All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -18,67 +18,67 @@ local dirtBottomRec = { 7 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
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local matrix = {}
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function init()
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetScreenSize()
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function RL.init()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local winSize = RL.GetScreenSize()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCameraMode( camera, CAMERA_FREE )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCameraMode( camera, RL.CAMERA_FREE )
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heigthImage = RL_LoadImage( RL_GetBasePath().."../resources/images/heightmap.png" )
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heigthImage = RL.LoadImage( RL.GetBasePath().."../resources/images/heightmap.png" )
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mesh = RL_GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
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tilesetTex = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
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groundTexture = RL_LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
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mesh = RL.GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
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tilesetTex = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
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groundTexture = RL.LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
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-- Draw to ground texture.
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RL_BeginTextureMode( groundTexture )
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RL.BeginTextureMode( groundTexture )
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for x = 1, 16 do
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for y = 1, 16 do
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local pos = { x - 1, y - 1 }
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if 4 < x and x < 14 and 4 < y and y < 8 then
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RL_DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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elseif 4 == x and 4 < y and y < 8 then
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RL_DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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elseif 14 == x and 4 < y and y < 8 then
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RL_DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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elseif 4 < x and x < 14 and 4 == y then
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RL_DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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elseif 4 < x and x < 14 and 8 == y then
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RL_DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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else
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RL_DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
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RL.DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
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end
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end
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end
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RL_EndTextureMode()
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RL.EndTextureMode()
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material = RL_LoadMaterialDefault()
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RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL_GenTextureMipmaps( groundTexture )
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-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
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RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
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RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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material = RL.LoadMaterialDefault()
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RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL.GenTextureMipmaps( groundTexture )
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-- RL.SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
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RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
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matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
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end
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function draw()
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RL_ClearBackground( { 100, 150, 100 } )
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RL_UpdateCamera3D( camera )
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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RL.UpdateCamera3D( camera )
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RL_BeginMode3D( camera )
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RL_DrawMesh( mesh, material, matrix )
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RL_EndMode3D()
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RL.BeginMode3D( camera )
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RL.DrawMesh( mesh, material, matrix )
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RL.EndMode3D()
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end
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