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Diffstat (limited to 'src/gl/shader.c')
-rw-r--r--src/gl/shader.c95
1 files changed, 46 insertions, 49 deletions
diff --git a/src/gl/shader.c b/src/gl/shader.c
index 412fe2b..d78b1ef 100644
--- a/src/gl/shader.c
+++ b/src/gl/shader.c
@@ -1,7 +1,8 @@
+#include <stdbool.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <lua.h>
-#include <honeysuckle.h>
+#include <lauxlib.h>
#include "util/util.h"
int gl_create_shader(lua_State *L);
@@ -25,41 +26,42 @@ int gl_uniform_matrix_4fv(lua_State *L);
void setup_shader(lua_State *L, int gl_index)
{
- int tbl = hs_create_table(L,
+ struct honey_tbl_t tbl[] = {
/* functions */
- hs_str_cfunc("CreateShader", gl_create_shader),
- hs_str_cfunc("ShaderSource", gl_shader_set_source),
- hs_str_cfunc("CompileShader", gl_shader_compile),
- hs_str_cfunc("DeleteShader", gl_shader_delete),
+ H_FUNC("CreateShader", gl_create_shader),
+ H_FUNC("ShaderSource", gl_shader_set_source),
+ H_FUNC("CompileShader", gl_shader_compile),
+ H_FUNC("DeleteShader", gl_shader_delete),
- hs_str_cfunc("CreateProgram", gl_program_create),
- hs_str_cfunc("AttachShader", gl_program_attach_shader),
- hs_str_cfunc("LinkProgram", gl_program_link),
- hs_str_cfunc("UseProgram", gl_program_use),
+ H_FUNC("CreateProgram", gl_program_create),
+ H_FUNC("AttachShader", gl_program_attach_shader),
+ H_FUNC("LinkProgram", gl_program_link),
+ H_FUNC("UseProgram", gl_program_use),
- hs_str_cfunc("GetUniformLocation", gl_uniform_get_location),
- hs_str_cfunc("Uniform1i", gl_uniform_1i),
- hs_str_cfunc("Uniform1f", gl_uniform_1i),
- hs_str_cfunc("Uniform3f", gl_uniform_1i),
- hs_str_cfunc("Uniform4f", gl_uniform_4f),
+ H_FUNC("GetUniformLocation", gl_uniform_get_location),
+ H_FUNC("Uniform1i", gl_uniform_1i),
+ H_FUNC("Uniform1f", gl_uniform_1i),
+ H_FUNC("Uniform3f", gl_uniform_1i),
+ H_FUNC("Uniform4f", gl_uniform_4f),
- hs_str_cfunc("UniformMatrix4fv", gl_uniform_matrix_4fv),
+ H_FUNC("UniformMatrix4fv", gl_uniform_matrix_4fv),
/******** enums ********/
/* shader types */
- hs_str_int("VERTEX_SHADER", GL_VERTEX_SHADER),
- hs_str_int("FRAGMENT_SHADER", GL_FRAGMENT_SHADER),
- );
+ H_INT("VERTEX_SHADER", GL_VERTEX_SHADER),
+ H_INT("FRAGMENT_SHADER", GL_FRAGMENT_SHADER),
- append_table(L, gl_index, tbl);
+ H_END
+ };
+ create_table(L, tbl);
+ append_table(L, gl_index, lua_gettop(L));
lua_pop(L, 1);
}
int gl_create_shader(lua_State *L)
{
- lua_Integer type;
- hs_parse_args(L, hs_int(type));
+ lua_Integer type = luaL_checkinteger(L, 1);
lua_Integer shader = glCreateShader(type);
lua_pushinteger(L, shader);
return 1;
@@ -68,9 +70,8 @@ int gl_create_shader(lua_State *L)
int gl_shader_set_source(lua_State *L)
{
- lua_Integer shader;
- char *code;
- hs_parse_args(L, hs_int(shader), hs_str(code));
+ lua_Integer shader = luaL_checkinteger(L, 1);
+ const char *code = luaL_checkstring(L, 2);
glShaderSource(shader, 1, (const GLchar * const*)&code, NULL);
return 0;
}
@@ -78,14 +79,13 @@ int gl_shader_set_source(lua_State *L)
int gl_shader_compile(lua_State *L)
{
- lua_Integer shader;
- hs_parse_args(L, hs_int(shader));
+ lua_Integer shader = luaL_checkinteger(L, 1);
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);
+ luaL_error(L, "shader compilation failed: %s", log);
}
return 0;
}
@@ -93,8 +93,7 @@ int gl_shader_compile(lua_State *L)
int gl_shader_delete(lua_State *L)
{
- lua_Integer shader;
- hs_parse_args(L, hs_int(shader));
+ lua_Integer shader = luaL_checkinteger(L, 1);
glDeleteShader(shader);
return 0;
}
@@ -111,7 +110,8 @@ int gl_program_create(lua_State *L)
int gl_program_attach_shader(lua_State *L)
{
lua_Integer program, shader;
- hs_parse_args(L, hs_int(program), hs_int(shader)),
+ program = luaL_checkinteger(L, 1);
+ shader = luaL_checkinteger(L, 2);
glAttachShader(program, shader);
return 0;
}
@@ -119,14 +119,13 @@ int gl_program_attach_shader(lua_State *L)
int gl_program_link(lua_State *L)
{
- lua_Integer program;
- hs_parse_args(L, hs_int(program));
+ lua_Integer program = luaL_checkinteger(L, 1);
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);
+ luaL_error(L, "shader linking failed: %s", log);
}
return 0;
}
@@ -134,8 +133,7 @@ int gl_program_link(lua_State *L)
int gl_program_use(lua_State *L)
{
- lua_Integer program;
- hs_parse_args(L, hs_int(program));
+ lua_Integer program = luaL_checkinteger(L, 1);
glUseProgram(program);
return 0;
}
@@ -143,9 +141,8 @@ int gl_program_use(lua_State *L)
int gl_uniform_get_location(lua_State *L)
{
- lua_Integer program;
- char *name;
- hs_parse_args(L, hs_int(program), hs_str(name));
+ lua_Integer program = luaL_checkinteger(L, 1);
+ const char *name = luaL_checkstring(L, 2);
int location = glGetUniformLocation(program, (const GLchar*)name);
lua_pushinteger(L, location);
return 1;
@@ -155,7 +152,8 @@ int gl_uniform_get_location(lua_State *L)
int gl_uniform_1i(lua_State *L)
{
lua_Integer location, v0;
- hs_parse_args(L, hs_int(location), hs_int(v0));
+ location = luaL_checkinteger(L, 1);
+ v0 = luaL_checkinteger(L, 2);
glUniform1i(location, v0);
return 0;
}
@@ -183,9 +181,11 @@ int gl_uniform_3f(lua_State *L)
int gl_uniform_4f(lua_State *L)
{
- lua_Integer location;
- lua_Number v0, v1, v2, v3;
- hs_parse_args(L, hs_int(location), hs_num(v0), hs_num(v1), hs_num(v2), hs_num(v3));
+ lua_Integer location = luaL_checkinteger(L, 1);
+ lua_Number v0 = luaL_checknumber(L, 2);
+ lua_Number v1 = luaL_checknumber(L, 3);
+ lua_Number v2 = luaL_checknumber(L, 4);
+ lua_Number v3 = luaL_checknumber(L, 5);
glUniform4f(location, v0, v1, v2, v3);
return 0;
}
@@ -193,12 +193,9 @@ int gl_uniform_4f(lua_State *L)
int gl_uniform_matrix_4fv(lua_State *L)
{
- lua_Integer location;
- bool transpose;
- void *ptr;
- hs_parse_args(L, hs_int(location), hs_bool(transpose), hs_user(ptr));
-
- float *value = ptr;
+ lua_Integer location = luaL_checkinteger(L, 1);
+ bool transpose = lua_toboolean(L, 2);
+ float *value = lua_touserdata(L, 3);
glUniformMatrix4fv(location, 1, transpose, value);
return 0;
}