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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <lua.h>
#include <honeysuckle.h>
#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),
hs_str_int("TEXTURE_SWIZZLE_R", GL_TEXTURE_SWIZZLE_R),
hs_str_int("TEXTURE_SWIZZLE_G", GL_TEXTURE_SWIZZLE_G),
hs_str_int("TEXTURE_SWIZZLE_B", GL_TEXTURE_SWIZZLE_B),
hs_str_int("TEXTURE_SWIZZLE_A", GL_TEXTURE_SWIZZLE_A),
/* wrapping types */
hs_str_int("REPEAT", GL_REPEAT),
/* filter types */
hs_str_int("NEAREST", GL_NEAREST),
hs_str_int("LINEAR", GL_LINEAR),
/* swizzle targets */
hs_str_int("RED", GL_RED),
hs_str_int("GREEN", GL_GREEN),
hs_str_int("BLUE", GL_BLUE),
hs_str_int("ALPHA", GL_ALPHA),
hs_str_int("ZERO", GL_ZERO),
hs_str_int("ONE", GL_ONE),
);
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;
}
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