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int glTexBuffer_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum internalformat = luaL_checkinteger(L, 2);
GLuint buffer = luaL_checkinteger(L, 3);
glTexBuffer(target, internalformat, buffer);
return 0;
}
int glTexImage1D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLint border = luaL_checkinteger(L, 5);
GLenum format = luaL_checkinteger(L, 6);
GLenum type = luaL_checkinteger(L, 7);
const void * data = get: const void *
glTexImage1D(target, level, internalformat, width, border, format, type, data);
return 0;
}
int glTexImage2D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLsizei height = luaL_checkinteger(L, 5);
GLint border = luaL_checkinteger(L, 6);
GLenum format = luaL_checkinteger(L, 7);
GLenum type = luaL_checkinteger(L, 8);
const void * data = get: const void *
glTexImage2D(target, level, internalformat, width, height, border, format, type, data);
return 0;
}
int glTexImage2DMultisample_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLsizei samples = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLsizei height = luaL_checkinteger(L, 5);
GLboolean fixedsamplelocations = get: GLboolean
glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
return 0;
}
int glTexImage3D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint 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);
GLenum format = luaL_checkinteger(L, 8);
GLenum type = luaL_checkinteger(L, 9);
const void * data = get: const void *
glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, data);
return 0;
}
int glTexImage3DMultisample_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLsizei samples = 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);
GLboolean fixedsamplelocations = get: GLboolean
glTexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
return 0;
}
int glTexParameterf_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
GLfloat param = luaL_checknumber(L, 3);
glTexParameterf(target, pname, param);
return 0;
}
int glTexParameteri_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
GLint param = luaL_checkinteger(L, 3);
glTexParameteri(target, pname, param);
return 0;
}
int glTexParameterfv_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
const GLfloat * params = get: const GLfloat *
glTexParameterfv(target, pname, params);
return 0;
}
int glTexParameteriv_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
const GLint * params = get: const GLint *
glTexParameteriv(target, pname, params);
return 0;
}
int glTexParameterIiv_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
const GLint * params = get: const GLint *
glTexParameterIiv(target, pname, params);
return 0;
}
int glTexParameterIuiv_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum pname = luaL_checkinteger(L, 2);
const GLuint * params = get: const GLuint *
glTexParameterIuiv(target, pname, params);
return 0;
}
int glTexSubImage1D_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);
GLenum type = luaL_checkinteger(L, 6);
const void * pixels = get: const void *
glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
return 0;
}
int glTexSubImage2D_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);
GLenum type = luaL_checkinteger(L, 8);
const void * pixels = get: const void *
glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
return 0;
}
int glTexSubImage3D_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);
GLenum type = luaL_checkinteger(L, 10);
const void * pixels = get: const void *
glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
return 0;
}
int glTransformFeedbackVaryings_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLsizei count = luaL_checkinteger(L, 2);
const char ** varyings = get: const char **
GLenum bufferMode = luaL_checkinteger(L, 4);
glTransformFeedbackVaryings(program, count, varyings, bufferMode);
return 0;
}
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