glDepthRange and glPolygonOffset.
This commit is contained in:
28
src/gl.c
28
src/gl.c
@@ -77,6 +77,20 @@ int lglBlitFramebuffer( lua_State* L ) {
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## OpenGL - State Management
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*/
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/*
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> RL.glDepthRange( float nearVal, float farVal )
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Specify mapping of depth values from normalized device coordinates to window coordinates
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*/
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int lglDepthRange( lua_State* L ) {
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float nearVal = luaL_checknumber( L, 1 );
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float farVal = luaL_checknumber( L, 2 );
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glDepthRange( nearVal, farVal );
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return 0;
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}
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/*
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> RL.glEnable( int cap )
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@@ -103,6 +117,20 @@ int lglDisable( lua_State* L ) {
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return 0;
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}
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/*
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> RL.glPolygonOffset( float factor, float units )
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Set the scale and units used to calculate depth values
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*/
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int lglPolygonOffset( lua_State* L ) {
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float factor = luaL_checknumber( L, 1 );
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float units = luaL_checknumber( L, 2 );
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glPolygonOffset( factor, units );
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return 0;
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}
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/*
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> RL.glStencilFunc( int func, int ref, int mask )
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@@ -983,6 +983,8 @@ static void defineGlobals() {
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assignGlobalInt( GL_DEPTH_TEST, "GL_DEPTH_TEST" ); // If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef
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assignGlobalInt( GL_DITHER, "GL_DITHER" ); // If enabled, dither color components or indices before they are written to the color buffer
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assignGlobalInt( GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" ); // If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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assignGlobalInt( GL_POLYGON_OFFSET_LINE, "GL_POLYGON_OFFSET_LINE" );
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assignGlobalInt( GL_POLYGON_OFFSET_POINT, "GL_POLYGON_OFFSET_POINT" );
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assignGlobalInt( GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" ); // If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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assignGlobalInt( GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" ); // If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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assignGlobalInt( GL_SCISSOR_TEST, "GL_SCISSOR_TEST" ); // If enabled, discard fragments that are outside the scissor rectangle. See glScissor
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@@ -2323,8 +2325,10 @@ void luaRegister() {
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/* Frame Buffers. */
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assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
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/* State Management. */
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assingGlobalFunction( "glDepthRange", lglDepthRange );
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assingGlobalFunction( "glEnable", lglEnable );
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assingGlobalFunction( "glDisable", lglDisable );
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assingGlobalFunction( "glPolygonOffset", lglPolygonOffset );
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assingGlobalFunction( "glStencilFunc", lglStencilFunc );
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assingGlobalFunction( "glStencilFuncSeparate", lglStencilFuncSeparate );
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assingGlobalFunction( "glStencilMask", lglStencilMask );
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@@ -1317,7 +1317,7 @@ int lmodelsGenMeshTangents( lua_State* L ) {
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/*
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> meshData = RL.GetMeshData( Mesh mesh )
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Get mesh data as table.
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Get mesh vertex attributes data as table.
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- Success return Mesh{}
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*/
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@@ -117,7 +117,7 @@ int lguiGuiGetState( lua_State* L ) {
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}
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/*
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> RL.GuiSetSliderDragging()
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> RL.GuiSetSliderDragging( bool dragging )
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Set guiSliderDragging
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*/
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@@ -143,7 +143,7 @@ int lguiGuiGetSliderDragging( lua_State* L ) {
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}
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/*
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> RL.GuiSetSliderActive()
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> RL.GuiSetSliderActive( Rectange rect )
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Set guiSliderActive
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*/
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