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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;
}