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-rw-r--r--src/opengl/bind/c.bind354
1 files changed, 354 insertions, 0 deletions
diff --git a/src/opengl/bind/c.bind b/src/opengl/bind/c.bind
new file mode 100644
index 0000000..1cf6e80
--- /dev/null
+++ b/src/opengl/bind/c.bind
@@ -0,0 +1,354 @@
+int glCheckFramebufferStatus_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum bind_result = glCheckFramebufferStatus(target);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCheckNamedFramebufferStatus_bind(lua_State *L)
+{
+ GLuint framebuffer = luaL_checkinteger(L, 1);
+ GLenum target = luaL_checkinteger(L, 2);
+ GLenum bind_result = glCheckNamedFramebufferStatus(framebuffer, target);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glClampColor_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum clamp = luaL_checkinteger(L, 2);
+ glClampColor(target, clamp);
+ return 0;
+}
+
+
+int glClear_bind(lua_State *L)
+{
+ GLbitfield mask = luaL_checkinteger(L, 1);
+ glClear(mask);
+ return 0;
+}
+
+
+int glClearBufferiv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glClearBufferiv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferuiv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glClearBufferuiv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferfv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glClearBufferfv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferfi_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ GLfloat depth = luaL_checknumber(L, 3);
+ GLint stencil = luaL_checkinteger(L, 4);
+ glClearBufferfi(buffer, drawbuffer, depth, stencil);
+ return 0;
+}
+
+
+int glClearStencil_bind(lua_State *L)
+{
+ GLint s = luaL_checkinteger(L, 1);
+ glClearStencil(s);
+ return 0;
+}
+
+
+int glClientWaitSync_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ GLbitfield flags = luaL_checkinteger(L, 2);
+ GLuint64 timeout = luaL_checkinteger(L, 3);
+ GLenum bind_result = glClientWaitSync(sync, flags, timeout);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glColorMask_bind(lua_State *L)
+{
+ GLboolean red = get: GLboolean
+ GLboolean green = get: GLboolean
+ GLboolean blue = get: GLboolean
+ GLboolean alpha = get: GLboolean
+ glColorMask(red, green, blue, alpha);
+ return 0;
+}
+
+
+int glColorMaski_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLboolean red = get: GLboolean
+ GLboolean green = get: GLboolean
+ GLboolean blue = get: GLboolean
+ GLboolean alpha = get: GLboolean
+ glColorMaski(buf, red, green, blue, alpha);
+ return 0;
+}
+
+
+int glCompileShader_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ glCompileShader(shader);
+ return 0;
+}
+
+
+int glCompressedTexImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLint border = luaL_checkinteger(L, 5);
+ GLsizei imageSize = luaL_checkinteger(L, 6);
+ const void * data = get: const void *
+ glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLint border = luaL_checkinteger(L, 6);
+ GLsizei imageSize = luaL_checkinteger(L, 7);
+ const void * data = get: const void *
+ glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLsizei depth = luaL_checkinteger(L, 6);
+ GLint border = luaL_checkinteger(L, 7);
+ GLsizei imageSize = luaL_checkinteger(L, 8);
+ const void * data = get: const void *
+ glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLenum format = luaL_checkinteger(L, 5);
+ GLsizei imageSize = luaL_checkinteger(L, 6);
+ const void * data = get: const void *
+ glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLsizei width = luaL_checkinteger(L, 5);
+ GLsizei height = luaL_checkinteger(L, 6);
+ GLenum format = luaL_checkinteger(L, 7);
+ GLsizei imageSize = luaL_checkinteger(L, 8);
+ const void * data = get: const void *
+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint zoffset = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLsizei height = luaL_checkinteger(L, 7);
+ GLsizei depth = luaL_checkinteger(L, 8);
+ GLenum format = luaL_checkinteger(L, 9);
+ GLsizei imageSize = luaL_checkinteger(L, 10);
+ const void * data = get: const void *
+ glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+ return 0;
+}
+
+
+int glCopyBufferSubData_bind(lua_State *L)
+{
+ GLenum readTarget = luaL_checkinteger(L, 1);
+ GLenum writeTarget = luaL_checkinteger(L, 2);
+ GLintptr readOffset = luaL_checkinteger(L, 3);
+ GLintptr writeOffset = luaL_checkinteger(L, 4);
+ GLsizeiptr size = luaL_checkinteger(L, 5);
+ glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+ return 0;
+}
+
+
+int glCopyBufferSubData_bind(lua_State *L)
+{
+ GLenum readTarget = luaL_checkinteger(L, 1);
+ GLenum writeTarget = luaL_checkinteger(L, 2);
+ GLintptr readOffset = luaL_checkinteger(L, 3);
+ GLintptr writeOffset = luaL_checkinteger(L, 4);
+ GLsizeiptr size = luaL_checkinteger(L, 5);
+ glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+ return 0;
+}
+
+
+int glCopyTexImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLint border = luaL_checkinteger(L, 7);
+ glCopyTexImage1D(target, level, internalformat, x, y, width, border);
+ return 0;
+}
+
+
+int glCopyTexImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLsizei height = luaL_checkinteger(L, 7);
+ GLint border = luaL_checkinteger(L, 8);
+ glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ return 0;
+}
+
+
+int glCopyTexSubImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ glCopyTexSubImage1D(target, level, xoffset, x, y, width);
+ return 0;
+}
+
+
+int glCopyTexSubImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint x = luaL_checkinteger(L, 5);
+ GLint y = luaL_checkinteger(L, 6);
+ GLsizei width = luaL_checkinteger(L, 7);
+ GLsizei height = luaL_checkinteger(L, 8);
+ glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+ return 0;
+}
+
+
+int glCopyTexSubImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint zoffset = luaL_checkinteger(L, 5);
+ GLint x = luaL_checkinteger(L, 6);
+ GLint y = luaL_checkinteger(L, 7);
+ GLsizei width = luaL_checkinteger(L, 8);
+ GLsizei height = luaL_checkinteger(L, 9);
+ glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+ return 0;
+}
+
+
+int glCreateProgram_bind(lua_State *L)
+{
+ void = get:
+ GLuint bind_result = glCreateProgram(void);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCreateShader_bind(lua_State *L)
+{
+ GLenum shaderType = luaL_checkinteger(L, 1);
+ GLuint bind_result = glCreateShader(shaderType);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCreateShaderProgramv_bind(lua_State *L)
+{
+ GLenum type = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const char ** strings = get: const char **
+ GLuint bind_result = glCreateShaderProgramv(type, count, strings);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCullFace_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ glCullFace(mode);
+ return 0;
+}
+
+