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

@@ -18,67 +18,67 @@ local dirtBottomRec = { 7 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
local matrix = {}
function init()
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetScreenSize()
function RL.init()
local mPos = RL.GetMonitorPosition( monitor )
local mSize = RL.GetMonitorSize( monitor )
local winSize = RL.GetScreenSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
camera = RL_CreateCamera3D()
RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 1, 0 } )
RL_SetCameraMode( camera, CAMERA_FREE )
camera = RL.CreateCamera3D()
RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FREE )
heigthImage = RL_LoadImage( RL_GetBasePath().."../resources/images/heightmap.png" )
heigthImage = RL.LoadImage( RL.GetBasePath().."../resources/images/heightmap.png" )
mesh = RL_GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
tilesetTex = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
groundTexture = RL_LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
mesh = RL.GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
tilesetTex = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
groundTexture = RL.LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
-- Draw to ground texture.
RL_BeginTextureMode( groundTexture )
RL.BeginTextureMode( groundTexture )
for x = 1, 16 do
for y = 1, 16 do
local pos = { x - 1, y - 1 }
if 4 < x and x < 14 and 4 < y and y < 8 then
RL_DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 == x and 4 < y and y < 8 then
RL_DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 14 == x and 4 < y and y < 8 then
RL_DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 < x and x < 14 and 4 == y then
RL_DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 < x and x < 14 and 8 == y then
RL_DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
else
RL_DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
RL.DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
end
end
end
RL_EndTextureMode()
RL.EndTextureMode()
material = RL_LoadMaterialDefault()
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL_GenTextureMipmaps( groundTexture )
-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
material = RL.LoadMaterialDefault()
RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL.GenTextureMipmaps( groundTexture )
-- RL.SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
function draw()
RL_ClearBackground( { 100, 150, 100 } )
RL_UpdateCamera3D( camera )
function RL.draw()
RL.ClearBackground( { 100, 150, 100 } )
RL.UpdateCamera3D( camera )
RL_BeginMode3D( camera )
RL_DrawMesh( mesh, material, matrix )
RL_EndMode3D()
RL.BeginMode3D( camera )
RL.DrawMesh( mesh, material, matrix )
RL.EndMode3D()
end