#include "gl/glad/glad.h" #include #include #include int gl_set_viewport(lua_State *L); int gl_draw_arrays(lua_State *L); int gl_set_clear_color(lua_State *L); int gl_clear(lua_State *L); void setup_drawing(lua_State *L, int gl_index) { int primitive_types = hs_create_table(L, hs_str_int("points", GL_POINTS), hs_str_int("lines", GL_LINES), hs_str_int("triangles", GL_TRIANGLES), ); int buffer_masks = hs_create_table(L, hs_str_int("colorBuffer", GL_COLOR_BUFFER_BIT), hs_str_int("depthBuffer", GL_DEPTH_BUFFER_BIT), hs_str_int("stencilBuffer", GL_STENCIL_BUFFER_BIT), ); hs_create_table(L, hs_str_cfunc("drawArrays", gl_draw_arrays), hs_str_cfunc("setClearColor", gl_set_clear_color), hs_str_cfunc("clear", gl_clear), hs_str_cfunc("setViewport", gl_set_viewport), hs_str_tbl("primitiveType", primitive_types), hs_str_tbl("bufferMask", buffer_masks), ); lua_setfield(L, gl_index, "draw"); } int gl_set_clear_color(lua_State *L) { lua_Number r, g, b, a; hs_parse_args(L, hs_num(r), hs_num(g), hs_num(b), hs_num(a)); glClearColor(r, g, b, a); return 0; } int gl_clear(lua_State *L) { lua_Integer mask; hs_parse_args(L, hs_int(mask)); glClear(mask); return 0; } int gl_draw_arrays(lua_State *L) { lua_Integer mode, first, count; hs_parse_args(L, hs_int(mode), hs_int(first), hs_int(count)); glDrawArrays(mode, first, count); return 0; } int gl_set_viewport(lua_State *L) { lua_Integer x, y, w, h; hs_parse_args(L, hs_int(x), hs_int(y), hs_int(w), hs_int(h)); glViewport(x, y, w, h); return 0; }