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-rw-r--r--include/lrlgl.h278
1 files changed, 139 insertions, 139 deletions
diff --git a/include/lrlgl.h b/include/lrlgl.h
index 71d9641..b9c45b1 100644
--- a/include/lrlgl.h
+++ b/include/lrlgl.h
@@ -1,158 +1,158 @@
#pragma once
/* Matrix operations */
-int lrlglMatrixMode( lua_State *L );
-int lrlglPushMatrix( lua_State *L );
-int lrlglPopMatrix( lua_State *L );
-int lrlglLoadIdentity( lua_State *L );
-int lrlglTranslatef( lua_State *L );
-int lrlglRotatef( lua_State *L );
-int lrlglScalef( lua_State *L );
-int lrlglMultMatrixf( lua_State *L );
-int lrlglFrustum( lua_State *L );
-int lrlglOrtho( lua_State *L );
-int lrlglViewport( lua_State *L );
+int lrlglMatrixMode( lua_State* L );
+int lrlglPushMatrix( lua_State* L );
+int lrlglPopMatrix( lua_State* L );
+int lrlglLoadIdentity( lua_State* L );
+int lrlglTranslatef( lua_State* L );
+int lrlglRotatef( lua_State* L );
+int lrlglScalef( lua_State* L );
+int lrlglMultMatrixf( lua_State* L );
+int lrlglFrustum( lua_State* L );
+int lrlglOrtho( lua_State* L );
+int lrlglViewport( lua_State* L );
/* Vertex level operations */
-int lrlglBegin( lua_State *L );
-int lrlglEnd( lua_State *L );
-int lrlglVertex2f( lua_State *L );
-int lrlglVertex3f( lua_State *L );
-int lrlglTexCoord2f( lua_State *L );
-int lrlglNormal3f( lua_State *L );
-int lrlglColor4ub( lua_State *L );
-int lrlglColor3f( lua_State *L );
-int lrlglColor4f( lua_State *L );
+int lrlglBegin( lua_State* L );
+int lrlglEnd( lua_State* L );
+int lrlglVertex2f( lua_State* L );
+int lrlglVertex3f( lua_State* L );
+int lrlglTexCoord2f( lua_State* L );
+int lrlglNormal3f( lua_State* L );
+int lrlglColor4ub( lua_State* L );
+int lrlglColor3f( lua_State* L );
+int lrlglColor4f( lua_State* L );
/* Vertex buffers state */
-int lrlglEnableVertexArray( lua_State *L );
-int lrlglDisableVertexArray( lua_State *L );
-int lrlglEnableVertexBuffer( lua_State *L );
-int lrlglDisableVertexBuffer( lua_State *L );
-int lrlglEnableVertexBufferElement( lua_State *L );
-int lrlglDisableVertexBufferElement( lua_State *L );
-int lrlglEnableVertexAttribute( lua_State *L );
-int lrlglDisableVertexAttribute( lua_State *L );
+int lrlglEnableVertexArray( lua_State* L );
+int lrlglDisableVertexArray( lua_State* L );
+int lrlglEnableVertexBuffer( lua_State* L );
+int lrlglDisableVertexBuffer( lua_State* L );
+int lrlglEnableVertexBufferElement( lua_State* L );
+int lrlglDisableVertexBufferElement( lua_State* L );
+int lrlglEnableVertexAttribute( lua_State* L );
+int lrlglDisableVertexAttribute( lua_State* L );
/* Textures state */
-int lrlglActiveTextureSlot( lua_State *L );
-int lrlglEnableTexture( lua_State *L );
-int lrlglDisableTexture( lua_State *L );
-int lrlglEnableTextureCubemap( lua_State *L );
-int lrlglDisableTextureCubemap( lua_State *L );
-int lrlglTextureParameters( lua_State *L );
-int lrlglCubemapParameters( lua_State *L );
+int lrlglActiveTextureSlot( lua_State* L );
+int lrlglEnableTexture( lua_State* L );
+int lrlglDisableTexture( lua_State* L );
+int lrlglEnableTextureCubemap( lua_State* L );
+int lrlglDisableTextureCubemap( lua_State* L );
+int lrlglTextureParameters( lua_State* L );
+int lrlglCubemapParameters( lua_State* L );
/* Shader state. */
-int lrlglEnableShader( lua_State *L );
-int lrlglDisableShader( lua_State *L );
+int lrlglEnableShader( lua_State* L );
+int lrlglDisableShader( lua_State* L );
/* Framebuffer state. */
-int lrlglEnableFramebuffer( lua_State *L );
-int lrlglDisableFramebuffer( lua_State *L );
-int lrlglActiveDrawBuffers( lua_State *L );
+int lrlglEnableFramebuffer( lua_State* L );
+int lrlglDisableFramebuffer( lua_State* L );
+int lrlglActiveDrawBuffers( lua_State* L );
/* General render state. */
-int lrlglEnableColorBlend( lua_State *L );
-int lrlglDisableColorBlend( lua_State *L );
-int lrlglEnableDepthTest( lua_State *L );
-int lrlglDisableDepthTest( lua_State *L );
-int lrlglEnableDepthMask( lua_State *L );
-int lrlglDisableDepthMask( lua_State *L );
-int lrlglEnableBackfaceCulling( lua_State *L );
-int lrlglDisableBackfaceCulling( lua_State *L );
-int lrlglSetCullFace( lua_State *L );
-int lrlglEnableScissorTest( lua_State *L );
-int lrlglDisableScissorTest( lua_State *L );
-int lrlglScissor( lua_State *L );
-int lrlglEnableWireMode( lua_State *L );
-int lrlglDisableWireMode( lua_State *L );
-int lrlglSetLineWidth( lua_State *L );
-int lrlglGetLineWidth( lua_State *L );
-int lrlglEnableSmoothLines( lua_State *L );
-int lrlglDisableSmoothLines( lua_State *L );
-int lrlglEnableStereoRender( lua_State *L );
-int lrlglDisableStereoRender( lua_State *L );
-int lrlglIsStereoRenderEnabled( lua_State *L );
-int lrlglClearColor( lua_State *L );
-int lrlglClearScreenBuffers( lua_State *L );
-int lrlglCheckErrors( lua_State *L );
-int lrlglSetBlendMode( lua_State *L );
-int lrlglSetBlendFactors( lua_State *L );
-int lrlglSetBlendFactorsSeparate( lua_State *L );
+int lrlglEnableColorBlend( lua_State* L );
+int lrlglDisableColorBlend( lua_State* L );
+int lrlglEnableDepthTest( lua_State* L );
+int lrlglDisableDepthTest( lua_State* L );
+int lrlglEnableDepthMask( lua_State* L );
+int lrlglDisableDepthMask( lua_State* L );
+int lrlglEnableBackfaceCulling( lua_State* L );
+int lrlglDisableBackfaceCulling( lua_State* L );
+int lrlglSetCullFace( lua_State* L );
+int lrlglEnableScissorTest( lua_State* L );
+int lrlglDisableScissorTest( lua_State* L );
+int lrlglScissor( lua_State* L );
+int lrlglEnableWireMode( lua_State* L );
+int lrlglDisableWireMode( lua_State* L );
+int lrlglSetLineWidth( lua_State* L );
+int lrlglGetLineWidth( lua_State* L );
+int lrlglEnableSmoothLines( lua_State* L );
+int lrlglDisableSmoothLines( lua_State* L );
+int lrlglEnableStereoRender( lua_State* L );
+int lrlglDisableStereoRender( lua_State* L );
+int lrlglIsStereoRenderEnabled( lua_State* L );
+int lrlglClearColor( lua_State* L );
+int lrlglClearScreenBuffers( lua_State* L );
+int lrlglCheckErrors( lua_State* L );
+int lrlglSetBlendMode( lua_State* L );
+int lrlglSetBlendFactors( lua_State* L );
+int lrlglSetBlendFactorsSeparate( lua_State* L );
/* Initialization functions */
-int lrlglGetVersion( lua_State *L );
-int lrlglSetFramebufferWidth( lua_State *L );
-int lrlglGetFramebufferWidth( lua_State *L );
-int lrlglSetFramebufferHeight( lua_State *L );
-int lrlglGetFramebufferHeight( lua_State *L );
-int lrlglGetTextureIdDefault( lua_State *L );
-int lrlglGetShaderIdDefault( lua_State *L );
-int lrlglGetShaderLocsDefault( lua_State *L );
+int lrlglGetVersion( lua_State* L );
+int lrlglSetFramebufferWidth( lua_State* L );
+int lrlglGetFramebufferWidth( lua_State* L );
+int lrlglSetFramebufferHeight( lua_State* L );
+int lrlglGetFramebufferHeight( lua_State* L );
+int lrlglGetTextureIdDefault( lua_State* L );
+int lrlglGetShaderIdDefault( lua_State* L );
+int lrlglGetShaderLocsDefault( lua_State* L );
/* Render batch management */
-int lrlglLoadRenderBatch( lua_State *L );
-int lrlglUnloadRenderBatch( lua_State *L );
-int lrlglDrawRenderBatch( lua_State *L );
-int lrlglSetRenderBatchActive( lua_State *L );
-int lrlglDrawRenderBatchActive( lua_State *L );
-int lrlglCheckRenderBatchLimit( lua_State *L );
-int lrlglSetTexture( lua_State *L );
+int lrlglLoadRenderBatch( lua_State* L );
+int lrlglUnloadRenderBatch( lua_State* L );
+int lrlglDrawRenderBatch( lua_State* L );
+int lrlglSetRenderBatchActive( lua_State* L );
+int lrlglDrawRenderBatchActive( lua_State* L );
+int lrlglCheckRenderBatchLimit( lua_State* L );
+int lrlglSetTexture( lua_State* L );
/* Vertex buffers management */
-int lrlglLoadVertexArray( lua_State *L );
-int lrlglLoadVertexBuffer( lua_State *L );
-int lrlglLoadVertexBufferElement( lua_State *L );
-int lrlglUpdateVertexBuffer( lua_State *L );
-int lrlglUpdateVertexBufferElements( lua_State *L );
-int lrlglUnloadVertexArray( lua_State *L );
-int lrlglUnloadVertexBuffer( lua_State *L );
-int lrlglSetVertexAttribute( lua_State *L );
-int lrlglSetVertexAttributeDivisor( lua_State *L );
-int lrlglSetVertexAttributeDefault( lua_State *L );
-int lrlglDrawVertexArray( lua_State *L );
-int lrlglDrawVertexArrayElements( lua_State *L );
-int lrlglDrawVertexArrayInstanced( lua_State *L );
-int lrlglDrawVertexArrayElementsInstanced( lua_State *L );
+int lrlglLoadVertexArray( lua_State* L );
+int lrlglLoadVertexBuffer( lua_State* L );
+int lrlglLoadVertexBufferElement( lua_State* L );
+int lrlglUpdateVertexBuffer( lua_State* L );
+int lrlglUpdateVertexBufferElements( lua_State* L );
+int lrlglUnloadVertexArray( lua_State* L );
+int lrlglUnloadVertexBuffer( lua_State* L );
+int lrlglSetVertexAttribute( lua_State* L );
+int lrlglSetVertexAttributeDivisor( lua_State* L );
+int lrlglSetVertexAttributeDefault( lua_State* L );
+int lrlglDrawVertexArray( lua_State* L );
+int lrlglDrawVertexArrayElements( lua_State* L );
+int lrlglDrawVertexArrayInstanced( lua_State* L );
+int lrlglDrawVertexArrayElementsInstanced( lua_State* L );
/* Textures management */
-int lrlglLoadTexture( lua_State *L );
-int lrlglLoadTextureDepth( lua_State *L );
-int lrlglLoadTextureCubemap( lua_State *L );
-int lrlglUpdateTexture( lua_State *L );
-int lrlglGetGlTextureFormats( lua_State *L );
-int lrlglGetPixelFormatName( lua_State *L );
-int lrlglUnloadTexture( lua_State *L );
-int lrlglGenTextureMipmaps( lua_State *L );
-int lrlglReadTexturePixels( lua_State *L );
-int lrlglReadScreenPixels( lua_State *L );
+int lrlglLoadTexture( lua_State* L );
+int lrlglLoadTextureDepth( lua_State* L );
+int lrlglLoadTextureCubemap( lua_State* L );
+int lrlglUpdateTexture( lua_State* L );
+int lrlglGetGlTextureFormats( lua_State* L );
+int lrlglGetPixelFormatName( lua_State* L );
+int lrlglUnloadTexture( lua_State* L );
+int lrlglGenTextureMipmaps( lua_State* L );
+int lrlglReadTexturePixels( lua_State* L );
+int lrlglReadScreenPixels( lua_State* L );
/* Framebuffer management (fbo) */
-int lrlglLoadFramebuffer( lua_State *L );
-int lrlglFramebufferAttach( lua_State *L );
-int lrlglFramebufferComplete( lua_State *L );
-int lrlglUnloadFramebuffer( lua_State *L );
+int lrlglLoadFramebuffer( lua_State* L );
+int lrlglFramebufferAttach( lua_State* L );
+int lrlglFramebufferComplete( lua_State* L );
+int lrlglUnloadFramebuffer( lua_State* L );
/* Shaders management */
-int lrlglLoadShaderCode( lua_State *L );
-int lrlglCompileShader( lua_State *L );
-int lrlglLoadShaderProgram( lua_State *L );
-int lrlglUnloadShaderProgram( lua_State *L );
-int lrlglGetLocationUniform( lua_State *L );
-int lrlglGetLocationAttrib( lua_State *L );
-int lrlglSetUniform( lua_State *L );
-int lrlglSetUniformMatrix( lua_State *L );
-int lrlglSetUniformSampler( lua_State *L );
-int lrlglSetShader( lua_State *L );
+int lrlglLoadShaderCode( lua_State* L );
+int lrlglCompileShader( lua_State* L );
+int lrlglLoadShaderProgram( lua_State* L );
+int lrlglUnloadShaderProgram( lua_State* L );
+int lrlglGetLocationUniform( lua_State* L );
+int lrlglGetLocationAttrib( lua_State* L );
+int lrlglSetUniform( lua_State* L );
+int lrlglSetUniformMatrix( lua_State* L );
+int lrlglSetUniformSampler( lua_State* L );
+int lrlglSetShader( lua_State* L );
/* Compute shader management */
-int lrlglLoadComputeShaderProgram( lua_State *L );
-int lrlglComputeShaderDispatch( lua_State *L );
+int lrlglLoadComputeShaderProgram( lua_State* L );
+int lrlglComputeShaderDispatch( lua_State* L );
/* Shader buffer storage object management (ssbo) */
-int lrlglLoadShaderBuffer( lua_State *L );
-int lrlglUnloadShaderBuffer( lua_State *L );
-int lrlglUpdateShaderBuffer( lua_State *L );
-int lrlglBindShaderBuffer( lua_State *L );
-int lrlglReadShaderBuffer( lua_State *L );
-int lrlglCopyShaderBuffer( lua_State *L );
-int lrlglGetShaderBufferSize( lua_State *L );
+int lrlglLoadShaderBuffer( lua_State* L );
+int lrlglUnloadShaderBuffer( lua_State* L );
+int lrlglUpdateShaderBuffer( lua_State* L );
+int lrlglBindShaderBuffer( lua_State* L );
+int lrlglReadShaderBuffer( lua_State* L );
+int lrlglCopyShaderBuffer( lua_State* L );
+int lrlglGetShaderBufferSize( lua_State* L );
/* Buffer management */
-int lrlglBindImageTexture( lua_State *L );
+int lrlglBindImageTexture( lua_State* L );
/* Matrix state management */
-int lrlglGetMatrixModelview( lua_State *L );
-int lrlglGetMatrixProjection( lua_State *L );
-int lrlglGetMatrixTransform( lua_State *L );
-int lrlglGetMatrixProjectionStereo( lua_State *L );
-int lrlglGetMatrixViewOffsetStereo( lua_State *L );
-int lrlglSetMatrixProjection( lua_State *L );
-int lrlglSetMatrixModelview( lua_State *L );
-int lrlglSetMatrixProjectionStereo( lua_State *L );
-int lrlglSetMatrixViewOffsetStereo( lua_State *L );
+int lrlglGetMatrixModelview( lua_State* L );
+int lrlglGetMatrixProjection( lua_State* L );
+int lrlglGetMatrixTransform( lua_State* L );
+int lrlglGetMatrixProjectionStereo( lua_State* L );
+int lrlglGetMatrixViewOffsetStereo( lua_State* L );
+int lrlglSetMatrixProjection( lua_State* L );
+int lrlglSetMatrixModelview( lua_State* L );
+int lrlglSetMatrixProjectionStereo( lua_State* L );
+int lrlglSetMatrixViewOffsetStereo( lua_State* L );