Shaders management functions.

This commit is contained in:
jussi
2023-10-31 02:11:46 +02:00
parent c3295e014d
commit 65fababd8d
10 changed files with 310 additions and 23 deletions

View File

@@ -928,7 +928,7 @@ Load a vertex buffer attribute
- Success return int
*/
int lrlglLoadVertexBuffer( lua_State *L ) {
Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
@@ -944,7 +944,7 @@ Load a new attributes element buffer
- Success return int
*/
int lrlglLoadVertexBufferElement( lua_State *L ) {
Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
@@ -959,7 +959,7 @@ Update GPU buffer with new data
*/
int lrlglUpdateVertexBuffer( lua_State *L ) {
int bufferId = luaL_checkinteger( L, 1 );
Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset );
@@ -974,7 +974,7 @@ Update vertex buffer elements with new data
*/
int lrlglUpdateVertexBufferElements( lua_State *L ) {
int bufferId = luaL_checkinteger( L, 1 );
Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset );
@@ -1083,7 +1083,7 @@ Draw vertex array elements
int lrlglDrawVertexArrayElements( lua_State *L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 3 );
rlDrawVertexArrayElements( offset, count, buffer->data );
@@ -1113,7 +1113,7 @@ Draw vertex array elements instanced
int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
Buffer *buffer = uluaGetBuffer( L, 3 );
int instances = luaL_checkinteger( L, 4 );
rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances );
@@ -1238,23 +1238,160 @@ int lrlglUnloadFramebuffer( lua_State *L ) {
*/
/*
> success = RL.rlLoadShaderCode( string vsCode, string fsCode )
> shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
Load shader from code strings
- Failure return nil
- Success return int
*/
// int lrlglUnloadFramebuffer( lua_State *L ) {
// if ( !lua_isstring( L, 1 ) || !lua_isstring( L, 2 ) ) {
// TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadShaderCode( string vsCode, string fsCode )" );
// lua_pushnil( L );
// return 1;
// }
// lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
int lrlglLoadShaderCode( lua_State *L ) {
lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
// return 1;
// }
return 1;
}
/*
> shaderId = RL.rlCompileShader( string shaderCode, int type )
Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
- Success return int
*/
int lrlglCompileShader( lua_State *L ) {
int type = luaL_checkinteger( L, 2 );
lua_pushinteger( L, rlCompileShader( luaL_checkstring( L, 1 ), type ) );
return 1;
}
/*
> shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
Load custom shader program
- Success return int
*/
int lrlglLoadShaderProgram( lua_State *L ) {
unsigned int vShaderId = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int fShaderId = (unsigned int)luaL_checkinteger( L, 2 );
lua_pushinteger( L, rlLoadShaderProgram( vShaderId, fShaderId ) );
return 1;
}
/*
> RL.rlUnloadShaderProgram( int id )
Unload shader program
*/
int lrlglUnloadShaderProgram( lua_State *L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
rlUnloadShaderProgram( id );
return 0;
}
/*
> location = RL.rlGetLocationUniform( int shaderId, string uniformName )
Get shader location uniform
- Success return int
*/
int lrlglGetLocationUniform( lua_State *L ) {
unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlGetLocationUniform( shaderId, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> location = RL.rlGetLocationAttrib( int shaderId, string attribName )
Get shader location attribute
- Success return int
*/
int lrlglGetLocationAttrib( lua_State *L ) {
unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlGetLocationAttrib( shaderId, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
Set shader value uniform
*/
int lrlglSetUniform( lua_State *L ) {
int locIndex = luaL_checkinteger( L, 1 );
Buffer *value = uluaGetBuffer( L, 2 );
int uniformType = luaL_checkinteger( L, 3 );
int count = luaL_checkinteger( L, 4 );
rlSetUniform( locIndex, value->data, uniformType, count );
return 0;
}
/*
> RL.rlSetUniformMatrix( int locIndex, Matrix mat )
Set shader value matrix
*/
int lrlglSetUniformMatrix( lua_State *L ) {
int locIndex = luaL_checkinteger( L, 1 );
Matrix mat = uluaGetMatrixIndex( L, 2 );
rlSetUniformMatrix( locIndex, mat );
return 0;
}
/*
> RL.rlSetUniformSampler( int locIndex, int textureId )
Set shader value sampler
*/
int lrlglSetUniformSampler( lua_State *L ) {
int locIndex = luaL_checkinteger( L, 1 );
unsigned int textureId = (unsigned int)luaL_checkinteger( L, 2 );
rlSetUniformSampler( locIndex, textureId );
return 0;
}
/*
> RL.rlSetShader( int id, int{} locs )
Set shader currently active (id and locations)
*/
int lrlglSetShader( lua_State *L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
int t = 2, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_isnumber( L, -1 ) ) {
if ( i < RL_MAX_SHADER_LOCATIONS ) {
state->RLGLcurrentShaderLocs[i] = lua_tointeger( L, -1 );
}
}
i++;
lua_pop( L, 1 );
}
rlSetShader( id, state->RLGLcurrentShaderLocs );
return 0;
}
/*
## RLGL - Matrix state management