axmol/cocos/scripting/lua-bindings/script/Opengl.lua

300 lines
6.7 KiB
Lua

require "OpenglConstants"
gl = gl or {}
--Create functions
function gl.createTexture()
local retTable = {}
retTable.texture_id = gl._createTexture()
return retTable
end
function gl.createBuffer()
local retTable = {}
retTable.buffer_id = gl._createBuffer()
return retTable
end
function gl.createRenderbuffer()
local retTable = {}
retTable.renderbuffer_id = gl._createRenderuffer()
return retTable
end
function gl.createFramebuffer( )
local retTable = {}
retTable.framebuffer_id = gl._createFramebuffer()
return retTable
end
function gl.createProgram()
local retTable = {}
retTable.program_id = gl._createProgram()
return retTable
end
function gl.createShader(shaderType)
local retTable = {}
retTable.shader_id = gl._createShader(shaderType)
return retTable
end
--Delete Fun
function gl.deleteTexture(texture)
local texture_id = 0
if "number" == type(texture) then
texture_id = texture
elseif "table" == type(texture) then
texture_id = texture.texture_id
end
gl._deleteTexture(texture_id)
end
function gl.deleteBuffer(buffer)
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end
gl._deleteBuffer(buffer_id)
end
function gl.deleteRenderbuffer(buffer)
local renderbuffer_id = 0
if "number" == type(buffer) then
renderbuffer_id = buffer
elseif "table" == type(buffer) then
renderbuffer_id = buffer.renderbuffer_id
end
gl._deleteRenderbuffer(renderbuffer_id)
end
function gl.deleteFramebuffer(buffer)
local framebuffer_id = 0
if "number" == type(buffer) then
framebuffer_id = buffer
elseif "table" == type(buffer) then
framebuffer_id = buffer.framebuffer_id
end
gl._deleteFramebuffer(framebuffer_id)
end
function gl.deleteProgram( program )
local program_id = 0
if "number" == type(buffer) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
gl._deleteProgram(program_id)
end
function gl.deleteShader(shader)
local shader_id = 0
if "number" == type(shader) then
shader_id = shader
elseif "table" == type(shader) then
shader_id = shader.shader_id
end
gl._deleteShader(shader_id)
end
--Bind Related
function gl.bindTexture(target, texture)
local texture_id = 0
if "number" == type(texture) then
texture_id = texture
elseif "table" == type(texture) then
texture_id = texture.texture_id
end
gl._bindTexture(target,texture_id)
end
function gl.bindBuffer( target,buffer )
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end
gl._bindBuffer(target, buffer_id)
end
function gl.bindRenderBuffer(target, buffer)
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer;
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end
gl._bindRenderbuffer(target, buffer_id)
end
function gl.bindFramebuffer(target, buffer)
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end
gl._bindFramebuffer(target, buffer_id)
end
--Uniform related
function gl.getUniform(program, location)
local program_id = 0
local location_id = 0
if "number" == type(program) then
program_id = program
else
program_id = program.program_id
end
if "number" == type(location) then
location_id = location
else
location_id = location.location_id
end
return gl._getUniform(program_id, location_id)
end
--shader related
function gl.compileShader(shader)
gl._compileShader( shader.shader_id)
end
function gl.shaderSource(shader, source)
gl._shaderSource(shader.shader_id, source)
end
function gl.getShaderParameter(shader, e)
return gl._getShaderParameter(shader.shader_id,e)
end
function gl.getShaderInfoLog( shader )
return gl._getShaderInfoLog(shader.shader_id)
end
--program related
function gl.attachShader( program, shader )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
gl._attachShader(program_id, shader.shader_id)
end
function gl.linkProgram( program )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
gl._linkProgram(program_id)
end
function gl.getProgramParameter(program, e)
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getProgramParameter(program_id, e)
end
function gl.useProgram(program)
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
gl._useProgram (program_id)
end
function gl.getAttribLocation(program, name )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getAttribLocation(program_id, name)
end
function gl.getUniformLocation( program, name )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getUniformLocation(program_id,name)
end
function gl.getActiveAttrib( program, index )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getActiveAttrib(program_id, index);
end
function gl.getActiveUniform( program, index )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getActiveUniform(program_id, index)
end
function gl.getAttachedShaders(program)
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end
return gl._getAttachedShaders(program_id)
end
function gl.glNodeCreate()
return cc.GLNode:create()
end