diff options
Diffstat (limited to 'include/lrlgl.h')
| -rw-r--r-- | include/lrlgl.h | 278 |
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 ); |
