/* vim: set ts=3 et: */ /* This file is automatically generated by menus.lua */ inline const char * check_string(lua_State *L, int n) { if (lua_type(L,n) != LUA_TSTRING) luaL_typerror(L, n, lua_typename(L, LUA_TSTRING)); return (const char *) lua_tostring(L, n); } inline const void * check_lightuserdata(lua_State *L, int n) { if (lua_type(L,n) != LUA_TLIGHTUSERDATA) luaL_typerror(L, n, "lightuserdata"); return (const void *) lua_touserdata(L, n); } #define CONSTANT(name)\ lua_pushstring(L, #name);\ lua_pushnumber(L, name);\ lua_settable(L, LUA_GLOBALSINDEX); #define POINTER(name)\ lua_pushstring(L, #name);\ lua_pushlightuserdata(L, name);\ lua_settable(L, LUA_GLOBALSINDEX); #define FUN_SPEC(name) #define FUN(name)\ lua_register(L, #name, L ## name); inline GLboolean check_GLboolean(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLboolean)"); return (GLboolean) lua_tonumber(L, n); } inline GLbyte check_GLbyte(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLbyte)"); return (GLbyte) lua_tonumber(L, n); } inline GLubyte check_GLubyte(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLubyte)"); return (GLubyte) lua_tonumber(L, n); } inline GLshort check_GLshort(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLshort)"); return (GLshort) lua_tonumber(L, n); } inline GLushort check_GLushort(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLushort)"); return (GLushort) lua_tonumber(L, n); } inline GLint check_GLint(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLint)"); return (GLint) lua_tonumber(L, n); } inline GLuint check_GLuint(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLuint)"); return (GLuint) lua_tonumber(L, n); } inline GLsizei check_GLsizei(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLsizei)"); return (GLsizei) lua_tonumber(L, n); } inline GLenum check_GLenum(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLenum)"); return (GLenum) lua_tonumber(L, n); } inline GLbitfield check_GLbitfield(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLbitfield)"); return (GLbitfield) lua_tonumber(L, n); } inline GLfloat check_GLfloat(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLfloat)"); return (GLfloat) lua_tonumber(L, n); } inline GLdouble check_GLdouble(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(GLdouble)"); return (GLdouble) lua_tonumber(L, n); } inline int check_int(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(int)"); return (int) lua_tonumber(L, n); } inline unsigned int check_uint(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(unsigned int)"); return (unsigned int) lua_tonumber(L, n); } inline float check_float(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(float)"); return (float) lua_tonumber(L, n); } inline double check_double(lua_State *L, int n) { if (lua_type(L,n) != LUA_TNUMBER) luaL_typerror(L, n, "number(double)"); return (double) lua_tonumber(L, n); } #define FUN_BE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ lua_pushnumber(L, (GLboolean) name(a1));\ return 1;\ } #define FUN_BuI(name)\ LUA_API int L ## name (lua_State *L) {\ GLuint a1 = (GLuint) check_GLuint(L, 1);\ lua_pushnumber(L, (GLboolean) name(a1));\ return 1;\ } #define FUN_E(name)\ LUA_API int L ## name (lua_State *L) {\ lua_pushnumber(L, (GLenum) name());\ return 1;\ } #define FUN_IE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ lua_pushnumber(L, (GLint) name(a1));\ return 1;\ } #define FUN_sE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ lua_pushstring(L, (const char *) name(a1));\ return 1;\ } #define FUN_uIZ(name)\ LUA_API int L ## name (lua_State *L) {\ GLsizei a1 = (GLsizei) check_GLsizei(L, 1);\ lua_pushnumber(L, (GLuint) name(a1));\ return 1;\ } #define FUN_v(name)\ LUA_API int L ## name (lua_State *L) {\ (void) L; /* unused */ \ name();\ return 0;\ } #define FUN_vB(name)\ LUA_API int L ## name (lua_State *L) {\ GLboolean a1 = (GLboolean) check_GLboolean(L, 1);\ name(a1);\ return 0;\ } #define FUN_vB4(name)\ LUA_API int L ## name (lua_State *L) {\ GLboolean a1 = (GLboolean) check_GLboolean(L, 1);\ GLboolean a2 = (GLboolean) check_GLboolean(L, 2);\ GLboolean a3 = (GLboolean) check_GLboolean(L, 3);\ GLboolean a4 = (GLboolean) check_GLboolean(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vD(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ name(a1);\ return 0;\ } #define FUN_vD2(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vD3(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vD4(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ GLdouble a4 = (GLdouble) check_GLdouble(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vD6(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ GLdouble a4 = (GLdouble) check_GLdouble(L, 4);\ GLdouble a5 = (GLdouble) check_GLdouble(L, 5);\ GLdouble a6 = (GLdouble) check_GLdouble(L, 6);\ name(a1, a2, a3, a4, a5, a6);\ return 0;\ } #define FUN_vE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ name(a1);\ return 0;\ } #define FUN_vE2(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vE2D(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vE2F(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ GLfloat a3 = (GLfloat) check_GLfloat(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vE2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ void * a3 = (void *) check_lightuserdata(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vE3(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ GLenum a3 = (GLenum) check_GLenum(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vEF(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLfloat a2 = (GLfloat) check_GLfloat(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vEI(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vEI2Z2IE2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLint a3 = (GLint) check_GLint(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ GLsizei a5 = (GLsizei) check_GLsizei(L, 5);\ GLint a6 = (GLint) check_GLint(L, 6);\ GLenum a7 = (GLenum) check_GLenum(L, 7);\ GLenum a8 = (GLenum) check_GLenum(L, 8);\ void * a9 = (void *) check_lightuserdata(L, 9);\ name(a1, a2, a3, a4, a5, a6, a7, a8, a9);\ return 0;\ } #define FUN_vEI2ZIE2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLint a3 = (GLint) check_GLint(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ GLint a5 = (GLint) check_GLint(L, 5);\ GLenum a6 = (GLenum) check_GLenum(L, 6);\ GLenum a7 = (GLenum) check_GLenum(L, 7);\ void * a8 = (void *) check_lightuserdata(L, 8);\ name(a1, a2, a3, a4, a5, a6, a7, a8);\ return 0;\ } #define FUN_vEIE2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLenum a3 = (GLenum) check_GLenum(L, 3);\ GLenum a4 = (GLenum) check_GLenum(L, 4);\ void * a5 = (void *) check_lightuserdata(L, 5);\ name(a1, a2, a3, a4, a5);\ return 0;\ } #define FUN_vEIEp(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLenum a3 = (GLenum) check_GLenum(L, 3);\ void * a4 = (void *) check_lightuserdata(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vEIp(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ void * a3 = (void *) check_lightuserdata(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vEIuI(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLuint a3 = (GLuint) check_GLuint(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vEp(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ void * a2 = (void *) check_lightuserdata(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vEuI(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLuint a2 = (GLuint) check_GLuint(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vF(name)\ LUA_API int L ## name (lua_State *L) {\ GLfloat a1 = (GLfloat) check_GLfloat(L, 1);\ name(a1);\ return 0;\ } #define FUN_vF2(name)\ LUA_API int L ## name (lua_State *L) {\ GLfloat a1 = (GLfloat) check_GLfloat(L, 1);\ GLfloat a2 = (GLfloat) check_GLfloat(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vF4(name)\ LUA_API int L ## name (lua_State *L) {\ GLfloat a1 = (GLfloat) check_GLfloat(L, 1);\ GLfloat a2 = (GLfloat) check_GLfloat(L, 2);\ GLfloat a3 = (GLfloat) check_GLfloat(L, 3);\ GLfloat a4 = (GLfloat) check_GLfloat(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vI(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ name(a1);\ return 0;\ } #define FUN_vI2Z2(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLsizei a3 = (GLsizei) check_GLsizei(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vI2Z2E(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLsizei a3 = (GLsizei) check_GLsizei(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ GLenum a5 = (GLenum) check_GLenum(L, 5);\ name(a1, a2, a3, a4, a5);\ return 0;\ } #define FUN_vI2Z2E2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLsizei a3 = (GLsizei) check_GLsizei(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ GLenum a5 = (GLenum) check_GLenum(L, 5);\ GLenum a6 = (GLenum) check_GLenum(L, 6);\ void * a7 = (void *) check_lightuserdata(L, 7);\ name(a1, a2, a3, a4, a5, a6, a7);\ return 0;\ } #define FUN_vIuH(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ GLushort a2 = (GLushort) check_GLushort(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vp(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ name(a1);\ return 0;\ } #define FUN_vT(name)\ LUA_API int L ## name (lua_State *L) {\ GLbitfield a1 = (GLbitfield) check_GLbitfield(L, 1);\ name(a1);\ return 0;\ } #define FUN_vuI(name)\ LUA_API int L ## name (lua_State *L) {\ GLuint a1 = (GLuint) check_GLuint(L, 1);\ name(a1);\ return 0;\ } #define FUN_vuIE(name)\ LUA_API int L ## name (lua_State *L) {\ GLuint a1 = (GLuint) check_GLuint(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vuIZ(name)\ LUA_API int L ## name (lua_State *L) {\ GLuint a1 = (GLuint) check_GLuint(L, 1);\ GLsizei a2 = (GLsizei) check_GLsizei(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vZ2E2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLsizei a1 = (GLsizei) check_GLsizei(L, 1);\ GLsizei a2 = (GLsizei) check_GLsizei(L, 2);\ GLenum a3 = (GLenum) check_GLenum(L, 3);\ GLenum a4 = (GLenum) check_GLenum(L, 4);\ void * a5 = (void *) check_lightuserdata(L, 5);\ name(a1, a2, a3, a4, a5);\ return 0;\ } #define FUN_vZ2F4p(name)\ LUA_API int L ## name (lua_State *L) {\ GLsizei a1 = (GLsizei) check_GLsizei(L, 1);\ GLsizei a2 = (GLsizei) check_GLsizei(L, 2);\ GLfloat a3 = (GLfloat) check_GLfloat(L, 3);\ GLfloat a4 = (GLfloat) check_GLfloat(L, 4);\ GLfloat a5 = (GLfloat) check_GLfloat(L, 5);\ GLfloat a6 = (GLfloat) check_GLfloat(L, 6);\ void * a7 = (void *) check_lightuserdata(L, 7);\ name(a1, a2, a3, a4, a5, a6, a7);\ return 0;\ } #define FUN_vZEp(name)\ LUA_API int L ## name (lua_State *L) {\ GLsizei a1 = (GLsizei) check_GLsizei(L, 1);\ GLenum a2 = (GLenum) check_GLenum(L, 2);\ void * a3 = (void *) check_lightuserdata(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vZp(name)\ LUA_API int L ## name (lua_State *L) {\ GLsizei a1 = (GLsizei) check_GLsizei(L, 1);\ void * a2 = (void *) check_lightuserdata(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_Fi2(name)\ LUA_API int L ## name (lua_State *L) {\ int a1 = (int) check_int(L, 1);\ int a2 = (int) check_int(L, 2);\ lua_pushnumber(L, (GLfloat) name(a1, a2));\ return 1;\ } #define FUN_i(name)\ LUA_API int L ## name (lua_State *L) {\ lua_pushnumber(L, (int) name());\ return 1;\ } #define FUN_iD3p6(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ void * a4 = (void *) check_lightuserdata(L, 4);\ void * a5 = (void *) check_lightuserdata(L, 5);\ void * a6 = (void *) check_lightuserdata(L, 6);\ void * a7 = (void *) check_lightuserdata(L, 7);\ void * a8 = (void *) check_lightuserdata(L, 8);\ void * a9 = (void *) check_lightuserdata(L, 9);\ lua_pushnumber(L, (int) name(a1, a2, a3, a4, a5, a6, a7, a8, a9));\ return 1;\ } #define FUN_iE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ lua_pushnumber(L, (int) name(a1));\ return 1;\ } #define FUN_IEIZ2E2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLsizei a3 = (GLsizei) check_GLsizei(L, 3);\ GLsizei a4 = (GLsizei) check_GLsizei(L, 4);\ GLenum a5 = (GLenum) check_GLenum(L, 5);\ GLenum a6 = (GLenum) check_GLenum(L, 6);\ void * a7 = (void *) check_lightuserdata(L, 7);\ lua_pushnumber(L, (GLint) name(a1, a2, a3, a4, a5, a6, a7));\ return 1;\ } #define FUN_IEIZE2p(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLsizei a3 = (GLsizei) check_GLsizei(L, 3);\ GLenum a4 = (GLenum) check_GLenum(L, 4);\ GLenum a5 = (GLenum) check_GLenum(L, 5);\ void * a6 = (void *) check_lightuserdata(L, 6);\ lua_pushnumber(L, (GLint) name(a1, a2, a3, a4, a5, a6));\ return 1;\ } #define FUN_ip(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ lua_pushnumber(L, (int) name(a1));\ return 1;\ } #define FUN_ipi(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ int a2 = (int) check_int(L, 2);\ lua_pushnumber(L, (int) name(a1, a2));\ return 1;\ } #define FUN_is(name)\ LUA_API int L ## name (lua_State *L) {\ const char * a1 = (const char *) check_string(L, 1);\ lua_pushnumber(L, (int) name(a1));\ return 1;\ } #define FUN_p(name)\ LUA_API int L ## name (lua_State *L) {\ lua_pushlightuserdata(L, (void *) name());\ return 1;\ } #define FUN_ps(name)\ LUA_API int L ## name (lua_State *L) {\ const char * a1 = (const char *) check_string(L, 1);\ lua_pushlightuserdata(L, (void *) name(a1));\ return 1;\ } #define FUN_v(name)\ LUA_API int L ## name (lua_State *L) {\ (void) L; /* unused */ \ name();\ return 0;\ } #define FUN_vD(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ name(a1);\ return 0;\ } #define FUN_vD2I2(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLint a3 = (GLint) check_GLint(L, 3);\ GLint a4 = (GLint) check_GLint(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vD4(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ GLdouble a4 = (GLdouble) check_GLdouble(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_vD4p(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ GLdouble a4 = (GLdouble) check_GLdouble(L, 4);\ void * a5 = (void *) check_lightuserdata(L, 5);\ name(a1, a2, a3, a4, a5);\ return 0;\ } #define FUN_vD9(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLdouble a2 = (GLdouble) check_GLdouble(L, 2);\ GLdouble a3 = (GLdouble) check_GLdouble(L, 3);\ GLdouble a4 = (GLdouble) check_GLdouble(L, 4);\ GLdouble a5 = (GLdouble) check_GLdouble(L, 5);\ GLdouble a6 = (GLdouble) check_GLdouble(L, 6);\ GLdouble a7 = (GLdouble) check_GLdouble(L, 7);\ GLdouble a8 = (GLdouble) check_GLdouble(L, 8);\ GLdouble a9 = (GLdouble) check_GLdouble(L, 9);\ name(a1, a2, a3, a4, a5, a6, a7, a8, a9);\ return 0;\ } #define FUN_vDI2(name)\ LUA_API int L ## name (lua_State *L) {\ GLdouble a1 = (GLdouble) check_GLdouble(L, 1);\ GLint a2 = (GLint) check_GLint(L, 2);\ GLint a3 = (GLint) check_GLint(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vE(name)\ LUA_API int L ## name (lua_State *L) {\ GLenum a1 = (GLenum) check_GLenum(L, 1);\ name(a1);\ return 0;\ } #define FUN_vi(name)\ LUA_API int L ## name (lua_State *L) {\ int a1 = (int) check_int(L, 1);\ name(a1);\ return 0;\ } #define FUN_vI(name)\ LUA_API int L ## name (lua_State *L) {\ GLint a1 = (GLint) check_GLint(L, 1);\ name(a1);\ return 0;\ } #define FUN_vi2(name)\ LUA_API int L ## name (lua_State *L) {\ int a1 = (int) check_int(L, 1);\ int a2 = (int) check_int(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_viF3(name)\ LUA_API int L ## name (lua_State *L) {\ int a1 = (int) check_int(L, 1);\ GLfloat a2 = (GLfloat) check_GLfloat(L, 2);\ GLfloat a3 = (GLfloat) check_GLfloat(L, 3);\ GLfloat a4 = (GLfloat) check_GLfloat(L, 4);\ name(a1, a2, a3, a4);\ return 0;\ } #define FUN_visi(name)\ LUA_API int L ## name (lua_State *L) {\ int a1 = (int) check_int(L, 1);\ const char * a2 = (const char *) check_string(L, 2);\ int a3 = (int) check_int(L, 3);\ name(a1, a2, a3);\ return 0;\ } #define FUN_vp(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ name(a1);\ return 0;\ } #define FUN_vpi(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ int a2 = (int) check_int(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vps(name)\ LUA_API int L ## name (lua_State *L) {\ void * a1 = (void *) check_lightuserdata(L, 1);\ const char * a2 = (const char *) check_string(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vs(name)\ LUA_API int L ## name (lua_State *L) {\ const char * a1 = (const char *) check_string(L, 1);\ name(a1);\ return 0;\ } #define FUN_vsi(name)\ LUA_API int L ## name (lua_State *L) {\ const char * a1 = (const char *) check_string(L, 1);\ int a2 = (int) check_int(L, 2);\ name(a1, a2);\ return 0;\ } #define FUN_vui(name)\ LUA_API int L ## name (lua_State *L) {\ unsigned int a1 = (unsigned int) check_uint(L, 1);\ name(a1);\ return 0;\ }