uluaGetBoundingBoxIndex, IsTextureReady.
This commit is contained in:
13
API.md
13
API.md
@@ -1071,9 +1071,9 @@ Raycast hit information. NOTE: Data in named keys
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---
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---
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> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } }
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> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }
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{ min, max }. Bounding box type for 3d mesh
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{ min, max }. Accepts Vector3. Bounding box type for 3d mesh
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---
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---
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@@ -3560,6 +3560,15 @@ Unload texture from GPU memory ( VRAM )
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---
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---
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> isReady = RL.IsTextureReady( Texture2D texture )
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Check if a texture is ready
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- Failure return nil
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- Success return true
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---
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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Update GPU texture with new data
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Update GPU texture with new data
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@@ -2639,6 +2639,13 @@ function RL.LoadRenderTexture( size ) end
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---@return any success
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---@return any success
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function RL.UnloadTexture( texture ) end
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function RL.UnloadTexture( texture ) end
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---Check if a texture is ready
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---- Failure return nil
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---- Success return true
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---@param texture any
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---@return any isReady
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function RL.IsTextureReady( texture ) end
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---Update GPU texture with new data
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---Update GPU texture with new data
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---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---- Failure return false
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---- Failure return false
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@@ -65,6 +65,8 @@ Detailed changes:
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- REMOVED: UnloadRenderTexture
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- REMOVED: UnloadRenderTexture
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- ADDED: GetTextureType
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- ADDED: GetTextureType
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- FIXED: Vector3RotateByAxisAngle was not connected.
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- FIXED: Vector3RotateByAxisAngle was not connected.
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- FIXED: uluaGetBoundingBoxIndex was looking for numbers instead of tables.
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- ADDED: IsTextureReady
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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Release: ReiLua version 0.4.0 Using Raylib 4.2
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Release: ReiLua version 0.4.0 Using Raylib 4.2
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@@ -234,8 +234,8 @@ apiFile:write( "\n> Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position
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{ position, direction }. Ray type (useful for raycast)\n\n---\n" )
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{ position, direction }. Ray type (useful for raycast)\n\n---\n" )
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apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }\n\
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apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }\n\
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Raycast hit information. NOTE: Data in named keys\n\n---\n" )
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Raycast hit information. NOTE: Data in named keys\n\n---\n" )
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apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } }\n\
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apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }\n\
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{ min, max }. Bounding box type for 3d mesh\n\n---\n" )
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{ min, max }. Accepts Vector3. Bounding box type for 3d mesh\n\n---\n" )
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apiFile:write( "\n> Sound = SoundId\n\
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apiFile:write( "\n> Sound = SoundId\n\
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int id. Basic Sound source and buffer\n\n---\n" )
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int id. Basic Sound source and buffer\n\n---\n" )
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apiFile:write( "\n> NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }\n\
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apiFile:write( "\n> NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }\n\
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@@ -23,12 +23,7 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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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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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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camera = Cam3D:new()
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camera = Cam3D:new()
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camera:setPosition( { 0, 8, 16 } )
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camera:setPosition( { 0, 8, 16 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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camera:setUp( { 0, 1, 0 } )
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@@ -55,9 +50,7 @@ function RL.init()
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RL.GenTextureMipmaps( tileTexture )
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RL.GenTextureMipmaps( tileTexture )
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RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
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lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
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lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
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RL.GenTextureMipmaps( lightmap )
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RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureWrap( lightmap, RL.TEXTURE_WRAP_CLAMP )
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shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
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shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
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RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
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RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
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@@ -76,6 +76,7 @@ int ltexturesLoadTextureFromImage( lua_State *L );
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int ltexturesLoadTextureCubemap( lua_State *L );
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int ltexturesLoadTextureCubemap( lua_State *L );
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int ltexturesLoadRenderTexture( lua_State *L );
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int ltexturesLoadRenderTexture( lua_State *L );
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int ltexturesUnloadTexture( lua_State *L );
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int ltexturesUnloadTexture( lua_State *L );
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int ltexturesIsTextureReady( lua_State *L );
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int ltexturesUpdateTexture( lua_State *L );
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int ltexturesUpdateTexture( lua_State *L );
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int ltexturesUpdateTextureRec( lua_State *L );
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int ltexturesUpdateTextureRec( lua_State *L );
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/* Texture Drawing. */
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/* Texture Drawing. */
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@@ -997,6 +997,7 @@ void luaRegister() {
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assingGlobalFunction( "LoadTextureCubemap", ltexturesLoadTextureCubemap );
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assingGlobalFunction( "LoadTextureCubemap", ltexturesLoadTextureCubemap );
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assingGlobalFunction( "LoadRenderTexture", ltexturesLoadRenderTexture );
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assingGlobalFunction( "LoadRenderTexture", ltexturesLoadRenderTexture );
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assingGlobalFunction( "UnloadTexture", ltexturesUnloadTexture );
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assingGlobalFunction( "UnloadTexture", ltexturesUnloadTexture );
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assingGlobalFunction( "IsTextureReady", ltexturesIsTextureReady );
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assingGlobalFunction( "UpdateTexture", ltexturesUpdateTexture );
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assingGlobalFunction( "UpdateTexture", ltexturesUpdateTexture );
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assingGlobalFunction( "UpdateTextureRec", ltexturesUpdateTextureRec );
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assingGlobalFunction( "UpdateTextureRec", ltexturesUpdateTextureRec );
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/* Texture Drawing. */
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/* Texture Drawing. */
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@@ -1763,7 +1764,7 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
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lua_pushnil( L );
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_isnumber( L, -1 ) ) {
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if ( lua_istable( L, -1 ) ) {
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if ( lua_isnumber( L, -2 ) ) {
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if ( lua_isnumber( L, -2 ) ) {
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switch ( i ) {
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switch ( i ) {
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case 0:
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case 0:
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@@ -1740,20 +1740,45 @@ int ltexturesUnloadTexture( lua_State *L ) {
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lua_pushboolean( L, false );
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lua_pushboolean( L, false );
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return 1;
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return 1;
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}
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}
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size_t id = lua_tointeger( L, 1 );
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size_t texId = lua_tointeger( L, 1 );
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if ( !validTexture( id, TEXTURE_TYPE_ALL ) ) {
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if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
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lua_pushboolean( L, false );
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lua_pushboolean( L, false );
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return 1;
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return 1;
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}
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}
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// UnloadTexture( *state->textures[ id ] );
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// UnloadTexture( *state->textures[ id ] );
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texturesFreeTexture( id );
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texturesFreeTexture( texId );
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// state->textures[ id ] = NULL;
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// state->textures[ id ] = NULL;
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lua_pushboolean( L, true );
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lua_pushboolean( L, true );
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return 1;
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return 1;
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}
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}
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/*
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> isReady = RL.IsTextureReady( Texture2D texture )
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Check if a texture is ready
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- Failure return nil
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- Success return true
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*/
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int ltexturesIsTextureReady( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsTextureReady( Texture2D texture )" );
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lua_pushnil( L );
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return 1;
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}
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size_t texId = lua_tointeger( L, 1 );
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if ( !validTexture( texId, TEXTURE_TYPE_TEXTURE ) ) {
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, IsTextureReady( state->textures[ texId ]->texture) );
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return 1;
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}
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/*
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/*
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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