All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.

This commit is contained in:
jussi
2023-04-06 12:31:37 +03:00
parent 198a74c0aa
commit 2526c9732e
47 changed files with 8730 additions and 3196 deletions

View File

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