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code in opengl for a sword or knife

code in opengl for a sword or knife

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Answer #1

INSTRUCTION: FIND THE WHOLE PROJECT ON THE GITHUB USER PROVIDED BELOW.

require "OpenglConstants"

gl = gl or {}

--Create functions
function gl.createTexture()
local retTable = {}
retTable.texture_id = gl._createTexture()
return retTable
end

function gl.createBuffer()
local retTable = {}
retTable.buffer_id = gl._createBuffer()
return retTable
end

function gl.createRenderbuffer()
local retTable = {}
retTable.renderbuffer_id = gl._createRenderuffer()
return retTable
end

function gl.createFramebuffer( )
local retTable = {}
retTable.framebuffer_id = gl._createFramebuffer()
return retTable
end

function gl.createProgram()
local retTable = {}
retTable.program_id = gl._createProgram()
return retTable
end

function gl.createShader(shaderType)
local retTable = {}
retTable.shader_id = gl._createShader(shaderType)
return retTable
end

--Delete Fun
function gl.deleteTexture(texture)
local texture_id = 0
if "number" == type(texture) then
texture_id = texture
elseif "table" == type(texture) then
texture_id = texture.texture_id
end
gl._deleteTexture(texture_id)
end

function gl.deleteBuffer(buffer)
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end
gl._deleteBuffer(buffer_id)
end

function gl.deleteRenderbuffer(buffer)
local renderbuffer_id = 0
if "number" == type(buffer) then
renderbuffer_id = buffer
elseif "table" == type(buffer) then
renderbuffer_id = buffer.renderbuffer_id
end
gl._deleteRenderbuffer(renderbuffer_id)
end

function gl.deleteFramebuffer(buffer)
local framebuffer_id = 0
if "number" == type(buffer) then
framebuffer_id = buffer
elseif "table" == type(buffer) then
framebuffer_id = buffer.framebuffer_id
end
gl._deleteFramebuffer(framebuffer_id)
end

function gl.deleteProgram( program )
local program_id = 0
if "number" == type(buffer) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

gl._deleteProgram(program_id)
end

function gl.deleteShader(shader)
local shader_id = 0
if "number" == type(shader) then
shader_id = shader
elseif "table" == type(shader) then
shader_id = shader.shader_id
end

gl._deleteShader(shader_id)
end

--Bind Related
function gl.bindTexture(target, texture)
local texture_id = 0
if "number" == type(texture) then
texture_id = texture
elseif "table" == type(texture) then
texture_id = texture.texture_id
end

gl._bindTexture(target,texture_id)
end

function gl.bindBuffer( target,buffer )
local buffer_id = 0
if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end

gl._bindBuffer(target, buffer_id)
end

function gl.bindRenderBuffer(target, buffer)
local buffer_id = 0

if "number" == type(buffer) then
buffer_id = buffer;
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end

gl._bindRenderbuffer(target, buffer_id)
end

function gl.bindFramebuffer(target, buffer)
local buffer_id = 0

if "number" == type(buffer) then
buffer_id = buffer
elseif "table" == type(buffer) then
buffer_id = buffer.buffer_id
end

gl._bindFramebuffer(target, buffer_id)
end

--Uniform related
function gl.getUniform(program, location)
local program_id = 0
local location_id = 0

if "number" == type(program) then
program_id = program
else
program_id = program.program_id
end

if "number" == type(location) then
location_id = location
else
location_id = location.location_id
end

return gl._getUniform(program_id, location_id)
end

--shader related
function gl.compileShader(shader)
gl._compileShader( shader.shader_id)
end

function gl.shaderSource(shader, source)
gl._shaderSource(shader.shader_id, source)
end

function gl.getShaderParameter(shader, e)
return gl._getShaderParameter(shader.shader_id,e)
end

function gl.getShaderInfoLog( shader )
return gl._getShaderInfoLog(shader.shader_id)
end

--program related
function gl.attachShader( program, shader )
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

gl._attachShader(program_id, shader.shader_id)
end

function gl.linkProgram( program )
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

gl._linkProgram(program_id)
end

function gl.getProgramParameter(program, e)
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getProgramParameter(program_id, e)
end

function gl.useProgram(program)
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

gl._useProgram (program_id)
end

function gl.getAttribLocation(program, name )
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getAttribLocation(program_id, name)
end

function gl.getUniformLocation( program, name )
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getUniformLocation(program_id,name)
end

function gl.getActiveAttrib( program, index )
local program_id = 0
if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getActiveAttrib(program_id, index);
end

function gl.getActiveUniform( program, index )
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getActiveUniform(program_id, index)
end

function gl.getAttachedShaders(program)
local program_id = 0

if "number" == type(program) then
program_id = program
elseif "table" == type(program) then
program_id = program.program_id
end

return gl._getAttachedShaders(program_id)
end

function gl.glNodeCreate()
return cc.GLNode:create()
end

GITHUB USER: kissingerzoe

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