Files
reilua-enhanced/src/gl.c

220 lines
4.6 KiB
C

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