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#include <stdlib.h>
#include <stdbool.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <lua.h>
#include <lauxlib.h>
#include "util/util.h"
#include "gl.h"
/* needs to be here because glad uses macros to define glBufferData */
#ifdef HONEY_TEST_H
#undef glBufferData
#define glBufferData mock_glBufferData_
#endif
int gl_init(lua_State *L);
int glad_init(lua_State *L);
int gl_terminate(lua_State *L);
int gl_get_error(lua_State *L);
int gl_enable(lua_State *L);
int gl_disable(lua_State *L);
void setup_gl(lua_State *L, int honey_index)
{
struct honey_tbl_t tbl[] = {
/* functions */
H_FUNC("Init", gl_init),
H_FUNC("InitGlad", glad_init),
H_FUNC("Terminate", gl_terminate),
H_FUNC("GetError", gl_get_error),
H_FUNC("Enable", gl_enable),
H_FUNC("Disable", gl_disable),
/******** enums ********/
/* data types */
H_INT("UNSIGNED_BYTE", GL_UNSIGNED_BYTE),
H_INT("UNSIGNED_INT", GL_UNSIGNED_INT),
H_INT("INT", GL_INT),
H_INT("FLOAT", GL_FLOAT),
/* error types */
H_INT("NO_ERROR", GL_NO_ERROR),
H_INT("INVALID_ENUM", GL_INVALID_ENUM),
H_INT("INVALID_VALUE", GL_INVALID_VALUE),
H_INT("INVALID_OPERATION", GL_INVALID_OPERATION),
H_INT("INVALID_FRAMEBUFFER_OPERATION", GL_INVALID_FRAMEBUFFER_OPERATION),
H_INT("OUT_OF_MEMORY", GL_OUT_OF_MEMORY),
/* opengl capabilities */
H_INT("DEPTH_TEST", GL_DEPTH_TEST),
H_INT("CULL_FACE", GL_CULL_FACE),
H_END
};
create_table(L, tbl);
int gl_index = lua_gettop(L);
setup_shader(L, gl_index);
setup_drawing(L, gl_index);
setup_data(L, gl_index);
setup_texture(L, gl_index);
lua_setfield(L, honey_index, "gl");
}
int gl_init(lua_State *L)
{
if (!glfwInit()) {
luaL_error(L, "failed to initialize GLFW");
}
return 0;
}
int glad_init(lua_State *L)
{
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
luaL_error(L, "failed to initialize GLAD");
}
}
int gl_terminate(lua_State *L)
{
glfwTerminate();
return 0;
}
int gl_get_error(lua_State *L)
{
lua_pushinteger(L, glGetError());
return 1;
}
int gl_enable(lua_State *L)
{
lua_Integer cap = luaL_checkinteger(L, 1);
glEnable(cap);
return 0;
}
int gl_disable(lua_State *L)
{
lua_Integer cap = luaL_checkinteger(L, 1);
glDisable(cap);
return 0;
}
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