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-rw-r--r--src/opengl/bind/u.bind382
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;
+}
+
+