#include #include #include #include "util/util.h" #include "glm.h" int mat4_create(lua_State *L); int mat4_set(lua_State *L); int mat4_get(lua_State *L); int mat4_identity(lua_State *L); const char *mat4_tname = "glm.mat4"; void setup_mat4(lua_State *L, int glm_tbl) { luaL_newmetatable(L, mat4_tname); lua_pop(L, 1); int tbl = hs_create_table(L, hs_str_cfunc("mat4", mat4_create), hs_str_cfunc("mat4_set", mat4_set), hs_str_cfunc("mat4_get", mat4_get), hs_str_cfunc("mat4_identity", mat4_identity), ); append_table(L, glm_tbl, tbl); lua_pop(L, 1); } int mat4_create(lua_State *L) { lua_newuserdata(L, 16*sizeof(float)); luaL_getmetatable(L, mat4_tname); lua_setmetatable(L, -2); return 1; } int mat4_set(lua_State *L) { float *matrix = luaL_checkudata(L, 1, mat4_tname); int index = luaL_checkinteger(L, 2); float value = luaL_checknumber(L, 3); array_set(L, 16, matrix, index, value); return 0; } int mat4_get(lua_State *L) { float *matrix = luaL_checkudata(L, 1, mat4_tname); int index = luaL_checkinteger(L, 2); array_get(L, 16, matrix, index); return 1; } int mat4_identity(lua_State *L) { void *m = luaL_checkudata(L, 1, mat4_tname); glm_mat4_identity(m); return 0; }