diff options
author | sanine <sanine.not@pm.me> | 2023-03-10 02:05:18 -0600 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2023-03-10 02:05:18 -0600 |
commit | 51c7235d4e0a2df109dd5050328a0ad4a1878ae4 (patch) | |
tree | 201b065e93bf6a35d2bab0e49bcd32f7a971da94 /src/opengl/bind/v.bind | |
parent | 5bb783912ac384156b8abbe6e83a5a61da73881d (diff) |
refactor: move glfw functions into separate table
Diffstat (limited to 'src/opengl/bind/v.bind')
-rw-r--r-- | src/opengl/bind/v.bind | 742 |
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; +} + + |