Create material using correct texture source.

This commit is contained in:
jussi
2022-07-26 16:33:04 +03:00
parent 314d0412a5
commit 4f54a0a499
9 changed files with 21 additions and 7 deletions

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@@ -23,7 +23,7 @@ if( EMSCRIPTEN ) # Web
target_link_libraries( ${PROJECT_NAME} ${CMAKE_SOURCE_DIR}/lib/web/liblua.a ) target_link_libraries( ${PROJECT_NAME} ${CMAKE_SOURCE_DIR}/lib/web/liblua.a )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY" ) set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY" )
set( CMAKE_EXECUTABLE_SUFFIX ".html" ) # This line is used to set your executable to build with the emscripten html template so taht you can directly open it. set( CMAKE_EXECUTABLE_SUFFIX ".html" ) # This line is used to set your executable to build with the emscripten html template so that you can directly open it.
set( resources_dir "resources" ) set( resources_dir "resources" )
set_target_properties( ${PROJECT_NAME} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}" ) set_target_properties( ${PROJECT_NAME} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}" )
else() # Desktop else() # Desktop
@@ -54,6 +54,7 @@ else() # Desktop
target_link_libraries( ${PROJECT_NAME} "-framework Cocoa" ) target_link_libraries( ${PROJECT_NAME} "-framework Cocoa" )
target_link_libraries( ${PROJECT_NAME} "-framework OpenGL" ) target_link_libraries( ${PROJECT_NAME} "-framework OpenGL" )
elseif( WIN32 ) elseif( WIN32 )
set( CMAKE_C_FLAGS ${CMAKE_C_FLAGS} "-mwindows" )
target_link_libraries( ${PROJECT_NAME} mingw32 opengl32 gdi32 winmm ) target_link_libraries( ${PROJECT_NAME} mingw32 opengl32 gdi32 winmm )
endif() endif()
endif() endif()

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@@ -215,7 +215,7 @@ ReiLua
||\main.lua ||\main.lua
``` ```
We can now build the game. You can use the command it top of the "CMakeLists.txt" to use emsdk toolchain with cmake. Remember to replace \<YOUR PATH HERE> with correct path. We can now build the game. You can use the command in the top of the "CMakeLists.txt" to use emsdk toolchain with cmake. Remember to replace \<YOUR PATH HERE> with correct path.
``` ```
cmake .. -DCMAKE_TOOLCHAIN_FILE=<YOUR PATH HERE>/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake -DPLATFORM=Web cmake .. -DCMAKE_TOOLCHAIN_FILE=<YOUR PATH HERE>/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake -DPLATFORM=Web

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@@ -2,6 +2,8 @@ Current {
} }
Backlog { Backlog {
* Audio
* Pan (From newer RayLib).
* Text * Text
* Codepoints * Codepoints
* String management. At least TextSplit. * String management. At least TextSplit.

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@@ -36,7 +36,7 @@ function process( delta )
cameraPos[2] = cameraPos[2] - cameraSpeed * delta cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end end
-- Rotate. -- Rotate.
if RL_IsKeyDown( string.byte( "E" ) ) then if RL_IsKeyDown( string.byte( "E" ) ) then -- Or RL_IsKeyDown( KEY_E )
cameraRot = cameraRot + cameraRotSpeed * delta cameraRot = cameraRot + cameraRotSpeed * delta
elseif RL_IsKeyDown( string.byte( "Q" ) ) then elseif RL_IsKeyDown( string.byte( "Q" ) ) then
cameraRot = cameraRot - cameraRotSpeed * delta cameraRot = cameraRot - cameraRotSpeed * delta

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@@ -49,6 +49,11 @@ local player = {
facing = 1, facing = 1,
} }
local kissa = { Vec2:new( 2, 4 ), 23 }
-- print( table.concat( kissa ) )
print( kissa[1] )
local function createMap() local function createMap()
for x = 1, tilemap.size.x do for x = 1, tilemap.size.x do
table.insert( tilemap.tiles, {} ) table.insert( tilemap.tiles, {} )

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@@ -331,7 +331,7 @@ int lcoreSetWindowState( lua_State *L ) {
} }
/* /*
> state = RL_IsWindowState( int flag ) ) > state = RL_IsWindowState( int flag )
Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... ) Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )

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@@ -1554,7 +1554,13 @@ int lmodelsCreateMaterial( lua_State *L ) {
while ( lua_next( L, t4 ) != 0 ) { while ( lua_next( L, t4 ) != 0 ) {
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) { if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
state->materials[i]->maps[map].texture = *state->textures[ lua_tointeger( L, -1 ) ]; size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->materials[i]->maps[map].texture = *texturesGetSourceTexture( texId );
} }
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
state->materials[i]->maps[map].color = uluaGetColor( L ); state->materials[i]->maps[map].color = uluaGetColor( L );

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@@ -1285,7 +1285,7 @@ Get image pixel color at ( x, y ) position
- Success return Color - Success return Color
*/ */
int ltexturesGetImageColor( lua_State *L ) { int ltexturesGetImageColor( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetImageColor( Image image, Vector2 pixelPos )" ); TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetImageColor( Image image, Vector2 pixelPos )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;