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path: root/Runtime/Scripting/GL/GL.bind.cpp
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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;
}