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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <lua.h>
#include <lauxlib.h>
#include "util/util.h"
int gl_set_viewport(lua_State *L);
int gl_draw_arrays(lua_State *L);
int gl_draw_elements(lua_State *L);
int gl_set_clear_color(lua_State *L);
int gl_clear(lua_State *L);
int gl_gen_framebuffers(lua_State *L);
int gl_bind_framebuffer(lua_State *L);
int gl_framebuffer_texture_2d(lua_State *L);
void setup_drawing(lua_State *L, int gl_index)
{
struct honey_tbl_t tbl[] = {
/* functions */
H_FUNC("DrawArrays", gl_draw_arrays),
H_FUNC("DrawElements", gl_draw_elements),
H_FUNC("ClearColor", gl_set_clear_color),
H_FUNC("Clear", gl_clear),
H_FUNC("Viewport", gl_set_viewport),
/******** enums ********/
/* rendering primitives */
H_INT("POINTS", GL_POINTS),
H_INT("LINES", GL_LINES),
H_INT("TRIANGLES", GL_TRIANGLES),
/* clear bitmasks */
H_INT("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT),
H_INT("DEPTH_BUFFER_BIT", GL_DEPTH_BUFFER_BIT),
H_INT("STENCIL_BUFFER_BIT", GL_STENCIL_BUFFER_BIT),
H_END
};
create_table(L, tbl);
append_table(L, gl_index, lua_gettop(L));
lua_pop(L, 1);
}
int gl_set_clear_color(lua_State *L)
{
lua_Number r, g, b, a;
r = luaL_checknumber(L, 1);
g = luaL_checknumber(L, 2);
b = luaL_checknumber(L, 3);
a = luaL_checknumber(L, 4);
glClearColor(r, g, b, a);
return 0;
}
int gl_clear(lua_State *L)
{
lua_Integer mask = luaL_checkinteger(L, 1);
glClear(mask);
return 0;
}
int gl_draw_arrays(lua_State *L)
{
lua_Integer mode, first, count;
mode = luaL_checkinteger(L, 1);
first = luaL_checkinteger(L, 2);
count = luaL_checkinteger(L, 3);
glDrawArrays(mode, first, count);
return 0;
}
int gl_draw_elements(lua_State *L)
{
lua_Integer mode, count, type, offset;
mode = luaL_checkinteger(L, 1);
count = luaL_checkinteger(L, 2);
type = luaL_checkinteger(L, 3);
offset = luaL_checkinteger(L, 4);
glDrawElements(mode, count, type, (const void*)offset);
return 0;
}
int gl_set_viewport(lua_State *L)
{
lua_Integer x, y, w, h;
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
w = luaL_checkinteger(L, 3);
h = luaL_checkinteger(L, 4);
glViewport(x, y, w, h);
return 0;
}
int gl_gen_framebuffers(lua_State *L)
{
int framebuffer;
glGenFramebuffers(1, &framebuffer);
lua_pushinteger(L, framebuffer);
return 1;
}
int gl_bind_framebuffer(lua_State *L)
{
int target = luaL_checkinteger(L, 1);
int framebuffer = luaL_checkinteger(L, 2);
glBindFramebuffer(target, framebuffer);
return 0;
}
int gl_framebuffer_texture_2d(lua_State *L)
{
int target = luaL_checkinteger(L, 1);
int attachment = luaL_checkinteger(L, 2);
int textarget = luaL_checkinteger(L, 3);
int texture = luaL_checkinteger(L, 4);
int level = luaL_checkinteger(L, 5);
glFramebufferTexture2D(target, attachment, textarget, texture, level);
return 0;
}
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