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Diffstat (limited to 'src/gl/gl.c')
-rw-r--r--src/gl/gl.c229
1 files changed, 228 insertions, 1 deletions
diff --git a/src/gl/gl.c b/src/gl/gl.c
index 7b07027..7364b1c 100644
--- a/src/gl/gl.c
+++ b/src/gl/gl.c
@@ -1,4 +1,5 @@
#include <stdlib.h>
+#include <stdbool.h>
#include "gl/glad/glad.h"
#include <GLFW/glfw3.h>
#include <lua.h>
@@ -12,11 +13,34 @@
int gl_init(lua_State *L);
+int glad_init(lua_State *L);
int gl_terminate(lua_State *L);
+
+/* buffers */
int gl_create_buffer(lua_State *L);
int gl_bind_buffer(lua_State *L);
int gl_buffer_data(lua_State *L);
+int gl_vertex_array_create(lua_State *L);
+int gl_vertex_array_bind(lua_State *L);
+int gl_vertex_attrib_pointer(lua_State *L);
+
+/* shaders */
+int gl_create_shader(lua_State *L);
+int gl_shader_set_source(lua_State *L);
+int gl_shader_compile(lua_State *L);
+int gl_shader_delete(lua_State *L);
+
+int gl_program_create(lua_State *L);
+int gl_program_attach_shader(lua_State *L);
+int gl_program_link(lua_State *L);
+int gl_program_use(lua_State *L);
+
+/* drawing */
+int gl_draw_arrays(lua_State *L);
+int gl_set_clear_color(lua_State *L);
+int gl_clear(lua_State *L);
+
void setup_gl(lua_State *L, int honey_index)
{
@@ -24,13 +48,66 @@ void setup_gl(lua_State *L, int honey_index)
hs_str_int("arrayBuffer", GL_ARRAY_BUFFER),
);
+ int buffer_usage_patterns = hs_create_table(L,
+ hs_str_int("streamDraw", GL_STREAM_DRAW),
+ hs_str_int("staticDraw", GL_STATIC_DRAW),
+ hs_str_int("dynamicDraw", GL_DYNAMIC_DRAW),
+ );
+
+ int shader_types = hs_create_table(L,
+ hs_str_int("vertexShader", GL_VERTEX_SHADER),
+ hs_str_int("fragmentShader", GL_FRAGMENT_SHADER),
+ );
+
+ int primitive_types = hs_create_table(L,
+ hs_str_int("points", GL_POINTS),
+ hs_str_int("lines", GL_LINES),
+ hs_str_int("triangles", GL_TRIANGLES),
+ );
+
+ int buffer_masks = hs_create_table(L,
+ hs_str_int("colorBuffer", GL_COLOR_BUFFER_BIT),
+ hs_str_int("depthBuffer", GL_DEPTH_BUFFER_BIT),
+ hs_str_int("stencilBuffer", GL_STENCIL_BUFFER_BIT),
+ );
+
hs_create_table(L,
hs_str_cfunc("init", gl_init),
+ hs_str_cfunc("initGlad", glad_init),
hs_str_cfunc("terminate", gl_terminate),
+
+ /* buffer */
hs_str_cfunc("createBuffer", gl_create_buffer),
hs_str_cfunc("bindBuffer", gl_bind_buffer),
- hs_str_tbl("bufferTarget", buffer_binding_targets),
hs_str_cfunc("bufferData", gl_buffer_data),
+
+ hs_str_cfunc("createVertexArray", gl_vertex_array_create),
+ hs_str_cfunc("bindVertexArray", gl_vertex_array_bind),
+ hs_str_cfunc("vertexAttribPointer", gl_vertex_attrib_pointer),
+
+ hs_str_tbl("bufferTarget", buffer_binding_targets),
+ hs_str_tbl("bufferUsage", buffer_usage_patterns),
+
+ /* shader */
+ hs_str_cfunc("createShader", gl_create_shader),
+ hs_str_cfunc("setShaderSource", gl_shader_set_source),
+ hs_str_cfunc("compileShader", gl_shader_compile),
+ hs_str_cfunc("deleteShader", gl_shader_delete),
+
+ hs_str_cfunc("createProgram", gl_program_create),
+ hs_str_cfunc("programAttachShader", gl_program_attach_shader),
+ hs_str_cfunc("linkProgram", gl_program_link),
+ hs_str_cfunc("useProgram", gl_program_use),
+
+ hs_str_tbl("shaderType", shader_types),
+
+ /* drawing */
+ hs_str_cfunc("drawArrays", gl_draw_arrays),
+ hs_str_cfunc("setClearColor", gl_set_clear_color),
+ hs_str_cfunc("clear", gl_clear),
+
+ hs_str_tbl("primitiveType", primitive_types),
+ hs_str_tbl("bufferMask", buffer_masks),
);
lua_setfield(L, honey_index, "gl");
}
@@ -45,6 +122,14 @@ int gl_init(lua_State *L)
}
+int glad_init(lua_State *L)
+{
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
+ hs_throw_error(L, "failed to initialize GLAD");
+ }
+}
+
+
int gl_terminate(lua_State *L)
{
glfwTerminate();
@@ -95,3 +180,145 @@ int gl_buffer_data(lua_State *L)
free(buf);
return 0;
}
+
+
+int gl_create_shader(lua_State *L)
+{
+ lua_Integer type;
+ hs_parse_args(L, hs_int(type));
+ lua_Integer shader = glCreateShader(type);
+ lua_pushinteger(L, shader);
+ return 1;
+}
+
+
+int gl_shader_set_source(lua_State *L)
+{
+ lua_Integer shader;
+ char *code;
+ hs_parse_args(L, hs_int(shader), hs_str(code));
+ glShaderSource(shader, 1, &code, NULL);
+ return 0;
+}
+
+
+int gl_shader_compile(lua_State *L)
+{
+ lua_Integer shader;
+ hs_parse_args(L, hs_int(shader));
+ glCompileShader(shader);
+ int success; char log[1024];
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(shader, 1024, NULL, log);
+ hs_throw_error(L, "shader compilation failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_shader_delete(lua_State *L)
+{
+ lua_Integer shader;
+ hs_parse_args(L, hs_int(shader));
+ glDeleteShader(shader);
+ return 0;
+}
+
+
+int gl_program_create(lua_State *L)
+{
+ lua_Integer program = glCreateProgram();
+ lua_pushinteger(L, program);
+ return 1;
+}
+
+
+int gl_program_attach_shader(lua_State *L)
+{
+ lua_Integer program, shader;
+ hs_parse_args(L, hs_int(program), hs_int(shader)),
+ glAttachShader(program, shader);
+ return 0;
+}
+
+
+int gl_program_link(lua_State *L)
+{
+ lua_Integer program;
+ hs_parse_args(L, hs_int(program));
+ glLinkProgram(program);
+ int success; char log[1024];
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(program, 1024, NULL, log);
+ hs_throw_error(L, "shader linking failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_program_use(lua_State *L)
+{
+ lua_Integer program;
+ hs_parse_args(L, hs_int(program));
+ glUseProgram(program);
+ return 0;
+}
+
+
+int gl_vertex_array_create(lua_State *L)
+{
+ int array;
+ glGenVertexArrays(1, &array);
+ lua_pushinteger(L, array);
+ return 1;
+}
+
+
+int gl_vertex_array_bind(lua_State *L)
+{
+ lua_Integer array;
+ hs_parse_args(L, hs_int(array));
+ glBindVertexArray(array);
+ return 0;
+}
+
+
+int gl_vertex_attrib_pointer(lua_State *L)
+{
+ lua_Integer index, size, stride, offset;
+ bool normalized;
+ hs_parse_args(L, hs_int(index), hs_int(size), hs_bool(normalized), hs_int(stride), hs_int(offset));
+ glVertexAttribPointer(index, size, GL_FLOAT,
+ normalized, stride*sizeof(lua_Number),
+ (void*) (offset*sizeof(lua_Number)));
+ return 0;
+}
+
+
+int gl_set_clear_color(lua_State *L)
+{
+ lua_Number r, g, b, a;
+ hs_parse_args(L, hs_num(r), hs_num(g), hs_num(b), hs_num(a));
+ glClearColor(r, g, b, a);
+ return 0;
+}
+
+
+int gl_clear(lua_State *L)
+{
+ lua_Integer mask;
+ hs_parse_args(L, hs_int(mask));
+ glClear(mask);
+ return 0;
+}
+
+
+int gl_draw_arrays(lua_State *L)
+{
+ lua_Integer mode, first, count;
+ hs_parse_args(L, hs_int(mode), hs_int(first), hs_int(count));
+ glDrawArrays(mode, first, count);
+ return 0;
+}