diff options
Diffstat (limited to 'src/opengl/bind/u.bind')
-rw-r--r-- | src/opengl/bind/u.bind | 382 |
1 files changed, 382 insertions, 0 deletions
diff --git a/src/opengl/bind/u.bind b/src/opengl/bind/u.bind new file mode 100644 index 0000000..07785a8 --- /dev/null +++ b/src/opengl/bind/u.bind @@ -0,0 +1,382 @@ +int glUniform1f_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLfloat v0 = luaL_checknumber(L, 2); + glUniform1f(location, v0); + return 0; +} + + +int glUniform2f_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLfloat v0 = luaL_checknumber(L, 2); + GLfloat v1 = luaL_checknumber(L, 3); + glUniform2f(location, v0, v1); + return 0; +} + + +int glUniform3f_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLfloat v0 = luaL_checknumber(L, 2); + GLfloat v1 = luaL_checknumber(L, 3); + GLfloat v2 = luaL_checknumber(L, 4); + glUniform3f(location, v0, v1, v2); + return 0; +} + + +int glUniform4f_bind(lua_State *L) +{ + GLint location = 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); + glUniform4f(location, v0, v1, v2, v3); + return 0; +} + + +int glUniform1i_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLint v0 = luaL_checkinteger(L, 2); + glUniform1i(location, v0); + return 0; +} + + +int glUniform2i_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLint v0 = luaL_checkinteger(L, 2); + GLint v1 = luaL_checkinteger(L, 3); + glUniform2i(location, v0, v1); + return 0; +} + + +int glUniform3i_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLint v0 = luaL_checkinteger(L, 2); + GLint v1 = luaL_checkinteger(L, 3); + GLint v2 = luaL_checkinteger(L, 4); + glUniform3i(location, v0, v1, v2); + return 0; +} + + +int glUniform4i_bind(lua_State *L) +{ + GLint location = 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); + glUniform4i(location, v0, v1, v2, v3); + return 0; +} + + +int glUniform1ui_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLuint v0 = luaL_checkinteger(L, 2); + glUniform1ui(location, v0); + return 0; +} + + +int glUniform2ui_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLuint v0 = luaL_checkinteger(L, 2); + GLuint v1 = luaL_checkinteger(L, 3); + glUniform2ui(location, v0, v1); + return 0; +} + + +int glUniform3ui_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLuint v0 = luaL_checkinteger(L, 2); + GLuint v1 = luaL_checkinteger(L, 3); + GLuint v2 = luaL_checkinteger(L, 4); + glUniform3ui(location, v0, v1, v2); + return 0; +} + + +int glUniform4ui_bind(lua_State *L) +{ + GLint location = 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); + glUniform4ui(location, v0, v1, v2, v3); + return 0; +} + + +int glUniform1fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLfloat * value = get: const GLfloat * + glUniform1fv(location, count, value); + return 0; +} + + +int glUniform2fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLfloat * value = get: const GLfloat * + glUniform2fv(location, count, value); + return 0; +} + + +int glUniform3fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLfloat * value = get: const GLfloat * + glUniform3fv(location, count, value); + return 0; +} + + +int glUniform4fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLfloat * value = get: const GLfloat * + glUniform4fv(location, count, value); + return 0; +} + + +int glUniform1iv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLint * value = get: const GLint * + glUniform1iv(location, count, value); + return 0; +} + + +int glUniform2iv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLint * value = get: const GLint * + glUniform2iv(location, count, value); + return 0; +} + + +int glUniform3iv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLint * value = get: const GLint * + glUniform3iv(location, count, value); + return 0; +} + + +int glUniform4iv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLint * value = get: const GLint * + glUniform4iv(location, count, value); + return 0; +} + + +int glUniform1uiv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLuint * value = get: const GLuint * + glUniform1uiv(location, count, value); + return 0; +} + + +int glUniform2uiv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLuint * value = get: const GLuint * + glUniform2uiv(location, count, value); + return 0; +} + + +int glUniform3uiv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLuint * value = get: const GLuint * + glUniform3uiv(location, count, value); + return 0; +} + + +int glUniform4uiv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLuint * value = get: const GLuint * + glUniform4uiv(location, count, value); + return 0; +} + + +int glUniformMatrix2fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix2fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix3fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix3fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix4fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix4fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix2x3fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix2x3fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix3x2fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix3x2fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix2x4fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix2x4fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix4x2fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix4x2fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix3x4fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix3x4fv(location, count, transpose, value); + return 0; +} + + +int glUniformMatrix4x3fv_bind(lua_State *L) +{ + GLint location = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + GLboolean transpose = get: GLboolean + const GLfloat * value = get: const GLfloat * + glUniformMatrix4x3fv(location, count, transpose, value); + return 0; +} + + +int glUniformSubroutinesuiv_bind(lua_State *L) +{ + GLenum shadertype = luaL_checkinteger(L, 1); + GLsizei count = luaL_checkinteger(L, 2); + const GLuint * indices = get: const GLuint * + glUniformSubroutinesuiv(shadertype, count, indices); + return 0; +} + + +int glUnmapBuffer_bind(lua_State *L) +{ + GLenum target = luaL_checkinteger(L, 1); + GLboolean bind_result = glUnmapBuffer(target); + /* push result */ + return /* count */; +} + + +int glUseProgram_bind(lua_State *L) +{ + GLuint program = luaL_checkinteger(L, 1); + glUseProgram(program); + return 0; +} + + +int glUseProgramStages_bind(lua_State *L) +{ + GLuint pipeline = luaL_checkinteger(L, 1); + GLbitfield stages = luaL_checkinteger(L, 2); + GLuint program = luaL_checkinteger(L, 3); + glUseProgramStages(pipeline, stages, program); + return 0; +} + + |