Buffer userdata object and rlgl Vertex buffers management.
This commit is contained in:
268
src/rlgl.c
268
src/rlgl.c
@@ -3,58 +3,6 @@
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#include "lua_core.h"
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#include "lrlgl.h"
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static void* getVertexBuffer( lua_State *L, int *type, unsigned int *size ) {
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*type = lua_tointeger( L, 2 );
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size_t len = uluaGetTableLenIndex( L, 1 );
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unsigned char *uByteArray;
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float *floatArray;
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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*size = len * sizeof( unsigned char );
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uByteArray = MemAlloc( *size );
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break;
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case RL_FLOAT:
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*size = len * sizeof( float );
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floatArray = MemAlloc( *size );
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break;
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default:
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break;
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}
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int t = 1;
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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uByteArray[i] = lua_tointeger( L, -1 );
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break;
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case RL_FLOAT:
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floatArray[i] = lua_tointeger( L, -1 );
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break;
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default:
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break;
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}
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lua_pop( L, 1 );
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i++;
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}
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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return uByteArray;
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break;
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case RL_FLOAT:
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return floatArray;
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break;
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default:
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return NULL;
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break;
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}
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}
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/*
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## RLGL - Matrix operations
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*/
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@@ -1308,29 +1256,93 @@ int lrlglLoadVertexArray( lua_State *L ) {
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}
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/*
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> vboId = RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )
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> vboId = RL.rlLoadVertexBuffer( Buffer buffer, bool dynamic )
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Load a vertex buffer attribute. Type should be RL_UNSIGNED_BYTE or RL_FLOAT
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Load a vertex buffer attribute
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- Failure return -1
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- Success return int
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*/
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int lrlglLoadVertexBuffer( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )" );
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if ( !lua_isuserdata( L, 1 ) || !lua_isboolean( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadVertexBuffer( Buffer buffer, bool dynamic )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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unsigned int size = 0;
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int type = 0;
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void *vertexBuffer = getVertexBuffer( L, &type, &size );
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bool dynamic = lua_tointeger( L, 3 );
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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bool dynamic = lua_tointeger( L, 2 );
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lua_pushinteger( L, rlLoadVertexBuffer( vertexBuffer, size, dynamic ) );
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lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
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if ( vertexBuffer != NULL ) {
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MemFree( vertexBuffer );
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return 1;
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}
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/*
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> vboId = RL.rlLoadVertexBufferElement( Buffer buffer, bool dynamic )
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Load a new attributes element buffer
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- Failure return -1
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- Success return int
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*/
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int lrlglLoadVertexBufferElement( lua_State *L ) {
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if ( !lua_isuserdata( L, 1 ) || !lua_isboolean( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadVertexBufferElement( Buffer buffer, bool dynamic )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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bool dynamic = lua_tointeger( L, 2 );
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lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
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return 1;
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}
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/*
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> success = RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset )
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Update GPU buffer with new data
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- Failure return false
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- Success return true
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*/
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int lrlglUpdateVertexBuffer( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isuserdata( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int bufferId = lua_tointeger( L, 1 );
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Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
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int offset = lua_tointeger( L, 3 );
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rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset )
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Update vertex buffer elements with new data
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- Failure return false
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- Success return true
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*/
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int lrlglUpdateVertexBufferElements( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isuserdata( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int bufferId = lua_tointeger( L, 1 );
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Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
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int offset = lua_tointeger( L, 3 );
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rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset );
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lua_pushboolean( L, true );
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return 1;
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}
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@@ -1403,6 +1415,63 @@ int lrlglSetVertexAttribute( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL.rlSetVertexAttributeDivisor( int index, int divisor )
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Set vertex attribute divisor
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- Failure return false
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- Success return true
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*/
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int lrlglSetVertexAttributeDivisor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlSetVertexAttributeDivisor( int index, int divisor )" );
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lua_pushboolean( L, false );
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return 1;
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}
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unsigned int index = (unsigned int)lua_tointeger( L, 1 );
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int divisor = lua_tointeger( L, 2 );
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rlSetVertexAttributeDivisor( index, divisor );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType )
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Set vertex attribute default value
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- Failure return false
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- Success return true
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*/
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int lrlglSetVertexAttributeDefault( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int locIndex = lua_tointeger( L, 1 );
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int attribType = lua_tointeger( L, 3 );
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int count = uluaGetTableLenIndex( L, 2 );
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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int t = 2;
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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value[i] = lua_tonumber( L, -1 );
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lua_pop( L, 1 );
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i++;
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}
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rlSetVertexAttributeDefault( locIndex, value, attribType, count );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlDrawVertexArray( int offset, int count )
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@@ -1426,6 +1495,79 @@ int lrlglDrawVertexArray( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer )
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Draw vertex array elements
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- Failure return false
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- Success return true
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*/
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int lrlglDrawVertexArrayElements( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isuserdata( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int offset = lua_tointeger( L, 1 );
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int count = lua_tointeger( L, 2 );
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Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
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rlDrawVertexArrayElements( offset, count, buffer->data );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlDrawVertexArrayInstanced( int offset, int count, int instances )
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Draw vertex array instanced
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- Failure return false
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- Success return true
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*/
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int lrlglDrawVertexArrayInstanced( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDrawVertexArrayInstanced( int offset, int count, int instances )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int offset = lua_tointeger( L, 1 );
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int count = lua_tointeger( L, 2 );
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int instances = lua_tointeger( L, 3 );
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rlDrawVertexArrayInstanced( offset, count, instances );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances )
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Draw vertex array elements instanced
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- Failure return false
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- Success return true
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*/
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int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isuserdata( L, 3 ) || !lua_isnumber( L, 4 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int offset = lua_tointeger( L, 1 );
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int count = lua_tointeger( L, 2 );
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Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
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int instances = lua_tointeger( L, 4 );
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rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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## RLGL - Textures management
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*/
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