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#include "Runtime/Graphics/OpenGL.h"
#include "Runtime/Lua/LuaBind/LuaBind.h"
#include "Runtime/Debug/Log.h"
using namespace LuaBind;
//http://docs.gl/gl3/glClear
enum EBufferType
{
COLOR_BUFFER = 1,
DEPTH_BUFFER = 2,
STENCIL_BUFFER = 3,
};
// GL.Clear([GL.EBufferType.COLOR_BUFFER, GL.EBufferType.DEPTH_BUFFER, GL.EBufferType.STENCIL_BUFFER])
int Clear(lua_State* L)
{
LUA_BIND_STATE(L);
return 0;
}
static luaL_Reg glFuncs[] = {
{"Clear", Clear},
{0, 0}
};
// GameLab.Engine.GL
int luaopen_GameLab_Engine_GL(lua_State* L)
{
log_info("Scripting", "luaopen_GameLab_Engine_GL()");
LUA_BIND_STATE(L);
state.PushGlobalNamespace();
state.PushNamespace("GameLab");
state.PushNamespace("Engine");
state.PushNamespace("GL");
state.RegisterMethods(glFuncs);
LUA_BIND_REGISTER_ENUM(state, "EBufferType",
{ "ColorBuffer", EBufferType::COLOR_BUFFER },
{ "DepthBuffer", EBufferType::DEPTH_BUFFER},
{ "StencilBuffer", EBufferType::STENCIL_BUFFER}
);
return 1;
}
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