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#include <stdlib.h>
#include <stdbool.h>
#include "gl/glad/glad.h"
#include <GLFW/glfw3.h>
#include <lua.h>
#include <honeysuckle.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);
/* buffers */
int gl_create_buffer(lua_State *L);
int gl_bind_buffer(lua_State *L);
int gl_buffer_data(lua_State *L);
int gl_vertex_array_create(lua_State *L);
int gl_vertex_array_bind(lua_State *L);
int gl_vertex_attrib_pointer(lua_State *L);
int gl_vertex_array_enable_attrib(lua_State *L);
/* shaders */
int gl_create_shader(lua_State *L);
int gl_shader_set_source(lua_State *L);
int gl_shader_compile(lua_State *L);
int gl_shader_delete(lua_State *L);
int gl_program_create(lua_State *L);
int gl_program_attach_shader(lua_State *L);
int gl_program_link(lua_State *L);
int gl_program_use(lua_State *L);
/* drawing */
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_gl(lua_State *L, int honey_index)
{
int error_types = hs_create_table(L,
hs_str_int("noError", GL_NO_ERROR),
hs_str_int("invalidEnum", GL_INVALID_ENUM),
hs_str_int("invalidValue", GL_INVALID_VALUE),
hs_str_int("invalidOperation", GL_INVALID_OPERATION),
hs_str_int("invalidFramebufferOperation", GL_INVALID_FRAMEBUFFER_OPERATION),
hs_str_int("outOfMemory", GL_OUT_OF_MEMORY),
);
int buffer_binding_targets = hs_create_table(L,
hs_str_int("arrayBuffer", GL_ARRAY_BUFFER),
);
int buffer_usage_patterns = hs_create_table(L,
hs_str_int("streamDraw", GL_STREAM_DRAW),
hs_str_int("staticDraw", GL_STATIC_DRAW),
hs_str_int("dynamicDraw", GL_DYNAMIC_DRAW),
);
int shader_types = hs_create_table(L,
hs_str_int("vertexShader", GL_VERTEX_SHADER),
hs_str_int("fragmentShader", GL_FRAGMENT_SHADER),
);
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("init", gl_init),
hs_str_cfunc("initGlad", glad_init),
hs_str_cfunc("terminate", gl_terminate),
hs_str_cfunc("getError", gl_get_error),
hs_str_tbl("errorType", error_types),
/* buffer */
hs_str_cfunc("createBuffer", gl_create_buffer),
hs_str_cfunc("bindBuffer", gl_bind_buffer),
hs_str_cfunc("bufferData", gl_buffer_data),
hs_str_cfunc("createVertexArray", gl_vertex_array_create),
hs_str_cfunc("bindVertexArray", gl_vertex_array_bind),
hs_str_cfunc("vertexAttribPointer", gl_vertex_attrib_pointer),
hs_str_cfunc("vertexArrayEnableAttrib", gl_vertex_array_enable_attrib),
hs_str_tbl("bufferTarget", buffer_binding_targets),
hs_str_tbl("bufferUsage", buffer_usage_patterns),
/* shader */
hs_str_cfunc("createShader", gl_create_shader),
hs_str_cfunc("setShaderSource", gl_shader_set_source),
hs_str_cfunc("compileShader", gl_shader_compile),
hs_str_cfunc("deleteShader", gl_shader_delete),
hs_str_cfunc("createProgram", gl_program_create),
hs_str_cfunc("programAttachShader", gl_program_attach_shader),
hs_str_cfunc("linkProgram", gl_program_link),
hs_str_cfunc("useProgram", gl_program_use),
hs_str_tbl("shaderType", shader_types),
/* drawing */
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, honey_index, "gl");
}
int gl_init(lua_State *L)
{
if (!glfwInit()) {
hs_throw_error(L, "failed to initialize GLFW");
}
return 0;
}
int glad_init(lua_State *L)
{
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
hs_throw_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_create_buffer(lua_State *L)
{
int buf;
glGenBuffers(1, &buf);
lua_pushinteger(L, buf);
return 1;
}
int gl_bind_buffer(lua_State *L)
{
lua_Integer target, buf;
hs_parse_args(L, hs_int(target), hs_int(buf));
glBindBuffer(target, buf);
return 0;
}
int gl_buffer_data(lua_State *L)
{
lua_Integer target, usage;
int table;
hs_parse_args(L, hs_int(target), hs_tbl(table), hs_int(usage));
/* build raw buffer */
size_t len = lua_objlen(L, table);
float *buf = malloc(len * sizeof(float));
if (buf == NULL)
hs_throw_error(L, "failed to allocate intermediary buffer");
for (int i=0; i<len; i++) {
lua_rawgeti(L, table, i+1);
if (!lua_isnumber(L, -1)) {
hs_throw_error(L, "all table items must be numbers (failed at index %d)", i);
}
buf[i] = lua_tonumber(L, -1);
printf(" [%d] %f\n", i, buf[i]);
lua_pop(L, 1);
}
printf("target: %d\n", target);
printf("GL_ARRAY_BUFFER: %d\n", GL_ARRAY_BUFFER);
/* call */
glBufferData(target, len*sizeof(float), buf, usage);
free(buf);
return 0;
}
int gl_create_shader(lua_State *L)
{
lua_Integer type;
hs_parse_args(L, hs_int(type));
lua_Integer shader = glCreateShader(type);
lua_pushinteger(L, shader);
return 1;
}
int gl_shader_set_source(lua_State *L)
{
lua_Integer shader;
char *code;
hs_parse_args(L, hs_int(shader), hs_str(code));
glShaderSource(shader, 1, &code, NULL);
return 0;
}
int gl_shader_compile(lua_State *L)
{
lua_Integer shader;
hs_parse_args(L, hs_int(shader));
glCompileShader(shader);
int success; char log[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, log);
hs_throw_error(L, "shader compilation failed: %s", log);
}
return 0;
}
int gl_shader_delete(lua_State *L)
{
lua_Integer shader;
hs_parse_args(L, hs_int(shader));
glDeleteShader(shader);
return 0;
}
int gl_program_create(lua_State *L)
{
lua_Integer program = glCreateProgram();
lua_pushinteger(L, program);
return 1;
}
int gl_program_attach_shader(lua_State *L)
{
lua_Integer program, shader;
hs_parse_args(L, hs_int(program), hs_int(shader)),
glAttachShader(program, shader);
return 0;
}
int gl_program_link(lua_State *L)
{
lua_Integer program;
hs_parse_args(L, hs_int(program));
glLinkProgram(program);
int success; char log[1024];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 1024, NULL, log);
hs_throw_error(L, "shader linking failed: %s", log);
}
return 0;
}
int gl_program_use(lua_State *L)
{
lua_Integer program;
hs_parse_args(L, hs_int(program));
glUseProgram(program);
return 0;
}
int gl_vertex_array_create(lua_State *L)
{
int array;
glGenVertexArrays(1, &array);
lua_pushinteger(L, array);
return 1;
}
int gl_vertex_array_bind(lua_State *L)
{
lua_Integer array;
hs_parse_args(L, hs_int(array));
glBindVertexArray(array);
return 0;
}
int gl_vertex_attrib_pointer(lua_State *L)
{
lua_Integer index, size, stride, offset;
bool normalized;
hs_parse_args(L, hs_int(index), hs_int(size), hs_bool(normalized), hs_int(stride), hs_int(offset));
printf("normalized: %d\n", normalized);
/*glVertexAttribPointer(index, size, GL_FLOAT,
normalized, stride*sizeof(float),
(void*) (offset*sizeof(float)));*/
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
return 0;
}
int gl_vertex_array_enable_attrib(lua_State *L)
{
lua_Integer index;
hs_parse_args(L, hs_int(index));
glEnableVertexAttribArray(index);
return 0;
}
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;
}
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