Lua GLSL Api: Difference between revisions
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'''CreateShader''' | '''gl.CreateShader''' | ||
( [ vertex = "glsl code" ], | ( [ vertex = "glsl code" ], | ||
[ fragment = "glsl code" ], | [ fragment = "glsl code" ], | ||
| Line 12: | Line 12: | ||
) -> number shaderID | ) -> number shaderID | ||
'''DeleteShader''' | '''gl.DeleteShader''' | ||
( number shaderID ) -> nil | ( number shaderID ) -> nil | ||
'''UseShader''' | '''gl.UseShader''' | ||
( number shaderID ) -> boolean linked | ( number shaderID ) -> boolean linked | ||
'''GetShaderLog''' | '''gl.GetShaderLog''' | ||
() -> string "errorLog" | () -> string "errorLog" | ||
'''GetActiveUniforms''' | '''gl.GetActiveUniforms''' | ||
( number shaderID ) -> { | ( number shaderID ) -> { | ||
[1] = { name = "name", type = "type", length = number length, size = number size }, | [1] = { name = "name", type = "type", length = number length, size = number size }, | ||
| Line 28: | Line 28: | ||
} | } | ||
'''GetUniformLocation''' | '''gl.GetUniformLocation''' | ||
( number shaderID, name uniformName ) -> number locationID | ( number shaderID, name uniformName ) -> number locationID | ||
'''Uniform''' | '''gl.Uniform''' | ||
( number locationID, number f1 [,number f2 [,number f3 [,number f4]]] ) -> nil | ( number locationID, number f1 [,number f2 [,number f3 [,number f4]]] ) -> nil | ||
'''UniformInt''' | '''gl.UniformInt''' | ||
( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil | ( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil | ||
'''UniformMatrix''' | '''gl.UniformMatrix''' | ||
( number locationID, | ( number locationID, | ||
"shadow" | | "shadow" | | ||
Revision as of 15:14, 11 August 2007
All this functions are ONLY available if the graphic board supports GLSL.
So test in your scripts if one of them exists before your use them!
gl.CreateShader
( [ vertex = "glsl code" ],
[ fragment = "glsl code" ],
[ uniform = { uniformName = number value, ...} ],
[ uniformInt = { uniformName = number value, ...} ],
[ uniformMatrix = { uniformName = number value, ...} ]
) -> number shaderID
gl.DeleteShader
( number shaderID ) -> nil
gl.UseShader
( number shaderID ) -> boolean linked
gl.GetShaderLog
() -> string "errorLog"
gl.GetActiveUniforms
( number shaderID ) -> {
[1] = { name = "name", type = "type", length = number length, size = number size },
...
}
gl.GetUniformLocation
( number shaderID, name uniformName ) -> number locationID
gl.Uniform
( number locationID, number f1 [,number f2 [,number f3 [,number f4]]] ) -> nil
gl.UniformInt
( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil
gl.UniformMatrix
( number locationID, "shadow" | "camera" | "caminv" | "camprj" | number m1, number m2, number m3, number m4 | number m1, ... , number m9 | number m1, ... , number m16 ) -> nil