220 lines
4.6 KiB
C
220 lines
4.6 KiB
C
#include "main.h"
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#include "state.h"
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#include "lua_core.h"
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#include "textures.h"
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#include "lgl.h"
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/*
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## OpenGL - Rendering
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*/
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/*
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> RL.glClear( int mask )
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Clear buffers to preset values
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*/
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int lglClear( lua_State* L ) {
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unsigned int mask = luaL_checkinteger( L, 1 );
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glClear( mask );
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return 0;
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}
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/*
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## OpenGL - Frame Buffers
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*/
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/*
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> RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
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Copy a block of pixels from one framebuffer object to another.
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Use nil RenderTexture for window framebuffer
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*/
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int lglBlitFramebuffer( lua_State* L ) {
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#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
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if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
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lua_pushnil( L );
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return 1;
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}
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Rectangle srcRect = uluaGetRectangle( L, 3 );
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Rectangle dstRect = uluaGetRectangle( L, 4 );
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int mask = luaL_checkinteger( L, 5 );
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int filter = luaL_checkinteger( L, 6 );
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if ( lua_isnil( L, 1 ) ) {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture* srcTex = uluaGetRenderTexture( L, 1 );
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glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
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}
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if ( lua_isnil( L, 2 ) ) {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture* dstTex = uluaGetRenderTexture( L, 2 );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
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}
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glBlitFramebuffer(
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srcRect.x, srcRect.y, srcRect.width, srcRect.height,
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dstRect.x, dstRect.y, dstRect.width, dstRect.height,
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mask,
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filter
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);
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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return 1;
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#endif
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}
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/*
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## OpenGL - State Management
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*/
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/*
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> RL.glEnable( int cap )
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Enable server-side GL capabilities
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*/
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int lglEnable( lua_State* L ) {
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int cap = luaL_checkinteger( L, 1 );
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glEnable( cap );
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return 0;
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}
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/*
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> RL.glDisable( int cap )
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Disable server-side GL capabilities
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*/
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int lglDisable( lua_State* L ) {
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int cap = luaL_checkinteger( L, 1 );
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glDisable( cap );
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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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Set front and back function and reference value for stencil testing
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*/
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int lglStencilFunc( lua_State* L ) {
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int func = luaL_checkinteger( L, 1 );
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int ref = luaL_checkinteger( L, 2 );
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unsigned int mask = luaL_checkinteger( L, 3 );
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glStencilFunc( func, ref, mask );
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return 0;
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}
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/*
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> RL.glStencilFuncSeparate( int face, int func, int ref, int mask )
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Set front and/or back function and reference value for stencil testing
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*/
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int lglStencilFuncSeparate( lua_State* L ) {
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int face = luaL_checkinteger( L, 1 );
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int func = luaL_checkinteger( L, 2 );
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int ref = luaL_checkinteger( L, 3 );
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unsigned int mask = luaL_checkinteger( L, 4 );
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glStencilFuncSeparate( face, func, ref, mask );
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return 0;
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}
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/*
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> RL.glStencilMask( int mask )
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Control the front and back writing of individual bits in the stencil planes
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*/
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int lglStencilMask( lua_State* L ) {
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unsigned int mask = luaL_checkinteger( L, 1 );
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glStencilMask( mask );
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return 0;
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}
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/*
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> RL.glStencilMaskSeparate( int face, int mask )
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Control the front and/or back writing of individual bits in the stencil planes
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*/
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int lglStencilMaskSeparate( lua_State* L ) {
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int face = luaL_checkinteger( L, 1 );
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unsigned int mask = luaL_checkinteger( L, 2 );
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glStencilMaskSeparate( face, mask );
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return 0;
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}
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/*
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> RL.glStencilOp( int sfail, int dpfail, int dppass )
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Set front and back stencil test actions
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*/
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int lglStencilOp( lua_State* L ) {
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int sfail = luaL_checkinteger( L, 1 );
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int dpfail = luaL_checkinteger( L, 2 );
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int dppass = luaL_checkinteger( L, 3 );
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glStencilOp( sfail, dpfail, dppass );
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return 0;
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}
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/*
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> RL.glStencilOpSeparate( int face, int sfail, int dpfail, int dppass )
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Set front and back stencil test actions
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*/
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int lglStencilOpSeparate( lua_State* L ) {
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int face = luaL_checkinteger( L, 1 );
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int sfail = luaL_checkinteger( L, 2 );
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int dpfail = luaL_checkinteger( L, 3 );
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int dppass = luaL_checkinteger( L, 4 );
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glStencilOpSeparate( face, sfail, dpfail, dppass );
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return 0;
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}
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/*
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## OpenGL - Utility
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*/
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/*
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> connection = RL.glGetString( int name, int|nil index )
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Return a string describing the current GL connection. GL_EXTENSIONS returns the extension string supported by the implementation at index
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- Success return string
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*/
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int lglGetString( lua_State* L ) {
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int name = luaL_checkinteger( L, 1 );
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if ( uluaIsNil( L, 2 ) ) {
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lua_pushstring( L, glGetString( name ) );
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}
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else {
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int index = luaL_checkinteger( L, 2 );
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lua_pushstring( L, glGetStringi( name, index ) );
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}
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return 1;
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}
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