Lua OpenGL Api: Difference between revisions
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'''gl.LineWidth'''( number width ) -> nil | '''gl.LineWidth'''( number width ) -> nil | ||
'''gl.PointSize'''( number size ) -> nil | '''gl.PointSize'''( number size ) -> nil | ||
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[fbo = boolean,] | [fbo = boolean,] | ||
[fboDepth = boolean] | [fboDepth = boolean] | ||
}) - > string | }) -> string | ||
'''gl.DeleteTexture'''( string texture ) -> boolean | '''gl.DeleteTexture'''( string texture ) -> boolean | ||
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'''gl.TextureInfo''' | '''gl.TextureInfo''' | ||
'''gl.CopyToTexture'''( string texture, int xoff, int yoff, int x, int y, int w, int h [, number target, number level] ) -> nil | '''gl.CopyToTexture'''(string texture, int xoff, int yoff, int x, int y, int w, int h [,number target,number level])->nil | ||
if (GLEW_EXT_framebuffer_object) { | if (GLEW_EXT_framebuffer_object) { | ||
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'''gl.FogCoord''' | '''gl.FogCoord''' | ||
'''gl.Rect''' | '''gl.Rect'''( number x1, number y1, number x2, number y2 ) -> nil | ||
'''gl.TexRect''' | '''gl.TexRect'''( number x1, number y1, number x2, number y2, | ||
[ boolean flip_s, boolean flip_t | number s1, number t1, number s2, number t2 ] ) -> nil | |||
'''gl.Text'''(string "text", number x, number y, number size, string "options") | '''gl.Text'''(string "text", number x, number y, number size, string "options") | ||
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'''gl.UnitPiece'''( number unitID, int piece ) -> nil | '''gl.UnitPiece'''( number unitID, int piece ) -> nil | ||
'''gl.UnitPieceMatrix''' | '''gl.UnitPieceMatrix'''( number unitID, int piece ) -> nil | ||
'''gl.Feature''' | '''gl.Feature'''( number featureID ) -> nil | ||
'''gl.FeatureShape''' | '''gl.FeatureShape'''( number featureDefID, number teamID ) -> nil | ||
'''gl.DrawListAtUnit''' | '''gl.DrawListAtUnit'''( number unitID, number listID, boolean midPos ) -> nil | ||
'''gl.DrawFuncAtUnit''' | '''gl.DrawFuncAtUnit'''( number unitID, boolean midPos, function [, arg1,... ]) -> nil | ||
'''gl.DrawGroundCircle''' | '''gl.DrawGroundCircle'''( number x, number y, number z, number radius, number divs [, number slope ] ) -> nil | ||
'''gl.DrawGroundQuad''' | '''gl.DrawGroundQuad'''( number x1, number z1, number x2, number z2, | ||
[ boolean useNorm, number u1, number v1, number u2, number v2 ] ) -> nil | |||
'''gl.Light''' | '''gl.Light'''( int light, | ||
boolean enable | | |||
number pname, number param | | |||
number pname, number param1, number param2, number param3 ) -> nil | |||
'''gl.ClipPlane''' | '''gl.ClipPlane'''( int plane, /*note: $plane can only be 1 or 2*/ | ||
boolean enable | | |||
number A, number B, number C, number D ) -> nil | |||
'''gl.MatrixMode'''( number mode ) -> nil | '''gl.MatrixMode'''( number mode ) -> nil | ||
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'''gl.GetMatrixData''' | '''gl.GetMatrixData''' | ||
'''gl.PushAttrib''' | '''gl.PushAttrib'''( [number] ) -> nil | ||
'''gl.PopAttrib''' | '''gl.PopAttrib'''() -> nil | ||
'''gl.CreateList'''( function [,arg1 [,arg2...]] ) -> nil | '''gl.CreateList'''( function [,arg1 [,arg2...]] ) -> nil | ||
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'''gl.DeleteList'''( number listID ) -> nil | '''gl.DeleteList'''( number listID ) -> nil | ||
'''gl.Flush''' | '''gl.Flush'''() -> nil | ||
'''gl.Finish''' | '''gl.Finish'''() -> nil | ||
'''gl.GetGlobalTexNames''' | '''gl.GetGlobalTexNames''' | ||
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'''gl.GetSun''' | '''gl.GetSun''' | ||
( nil ) -> number sunPosX, number sunPosY, number sunPosZ | |||
( "pos" ) -> number sunPosX, number sunPosY, number sunPosZ | |||
( "shadowDensity" [, "unit"] ) -> number shadowDensity | |||
( "diffuse" [, "unit"] ) -> nil | number r, number g, number b | |||
( "ambient" [, "unit"] ) -> nil | number r, number g, number b | |||
( "specular" ) -> nil | number r, number g, number b | |||
Revision as of 00:04, 1 August 2007
NOT FINISHED YET
gl.HasExtension( string extname ) -> boolean
gl.GetNumber( number ext, int count ) -> number
gl.GetString( number ext ) -> string
gl.ConfigScreen( number screenWidth, number screenDistanc e) -> nil
gl.DrawMiniMap() -> nil
gl.SlaveMiniMap( boolean mode ) -> nil
gl.ConfigMiniMap( int px, int py, int sx, int sy ) -> nil
gl.ResetState() -> nil
gl.ResetMatrices() -> nil
gl.Clear
( GL.DEPTH_BUFFER_BIT, number cleardepth ) -> nil ( GL.STENCIL_BUFFER_BIT, int clearstencil ) -> nil ( GL.COLOR_BUFFER_BIT | GL.ACCUM_BUFFER_BIT, number r, number g, number b, number a ) -> nil
gl.Lighting( boolean enable ) -> nil
gl.ShadeModel( number mode ) -> nil
gl.Scissor
( boolean ) -> nil ( int x, int y, int w, int h ) -> nil
gl.ColorMask
( boolean ) -> nil ( boolean r, boolean g, boolean b, boolean a ) -> nil
gl.DepthMask( boolean enable ) -> nil
gl.DepthTest( boolean enable | number func ) -> nil
gl.Culling( boolean enable | number face ) -> nil
gl.LogicOp( boolean enable | number func ) -> nil
gl.Fog( boolean enable ) -> nil
gl.Blending( boolean enable | number srcmode, number dstmode ) -> nil
gl.Smoothing(
(boolean enable | number POINT), (boolean enable | number LINE), (boolean enable | number POLYGON) ) -> nil
gl.AlphaTest( boolean enable | number func, number threshold ) -> nil
gl.LineStipple
( string any ) -> nil (use springs default line stipple) ( boolean enable ) -> nil ( int factor, number pattern ) -> nil
gl.PolygonMode( number face, number mode ) -> nil
gl.PolygonOffset( boolean enable | number factor, number units ) -> nil
gl.Material({
ambient = {number r, number g, number b[, number a]},
diffuse = {number r, number g, number b[, number a]},
ambidiff = {number r, number g, number b[, number a]},
emission = {number r, number g, number b[, number a]},
specular = {number r, number g, number b[, number a]},
shininess = number specularExponent
}) -> nil
gl.Color( { number r, number g, number b[, number a] } |
number r, number g, number b[, number a] ) -> nil
gl.LineWidth( number width ) -> nil
gl.PointSize( number size ) -> nil
if (haveGL20) {
gl.PointSprite( boolean enable, [boolean coord_replace, boolean coord_origin_upper] ) -> nil
gl.PointParameter( number v1, number v2, number v3, [ number sizeMin, number sizeMax, number sizeFade ] ) -> nil
}
gl.Texture( boolean enable | string name )
/LuaUI/images/image.png = filename
#12 = unitDef 12 buildpic
%34%2 = unitDef 34 s3o tex2
!56 = lua generated texture 56
$shadow = shadowmap
$specular = specular cube map
$reflection = reflection cube map
gl.CreateTexture( int xsize, int ysize, [ {
[target = number,] [format = number,] [min_filter = number,] [mag_filter = number,] [wrap_s = number,] [wrap_t = number,] [wrap_r = number,] [aniso = number,] [border = boolean,] [fbo = boolean,] [fboDepth = boolean] }) -> string
gl.DeleteTexture( string texture ) -> boolean
gl.TextureInfo
gl.CopyToTexture(string texture, int xoff, int yoff, int x, int y, int w, int h [,number target,number level])->nil
if (GLEW_EXT_framebuffer_object) {
gl.DeleteTextureFBO( string texture ) -> boolean gl.RenderToTexture( string fbotexture, lua_func ) -> nil
}
if (glGenerateMipmapEXT) {
gl.GenerateMipmap( string texture ) -> boolean
}
gl.ActiveTexture
gl.TexEnv
gl.MultiTexEnv
gl.TexGen
gl.MultiTexGen
gl.Shape(
number GLtype,
elements = {
[1] = { v | vertex = { number x, number y, number z }, -- required
n | normal = { number x, number y, number z }, -- optional
t | texcoord = { number x, number y }, -- optional
c | color = { number r, number g, number b, number a } -- optional
},
etc ...
}
) -> nil
gl.BeginEnd
gl.Vertex
gl.Normal
gl.TexCoord
gl.MultiTexCoord
gl.SecondaryColor
gl.FogCoord
gl.Rect( number x1, number y1, number x2, number y2 ) -> nil
gl.TexRect( number x1, number y1, number x2, number y2,
[ boolean flip_s, boolean flip_t | number s1, number t1, number s2, number t2 ] ) -> nil
gl.Text(string "text", number x, number y, number size, string "options")
options: 'c' = center 'r' = right 'n' = colorCodes 'o' = black outline 'O' = white outline
gl.GetTextWidth(string "text") -> number width -- in pixels, with a font size of 1.0
gl.Unit( number unitID, [ boolean rawdraw, int lod ] ) -> nil
gl.UnitShape( number unitDefID, number teamID ) -> nil
gl.UnitPiece( number unitID, int piece ) -> nil
gl.UnitPieceMatrix( number unitID, int piece ) -> nil
gl.Feature( number featureID ) -> nil
gl.FeatureShape( number featureDefID, number teamID ) -> nil
gl.DrawListAtUnit( number unitID, number listID, boolean midPos ) -> nil
gl.DrawFuncAtUnit( number unitID, boolean midPos, function [, arg1,... ]) -> nil
gl.DrawGroundCircle( number x, number y, number z, number radius, number divs [, number slope ] ) -> nil
gl.DrawGroundQuad( number x1, number z1, number x2, number z2,
[ boolean useNorm, number u1, number v1, number u2, number v2 ] ) -> nil
gl.Light( int light,
boolean enable | number pname, number param | number pname, number param1, number param2, number param3 ) -> nil
gl.ClipPlane( int plane, /*note: $plane can only be 1 or 2*/
boolean enable | number A, number B, number C, number D ) -> nil
gl.MatrixMode( number mode ) -> nil
gl.LoadIdentity() -> nil
gl.LoadMatrix() -> nil
gl.MultMatrix
gl.Translate(number x, number y, number z) -> nil
gl.Scale(number x, number y, number z) -> nil
gl.Rotate(number angle, number x, number y, number z) -> nil
gl.Ortho
gl.Frustum
gl.PushMatrix() -> nil
gl.PopMatrix() -> nil
gl.PushPopMatrix
gl.Billboard() -> nil
gl.GetMatrixData
gl.PushAttrib( [number] ) -> nil
gl.PopAttrib() -> nil
gl.CreateList( function [,arg1 [,arg2...]] ) -> nil
gl.CallList( number listID ) -> nil
gl.DeleteList( number listID ) -> nil
gl.Flush() -> nil
gl.Finish() -> nil
gl.GetGlobalTexNames
gl.GetGlobalTexCoords
gl.GetShadowMapParams
gl.GetSun
( nil ) -> number sunPosX, number sunPosY, number sunPosZ ( "pos" ) -> number sunPosX, number sunPosY, number sunPosZ ( "shadowDensity" [, "unit"] ) -> number shadowDensity ( "diffuse" [, "unit"] ) -> nil | number r, number g, number b ( "ambient" [, "unit"] ) -> nil | number r, number g, number b ( "specular" ) -> nil | number r, number g, number b