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int glPatchParameteri_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
GLint value = luaL_checkinteger(L, 2);
glPatchParameteri(pname, value);
return 0;
}
int glPatchParameterfv_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
const GLfloat * values = get: const GLfloat *
glPatchParameterfv(pname, values);
return 0;
}
int glPauseTransformFeedback_bind(lua_State *L)
{
void = get:
glPauseTransformFeedback(void);
return 0;
}
int glPixelStoref_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
GLfloat param = luaL_checknumber(L, 2);
glPixelStoref(pname, param);
return 0;
}
int glPixelStorei_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
GLint param = luaL_checkinteger(L, 2);
glPixelStorei(pname, param);
return 0;
}
int glPointParameterf_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
GLfloat param = luaL_checknumber(L, 2);
glPointParameterf(pname, param);
return 0;
}
int glPointParameteri_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
GLint param = luaL_checkinteger(L, 2);
glPointParameteri(pname, param);
return 0;
}
int glPointParameterfv_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
const GLfloat * params = get: const GLfloat *
glPointParameterfv(pname, params);
return 0;
}
int glPointParameteriv_bind(lua_State *L)
{
GLenum pname = luaL_checkinteger(L, 1);
const GLint * params = get: const GLint *
glPointParameteriv(pname, params);
return 0;
}
int glPointSize_bind(lua_State *L)
{
GLfloat size = luaL_checknumber(L, 1);
glPointSize(size);
return 0;
}
int glPolygonMode_bind(lua_State *L)
{
GLenum face = luaL_checkinteger(L, 1);
GLenum mode = luaL_checkinteger(L, 2);
glPolygonMode(face, mode);
return 0;
}
int glPolygonOffset_bind(lua_State *L)
{
GLfloat factor = luaL_checknumber(L, 1);
GLfloat units = luaL_checknumber(L, 2);
glPolygonOffset(factor, units);
return 0;
}
int glPrimitiveRestartIndex_bind(lua_State *L)
{
GLuint index = luaL_checkinteger(L, 1);
glPrimitiveRestartIndex(index);
return 0;
}
int glProgramBinary_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLenum binaryFormat = luaL_checkinteger(L, 2);
const void * binary = get: const void *
GLsizei length = luaL_checkinteger(L, 4);
glProgramBinary(program, binaryFormat, binary, length);
return 0;
}
int glProgramParameteri_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
GLint value = luaL_checkinteger(L, 3);
glProgramParameteri(program, pname, value);
return 0;
}
int glProgramUniform1f_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLfloat v0 = luaL_checknumber(L, 3);
glProgramUniform1f(program, location, v0);
return 0;
}
int glProgramUniform2f_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLfloat v0 = luaL_checknumber(L, 3);
GLfloat v1 = luaL_checknumber(L, 4);
glProgramUniform2f(program, location, v0, v1);
return 0;
}
int glProgramUniform3f_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLfloat v0 = luaL_checknumber(L, 3);
GLfloat v1 = luaL_checknumber(L, 4);
GLfloat v2 = luaL_checknumber(L, 5);
glProgramUniform3f(program, location, v0, v1, v2);
return 0;
}
int glProgramUniform4f_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLfloat v0 = luaL_checknumber(L, 3);
GLfloat v1 = luaL_checknumber(L, 4);
GLfloat v2 = luaL_checknumber(L, 5);
GLfloat v3 = luaL_checknumber(L, 6);
glProgramUniform4f(program, location, v0, v1, v2, v3);
return 0;
}
int glProgramUniform1i_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLint v0 = luaL_checkinteger(L, 3);
glProgramUniform1i(program, location, v0);
return 0;
}
int glProgramUniform2i_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLint v0 = luaL_checkinteger(L, 3);
GLint v1 = luaL_checkinteger(L, 4);
glProgramUniform2i(program, location, v0, v1);
return 0;
}
int glProgramUniform3i_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLint v0 = luaL_checkinteger(L, 3);
GLint v1 = luaL_checkinteger(L, 4);
GLint v2 = luaL_checkinteger(L, 5);
glProgramUniform3i(program, location, v0, v1, v2);
return 0;
}
int glProgramUniform4i_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLint v0 = luaL_checkinteger(L, 3);
GLint v1 = luaL_checkinteger(L, 4);
GLint v2 = luaL_checkinteger(L, 5);
GLint v3 = luaL_checkinteger(L, 6);
glProgramUniform4i(program, location, v0, v1, v2, v3);
return 0;
}
int glProgramUniform1ui_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLuint v0 = luaL_checkinteger(L, 3);
glProgramUniform1ui(program, location, v0);
return 0;
}
int glProgramUniform2ui_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLuint v0 = luaL_checkinteger(L, 3);
GLuint v1 = luaL_checkinteger(L, 4);
glProgramUniform2ui(program, location, v0, v1);
return 0;
}
int glProgramUniform3ui_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLuint v0 = luaL_checkinteger(L, 3);
GLuint v1 = luaL_checkinteger(L, 4);
GLuint v2 = luaL_checkinteger(L, 5);
glProgramUniform3ui(program, location, v0, v1, v2);
return 0;
}
int glProgramUniform4ui_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLuint v0 = luaL_checkinteger(L, 3);
GLuint v1 = luaL_checkinteger(L, 4);
GLuint v2 = luaL_checkinteger(L, 5);
GLuint v3 = luaL_checkinteger(L, 6);
glProgramUniform4ui(program, location, v0, v1, v2, v3);
return 0;
}
int glProgramUniform1fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLfloat * value = get: const GLfloat *
glProgramUniform1fv(program, location, count, value);
return 0;
}
int glProgramUniform2fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLfloat * value = get: const GLfloat *
glProgramUniform2fv(program, location, count, value);
return 0;
}
int glProgramUniform3fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLfloat * value = get: const GLfloat *
glProgramUniform3fv(program, location, count, value);
return 0;
}
int glProgramUniform4fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLfloat * value = get: const GLfloat *
glProgramUniform4fv(program, location, count, value);
return 0;
}
int glProgramUniform1iv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLint * value = get: const GLint *
glProgramUniform1iv(program, location, count, value);
return 0;
}
int glProgramUniform2iv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLint * value = get: const GLint *
glProgramUniform2iv(program, location, count, value);
return 0;
}
int glProgramUniform3iv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLint * value = get: const GLint *
glProgramUniform3iv(program, location, count, value);
return 0;
}
int glProgramUniform4iv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLint * value = get: const GLint *
glProgramUniform4iv(program, location, count, value);
return 0;
}
int glProgramUniform1uiv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLuint * value = get: const GLuint *
glProgramUniform1uiv(program, location, count, value);
return 0;
}
int glProgramUniform2uiv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLuint * value = get: const GLuint *
glProgramUniform2uiv(program, location, count, value);
return 0;
}
int glProgramUniform3uiv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLuint * value = get: const GLuint *
glProgramUniform3uiv(program, location, count, value);
return 0;
}
int glProgramUniform4uiv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
const GLuint * value = get: const GLuint *
glProgramUniform4uiv(program, location, count, value);
return 0;
}
int glProgramUniformMatrix2fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix2fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix3fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix3fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix4fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix4fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix2x3fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix2x3fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix3x2fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix3x2fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix2x4fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix2x4fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix4x2fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix4x2fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix3x4fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix3x4fv(program, location, count, transpose, value);
return 0;
}
int glProgramUniformMatrix4x3fv_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLint location = luaL_checkinteger(L, 2);
GLsizei count = luaL_checkinteger(L, 3);
GLboolean transpose = get: GLboolean
const GLfloat * value = get: const GLfloat *
glProgramUniformMatrix4x3fv(program, location, count, transpose, value);
return 0;
}
int glProvokingVertex_bind(lua_State *L)
{
GLenum provokeMode = luaL_checkinteger(L, 1);
glProvokingVertex(provokeMode);
return 0;
}
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