Lua OpenGL Api
Lua OpenGL API
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
gl.TexRect
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
gl.Feature
gl.FeatureShape
gl.DrawListAtUnit
gl.DrawFuncAtUnit
gl.DrawGroundCircle
gl.DrawGroundQuad
gl.Light
gl.ClipPlane
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
gl.PopAttrib
gl.CreateList( function [,arg1 [,arg2...]] ) -> nil
gl.CallList( number listID ) -> nil
gl.DeleteList( number listID ) -> nil
gl.Flush
gl.Finish
gl.GetGlobalTexNames
gl.GetGlobalTexCoords
gl.GetShadowMapParams
gl.GetSun