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-rw-r--r--src/gl.c153
1 files changed, 149 insertions, 4 deletions
diff --git a/src/gl.c b/src/gl.c
index dfc2a47..40e089b 100644
--- a/src/gl.c
+++ b/src/gl.c
@@ -5,17 +5,17 @@
#include "lgl.h"
/*
-## OpenGL - Framebuffer management
+## 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 -1 RenderTexture for window framebuffer
+Use nil RenderTexture for window framebuffer
*/
int lglBlitFramebuffer( lua_State* L ) {
-#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
+// #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 );
@@ -53,5 +53,150 @@ int lglBlitFramebuffer( lua_State* L ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
return 1;
-#endif
+// #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;
}