#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 ); /* 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 ); /* 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 ); #if defined( GRAPHICS_API_OPENGL_11 ) int lrlglEnableStatePointer( lua_State* L ); int lrlglDisableStatePointer( lua_State* L ); #endif /* 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 ); /* Shader state. */ 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 lrlglBlitFramebuffer( 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 lrlglEnablePointMode( 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 ); /* 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 ); /* 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 ); /* 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 ); /* Framebuffer management (fbo) */ 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 ); /* Compute shader management */ 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 ); /* Buffer management */ 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 );