#include "gl/glad/glad.h" #include #include #include #include "util/util.h" int gl_texture_create(lua_State *L); int gl_texture_bind(lua_State *L); int gl_texture_image_2d(lua_State *L); int gl_texture_generate_mipmaps(lua_State *L); int gl_texture_set_active(lua_State *L); int gl_tex_parameter_i(lua_State *L); void setup_texture(lua_State *L, int gl_index) { int tbl = hs_create_table(L, /* functions */ hs_str_cfunc("GenTextures", gl_texture_create), hs_str_cfunc("BindTexture", gl_texture_bind), hs_str_cfunc("TexImage2D", gl_texture_image_2d), hs_str_cfunc("GenerateMipmap", gl_texture_generate_mipmaps), hs_str_cfunc("ActiveTexture", gl_texture_set_active), hs_str_cfunc("TexParameteri", gl_tex_parameter_i), /******** enums ********/ /* texture binding targets */ hs_str_int("TEXTURE_2D", GL_TEXTURE_2D), /* texture data formats */ hs_str_int("RGB", GL_RGB), hs_str_int("RGBA", GL_RGBA), /* texture parameters */ hs_str_int("TEXTURE_WRAP_S", GL_TEXTURE_WRAP_S), hs_str_int("TEXTURE_WRAP_T", GL_TEXTURE_WRAP_T), hs_str_int("TEXTURE_MIN_FILTER", GL_TEXTURE_MIN_FILTER), hs_str_int("TEXTURE_MAG_FILTER", GL_TEXTURE_MAG_FILTER), /* wrapping types */ hs_str_int("REPEAT", GL_REPEAT), /* filter types */ hs_str_int("NEAREST", GL_NEAREST), hs_str_int("LINEAR", GL_LINEAR), ); append_table(L, gl_index, tbl); lua_pop(L, 1); } int gl_texture_create(lua_State *L) { unsigned int texture; glGenTextures(1, &texture); lua_pushinteger(L, texture); return 1; } int gl_texture_bind(lua_State *L) { lua_Integer target, texture; hs_parse_args(L, hs_int(target), hs_int(texture)); glBindTexture(target, texture); return 0; } int gl_texture_image_2d(lua_State *L) { lua_Integer target, mipmap_level, internal_format, width, height, format, type; void *data; hs_parse_args(L, hs_int(target), hs_int(mipmap_level), hs_int(internal_format), hs_int(width), hs_int(height), hs_int(format), hs_int(type), hs_light(data) ); glTexImage2D(target, mipmap_level, internal_format, width, height, 0, format, type, data); return 0; } int gl_texture_generate_mipmaps(lua_State *L) { lua_Integer target; hs_parse_args(L, hs_int(target)); glGenerateMipmap(target); return 0; } int gl_texture_set_active(lua_State *L) { lua_Integer unit; hs_parse_args(L, hs_int(unit)); glActiveTexture(GL_TEXTURE0 + unit); return 0; } int gl_tex_parameter_i(lua_State *L) { lua_Integer target, pname, param; hs_parse_args(L, hs_int(target), hs_int(pname), hs_int(param)); glTexParameteri(target, pname, param); return 0; }