All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -42,23 +42,23 @@ function Bunny:update()
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end
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end
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function init()
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowSize( { screenWidth, screenHeight } )
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RL_SetWindowTitle( "raylib [textures] example - bunnymark" )
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function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( { screenWidth, screenHeight } )
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RL.SetWindowTitle( "raylib [textures] example - bunnymark" )
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-- Load bunny texture
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texBunny = RL_LoadTexture( RL_GetBasePath().."../resources/images/wabbit_alpha.png" )
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texSize = RL_GetTextureSize( texBunny )
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texBunny = RL.LoadTexture( RL.GetBasePath().."../resources/images/wabbit_alpha.png" )
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texSize = RL.GetTextureSize( texBunny )
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end
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function process( delta )
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if RL_IsMouseButtonDown( 0 ) then
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function RL.process( delta )
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if RL.IsMouseButtonDown( 0 ) then
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-- Create more bunnies
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for i = 1, 100 do
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if #bunnies < MAX_BUNNIES then
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local speed = { math.random( -250, 250 ) / 60, math.random( -250, 250 ) / 60 }
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local color = { math.random( 50, 240 ), math.random( 80, 240 ), math.random( 100, 240 ), 255 }
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table.insert( bunnies, Bunny:new( RL_GetMousePosition(), speed, color ) )
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table.insert( bunnies, Bunny:new( RL.GetMousePosition(), speed, color ) )
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end
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end
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end
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@@ -68,8 +68,8 @@ function process( delta )
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end
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end
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function draw()
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RL_ClearBackground( RAYWHITE )
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function RL.draw()
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RL.ClearBackground( RL.RAYWHITE )
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for _, bunny in ipairs( bunnies ) do
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-- NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
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@@ -78,11 +78,11 @@ function draw()
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-- Process of sending data is costly and it could happen that GPU data has not been completely
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-- processed for drawing while new data is tried to be sent (updating current in-use buffers)
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-- it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
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RL_DrawTexture( texBunny, { bunny.position[1], bunny.position[2] }, bunny.color )
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RL.DrawTexture( texBunny, { bunny.position[1], bunny.position[2] }, bunny.color )
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end
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RL_DrawRectangle( { 0, 0, screenWidth, 40 }, BLACK)
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RL_DrawText( 0, "bunnies: " .. #bunnies, { 120, 10 }, 20, 2, GREEN )
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RL_DrawText( 0, "batched draw calls: " .. math.ceil( 1 + #bunnies / MAX_BATCH_ELEMENTS ), { 320, 10 }, 20, 2, RED )
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RL_DrawFPS( { 10, 10 } )
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RL.DrawRectangle( { 0, 0, screenWidth, 40 }, RL.BLACK)
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RL.DrawText( 0, "bunnies: " .. #bunnies, { 120, 10 }, 20, 2, RL.GREEN )
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RL.DrawText( 0, "batched draw calls: " .. math.ceil( 1 + #bunnies / MAX_BATCH_ELEMENTS ), { 320, 10 }, 20, 2, RL.RED )
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RL.DrawFPS( { 10, 10 } )
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end
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