Documentation. waving_cubes example and RL_DrawFPS and RL_ColorFromHSV.

This commit is contained in:
jussi
2022-02-21 19:05:05 +02:00
parent 8182a5f1b6
commit 612ede6da4
15 changed files with 184 additions and 71 deletions

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@@ -114,7 +114,7 @@ void defineGlobals() {
assignGlobalInt( NPATCH_NINE_PATCH, "NPATCH_NINE_PATCH" );
assignGlobalInt( NPATCH_THREE_PATCH_VERTICAL, "NPATCH_THREE_PATCH_VERTICAL" );
assignGlobalInt( NPATCH_THREE_PATCH_HORIZONTAL, "NPATCH_THREE_PATCH_HORIZONTAL" );
/* Shader location index */
/* ShaderLocationIndex */
assignGlobalInt( SHADER_LOC_VERTEX_POSITION, "SHADER_LOC_VERTEX_POSITION" );
assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD01, "SHADER_LOC_VERTEX_TEXCOORD01" );
assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD02, "SHADER_LOC_VERTEX_TEXCOORD02" );
@@ -141,7 +141,7 @@ void defineGlobals() {
assignGlobalInt( SHADER_LOC_MAP_IRRADIANCE, "SHADER_LOC_MAP_IRRADIANCE" );
assignGlobalInt( SHADER_LOC_MAP_PREFILTER, "SHADER_LOC_MAP_PREFILTER" );
assignGlobalInt( SHADER_LOC_MAP_BRDF, "SHADER_LOC_MAP_BRDF" );
/* Shader uniform data type */
/* ShaderUniformDataType */
assignGlobalInt( SHADER_UNIFORM_FLOAT, "SHADER_UNIFORM_FLOAT" );
assignGlobalInt( SHADER_UNIFORM_VEC2, "SHADER_UNIFORM_VEC2" );
assignGlobalInt( SHADER_UNIFORM_VEC3, "SHADER_UNIFORM_VEC3" );
@@ -151,7 +151,7 @@ void defineGlobals() {
assignGlobalInt( SHADER_UNIFORM_IVEC3, "SHADER_UNIFORM_IVEC3" );
assignGlobalInt( SHADER_UNIFORM_IVEC4, "SHADER_UNIFORM_IVEC4" );
assignGlobalInt( SHADER_UNIFORM_SAMPLER2D, "SHADER_UNIFORM_SAMPLER2D" );
/* Shader attribute data types */
/* ShaderAttributeDataTypes */
assignGlobalInt( SHADER_ATTRIB_FLOAT, "SHADER_ATTRIB_FLOAT" );
assignGlobalInt( SHADER_ATTRIB_VEC2, "SHADER_ATTRIB_VEC2" );
assignGlobalInt( SHADER_ATTRIB_VEC3, "SHADER_ATTRIB_VEC3" );
@@ -215,6 +215,11 @@ bool luaCallMain() {
sprintf( path, "%smain.lua", state->exePath );
/* Alternatively look for main. Could be precompiled binary file. */
if ( !FileExists( path ) ) {
sprintf( path, "%smain", state->exePath );
}
luaL_dofile( L, path );
/* Check errors in main.lua */
@@ -451,6 +456,8 @@ void luaRegister() {
lua_register( L, "RL_SetTextureWrap", ltexturesSetTextureWrap );
lua_register( L, "RL_GetTextureSize", ltexturesGetTextureSize );
lua_register( L, "RL_ColorFromHSV", ltexturesColorFromHSV );
/* Models. */
/* Basic. */
lua_register( L, "RL_DrawLine3D", lmodelsDrawLine3D );
@@ -523,6 +530,7 @@ void luaRegister() {
/* Loading. */
lua_register( L, "RL_LoadFont", lmodelsLoadFont );
/* Drawing. */
lua_register( L, "RL_DrawFPS", ltextDrawFPS );
lua_register( L, "RL_DrawText", ltextDrawText );
/* Audio. */

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@@ -7,7 +7,7 @@ int main( int argn, const char **argc ) {
if ( 1 < argn ) {
if ( strcmp( argc[1], "--version" ) == 0 || strcmp( argc[1], "-v" ) == 0 ) {
printf( "ReiLua %d.%d\n", VERSION_MAJOR, VERSION_MINOR );
printf( "ReiLua %d.%d.%d\n", VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH );
return 1;
}

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@@ -65,6 +65,28 @@ int lmodelsLoadFont( lua_State *L ) {
## Text - Draw
*/
/*
> success = RL_DrawFPS( Vector2 pos )
Draw current FPS
- Failure return false
- Success return true
*/
int ltextDrawFPS( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawFPS( Vector2 pos )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 pos = uluaGetVector2( L );
DrawFPS( pos.x, pos.y );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawText( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )

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@@ -1055,3 +1055,26 @@ int ltexturesGetTextureSize( lua_State *L ) {
return 1;
}
/*
## Textures - Color/pixel
*/
/*
> color = RL_ColorFromHSV( float hue, float saturation, float value )
Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
- Failure return false
- Success return Color
*/
int ltexturesColorFromHSV( lua_State *L ) {
if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_ColorFromHSV( float hue, float saturation, float value )" );
lua_pushboolean( L, false );
return 1;
}
uluaPushColor( L, ColorFromHSV( lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
return 1;
}