteger(L, 4);
+ glVertexAttrib3s(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib3d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ glVertexAttrib3d(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribI3i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ glVertexAttribI3i(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribI3ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ glVertexAttribI3ui(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib4f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ GLfloat v3 = luaL_checknumber(L, 5);
+ glVertexAttrib4f(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ GLshort v2 = luaL_checkinteger(L, 4);
+ GLshort v3 = luaL_checkinteger(L, 5);
+ glVertexAttrib4s(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ GLdouble v3 = luaL_checknumber(L, 5);
+ glVertexAttrib4d(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4Nub_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLubyte v0 = luaL_checkinteger(L, 2);
+ GLubyte v1 = luaL_checkinteger(L, 3);
+ GLubyte v2 = luaL_checkinteger(L, 4);
+ GLubyte v3 = luaL_checkinteger(L, 5);
+ glVertexAttrib4Nub(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribI4i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ GLint v3 = luaL_checkinteger(L, 5);
+ glVertexAttribI4i(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribI4ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ GLuint v3 = luaL_checkinteger(L, 5);
+ glVertexAttribI4ui(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribL1d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ glVertexAttribL1d(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribL2d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ glVertexAttribL2d(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribL3d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ glVertexAttribL3d(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribL4d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ GLdouble v3 = luaL_checknumber(L, 5);
+ glVertexAttribL4d(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib1fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib1fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib1sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib1sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib1dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib1dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI1iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI1iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI1uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI1uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib2fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib2sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib2dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI2iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI2iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI2uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI2uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib3fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib3sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib3dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI3iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI3iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI3uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI3uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib4fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib4sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib4dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttrib4iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4bv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttrib4bv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4ubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttrib4ubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4usv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttrib4usv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttrib4uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nbv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttrib4Nbv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nsv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib4Nsv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Niv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttrib4Niv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttrib4Nubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nusv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttrib4Nusv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nuiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttrib4Nuiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4bv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttribI4bv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4ubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttribI4ubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttribI4sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4usv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttribI4usv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI4iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI4uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL1dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL1dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL2dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL2dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL3dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL3dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL4dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL4dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribP1ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP1ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP2ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP2ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP3ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP3ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP4ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP4ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribPointer_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint size = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ GLboolean normalized = get: GLboolean
+ GLsizei stride = luaL_checkinteger(L, 5);
+ const void * pointer = get: const void *
+ glVertexAttribPointer(index, size, type, normalized, stride, pointer);
+ return 0;
+}
+
+
+int glVertexAttribIPointer_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint size = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ GLsizei stride = luaL_checkinteger(L, 4);
+ const void * pointer = get: const void *
+ glVertexAttribIPointer(index, size, type, stride, pointer);
+ return 0;
+}
+
+
+int glViewport_bind(lua_State *L)
+{
+ GLint x = luaL_checkinteger(L, 1);
+ GLint y = luaL_checkinteger(L, 2);
+ GLsizei width = luaL_checkinteger(L, 3);
+ GLsizei height = luaL_checkinteger(L, 4);
+ glViewport(x, y, width, height);
+ return 0;
+}
+
+
+int glViewportArrayv_bind(lua_State *L)
+{
+ GLuint first = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * v = get: const GLfloat *
+ glViewportArrayv(first, count, v);
+ return 0;
+}
+
+
+int glViewportIndexedf_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat x = luaL_checknumber(L, 2);
+ GLfloat y = luaL_checknumber(L, 3);
+ GLfloat w = luaL_checknumber(L, 4);
+ GLfloat h = luaL_checknumber(L, 5);
+ glViewportIndexedf(index, x, y, w, h);
+ return 0;
+}
+
+
+int glViewportIndexedfv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glViewportIndexedfv(index, v);
+ return 0;
+}
+
+