int glCheckFramebufferStatus_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum bind_result = glCheckFramebufferStatus(target); lua_pushinteger(L, bind_result); return 1; } int glCheckNamedFramebufferStatus_bind(lua_State *L) { GLuint framebuffer = luaL_checkinteger(L, 1); GLenum target = luaL_checkinteger(L, 2); GLenum bind_result = glCheckNamedFramebufferStatus(framebuffer, target); lua_pushinteger(L, bind_result); return 1; } int glClampColor_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum clamp = luaL_checkinteger(L, 2); glClampColor(target, clamp); return 0; } int glClear_bind(lua_State *L) { GLbitfield mask = luaL_checkinteger(L, 1); glClear(mask); return 0; } int glClearBufferiv_bind(lua_State *L) { GLenum buffer = luaL_checkinteger(L, 1); GLint drawbuffer = luaL_checkinteger(L, 2); const GLint * value = get: const GLint * glClearBufferiv(buffer, drawbuffer, value); return 0; } int glClearBufferuiv_bind(lua_State *L) { GLenum buffer = luaL_checkinteger(L, 1); GLint drawbuffer = luaL_checkinteger(L, 2); const GLuint * value = get: const GLuint * glClearBufferuiv(buffer, drawbuffer, value); return 0; } int glClearBufferfv_bind(lua_State *L) { GLenum buffer = luaL_checkinteger(L, 1); GLint drawbuffer = luaL_checkinteger(L, 2); const GLfloat * value = get: const GLfloat * glClearBufferfv(buffer, drawbuffer, value); return 0; } int glClearBufferfi_bind(lua_State *L) { GLenum buffer = luaL_checkinteger(L, 1); GLint drawbuffer = luaL_checkinteger(L, 2); GLfloat depth = luaL_checknumber(L, 3); GLint stencil = luaL_checkinteger(L, 4); glClearBufferfi(buffer, drawbuffer, depth, stencil); return 0; } int glClearStencil_bind(lua_State *L) { GLint s = luaL_checkinteger(L, 1); glClearStencil(s); return 0; } int glClientWaitSync_bind(lua_State *L) { GLsync sync = luaL_checkinteger(L, 1); GLbitfield flags = luaL_checkinteger(L, 2); GLuint64 timeout = luaL_checkinteger(L, 3); GLenum bind_result = glClientWaitSync(sync, flags, timeout); lua_pushinteger(L, bind_result); return 1; } int glColorMask_bind(lua_State *L) { GLboolean red = get: GLboolean GLboolean green = get: GLboolean GLboolean blue = get: GLboolean GLboolean alpha = get: GLboolean glColorMask(red, green, blue, alpha); return 0; } int glColorMaski_bind(lua_State *L) { GLuint buf = luaL_checkinteger(L, 1); GLboolean red = get: GLboolean GLboolean green = get: GLboolean GLboolean blue = get: GLboolean GLboolean alpha = get: GLboolean glColorMaski(buf, red, green, blue, alpha); return 0; } int glCompileShader_bind(lua_State *L) { GLuint shader = luaL_checkinteger(L, 1); glCompileShader(shader); return 0; } int glCompressedTexImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLint border = luaL_checkinteger(L, 5); GLsizei imageSize = luaL_checkinteger(L, 6); const void * data = get: const void * glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); return 0; } int glCompressedTexImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); GLint border = luaL_checkinteger(L, 6); GLsizei imageSize = luaL_checkinteger(L, 7); const void * data = get: const void * glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); return 0; } int glCompressedTexImage3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); GLsizei depth = luaL_checkinteger(L, 6); GLint border = luaL_checkinteger(L, 7); GLsizei imageSize = luaL_checkinteger(L, 8); const void * data = get: const void * glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); return 0; } int glCompressedTexSubImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLenum format = luaL_checkinteger(L, 5); GLsizei imageSize = luaL_checkinteger(L, 6); const void * data = get: const void * glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); return 0; } int glCompressedTexSubImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLsizei width = luaL_checkinteger(L, 5); GLsizei height = luaL_checkinteger(L, 6); GLenum format = luaL_checkinteger(L, 7); GLsizei imageSize = luaL_checkinteger(L, 8); const void * data = get: const void * glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); return 0; } int glCompressedTexSubImage3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLint zoffset = luaL_checkinteger(L, 5); GLsizei width = luaL_checkinteger(L, 6); GLsizei height = luaL_checkinteger(L, 7); GLsizei depth = luaL_checkinteger(L, 8); GLenum format = luaL_checkinteger(L, 9); GLsizei imageSize = luaL_checkinteger(L, 10); const void * data = get: const void * glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); return 0; } int glCopyBufferSubData_bind(lua_State *L) { GLenum readTarget = luaL_checkinteger(L, 1); GLenum writeTarget = luaL_checkinteger(L, 2); GLintptr readOffset = luaL_checkinteger(L, 3); GLintptr writeOffset = luaL_checkinteger(L, 4); GLsizeiptr size = luaL_checkinteger(L, 5); glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); return 0; } int glCopyBufferSubData_bind(lua_State *L) { GLenum readTarget = luaL_checkinteger(L, 1); GLenum writeTarget = luaL_checkinteger(L, 2); GLintptr readOffset = luaL_checkinteger(L, 3); GLintptr writeOffset = luaL_checkinteger(L, 4); GLsizeiptr size = luaL_checkinteger(L, 5); glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); return 0; } int glCopyTexImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLint x = luaL_checkinteger(L, 4); GLint y = luaL_checkinteger(L, 5); GLsizei width = luaL_checkinteger(L, 6); GLint border = luaL_checkinteger(L, 7); glCopyTexImage1D(target, level, internalformat, x, y, width, border); return 0; } int glCopyTexImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLint x = luaL_checkinteger(L, 4); GLint y = luaL_checkinteger(L, 5); GLsizei width = luaL_checkinteger(L, 6); GLsizei height = luaL_checkinteger(L, 7); GLint border = luaL_checkinteger(L, 8); glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); return 0; } int glCopyTexSubImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint x = luaL_checkinteger(L, 4); GLint y = luaL_checkinteger(L, 5); GLsizei width = luaL_checkinteger(L, 6); glCopyTexSubImage1D(target, level, xoffset, x, y, width); return 0; } int glCopyTexSubImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLint x = luaL_checkinteger(L, 5); GLint y = luaL_checkinteger(L, 6); GLsizei width = luaL_checkinteger(L, 7); GLsizei height = luaL_checkinteger(L, 8); glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); return 0; } int glCopyTexSubImage3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLint zoffset = luaL_checkinteger(L, 5); GLint x = luaL_checkinteger(L, 6); GLint y = luaL_checkinteger(L, 7); GLsizei width = luaL_checkinteger(L, 8); GLsizei height = luaL_checkinteger(L, 9); glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); return 0; } int glCreateProgram_bind(lua_State *L) { void = get: GLuint bind_result = glCreateProgram(void); lua_pushinteger(L, bind_result); return 1; } int glCreateShader_bind(lua_State *L) { GLenum shaderType = luaL_checkinteger(L, 1); GLuint bind_result = glCreateShader(shaderType); lua_pushinteger(L, bind_result); return 1; } int glCreateShaderProgramv_bind(lua_State *L) { GLenum type = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const char ** strings = get: const char ** GLuint bind_result = glCreateShaderProgramv(type, count, strings); lua_pushinteger(L, bind_result); return 1; } int glCullFace_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); glCullFace(mode); return 0; }