diff options
Diffstat (limited to 'src/opengl/bind/c.bind')
-rw-r--r-- | src/opengl/bind/c.bind | 354 |
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; +} + + |