New object types for all types.
This commit is contained in:
126
src/lua_core.c
126
src/lua_core.c
@@ -194,7 +194,7 @@ static void defineMusic() {
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lua_setfield( L, -2, "__gc" );
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}
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/* Music. */
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/* Light. */
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static void defineLight() {
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lua_State *L = state->luaState;
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@@ -203,6 +203,93 @@ static void defineLight() {
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lua_setfield( L, -2, "__index" );
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}
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/* Material. */
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static int gcMaterial( lua_State *L ) {
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Material *material = luaL_checkudata ( L, 1, "Material" );
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printf( "gcMaterial\n" );
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// int MAX_MATERIAL_MAPS = 12;
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// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
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// if ( material->maps != NULL ) {
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// for ( int i = 0; i < MAX_MATERIAL_MAPS; i++ ) {
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// if ( material->maps[i].texture.id != rlGetTextureIdDefault() ) {
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// printf( "gcMaterial material->maps[i].texture.id = %d\n", material->maps[i].texture.id );
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// rlUnloadTexture( material->maps[i].texture.id );
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// }
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// }
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// }
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/* Custom UnloadMaterial since we don't want to free Shaders or Textures. */
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RL_FREE( material->maps );
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}
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static void defineMaterial() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "Material" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcMaterial );
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lua_setfield( L, -2, "__gc" );
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}
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/* Mesh. */
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static int gcMesh( lua_State *L ) {
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Mesh *mesh = luaL_checkudata ( L, 1, "Mesh" );
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printf( "gcMesh\n" );
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UnloadMesh( *mesh );
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}
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static void defineMesh() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "Mesh" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcMesh );
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lua_setfield( L, -2, "__gc" );
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}
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/* Model. */
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static int gcModel( lua_State *L ) {
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Model *model = luaL_checkudata ( L, 1, "Model" );
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printf( "gcModel\n" );
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UnloadModel( *model );
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// UnloadModelKeepMeshes( *model );
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}
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static void defineModel() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "Model" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcModel );
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lua_setfield( L, -2, "__gc" );
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}
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/* ModelAnimation. */
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static int gcModelAnimation( lua_State *L ) {
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ModelAnimation *modelAnimation = luaL_checkudata ( L, 1, "ModelAnimation" );
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printf( "gcModelAnimation\n" );
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UnloadModelAnimation( *modelAnimation );
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}
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static void defineModelAnimation() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "ModelAnimation" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcModelAnimation );
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lua_setfield( L, -2, "__gc" );
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}
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/* Assing globals. */
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static void assignGlobalInt( int value, const char *name ) {
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@@ -243,7 +330,10 @@ static void defineGlobals() {
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lua_getglobal( L, "RL" );
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uluaPushFont( L, GetFontDefault() );
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lua_setfield( L, -2, "fontDefault" );
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lua_setfield( L, -2, "defaultFont" );
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uluaPushMaterial( L, LoadMaterialDefault() );
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lua_setfield( L, -2, "defaultMaterial" );
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/*DOC_START*/
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/* ConfigFlags */
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@@ -1229,6 +1319,10 @@ bool luaInit( int argn, const char **argc ) {
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defineSound();
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defineMusic();
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defineLight();
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defineMaterial();
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defineMesh();
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defineModel();
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defineModelAnimation();
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/* Define globals. */
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defineGlobals();
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@@ -1769,7 +1863,6 @@ void luaRegister() {
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assingGlobalFunction( "GenMeshHeightmap", lmodelsGenMeshHeightmap );
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assingGlobalFunction( "GenMeshCustom", lmodelsGenMeshCustom );
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assingGlobalFunction( "UpdateMesh", lmodelsUpdateMesh );
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assingGlobalFunction( "UnloadMesh", lmodelsUnloadMesh );
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assingGlobalFunction( "DrawMesh", lmodelsDrawMesh );
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assingGlobalFunction( "DrawMeshInstanced", lmodelsDrawMeshInstanced );
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assingGlobalFunction( "SetMeshColor", lmodelsSetMeshColor );
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@@ -1779,7 +1872,6 @@ void luaRegister() {
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/* Material. */
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assingGlobalFunction( "LoadMaterialDefault", lmodelsLoadMaterialDefault );
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assingGlobalFunction( "CreateMaterial", lmodelsCreateMaterial );
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assingGlobalFunction( "UnloadMaterial", lmodelsUnloadMaterial );
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assingGlobalFunction( "SetMaterialTexture", lmodelsSetMaterialTexture );
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assingGlobalFunction( "SetMaterialColor", lmodelsSetMaterialColor );
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assingGlobalFunction( "SetMaterialValue", lmodelsSetMaterialValue );
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@@ -1793,7 +1885,6 @@ void luaRegister() {
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/* Model. */
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assingGlobalFunction( "LoadModel", lmodelsLoadModel );
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assingGlobalFunction( "LoadModelFromMesh", lmodelsLoadModelFromMesh );
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assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
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assingGlobalFunction( "DrawModel", lmodelsDrawModel );
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assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
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assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
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@@ -1806,7 +1897,6 @@ void luaRegister() {
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/* Animations. */
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assingGlobalFunction( "LoadModelAnimations", lmodelsLoadModelAnimations );
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assingGlobalFunction( "UpdateModelAnimation", lmodelsUpdateModelAnimation );
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assingGlobalFunction( "UnloadModelAnimations", lmodelsUnloadModelAnimations );
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assingGlobalFunction( "IsModelAnimationValid", lmodelsIsModelAnimationValid );
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assingGlobalFunction( "GetModelAnimationBoneCount", lmodelsGetModelAnimationBoneCount );
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assingGlobalFunction( "GetModelAnimationFrameCount", lmodelsGetModelAnimationFrameCount );
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@@ -2988,6 +3078,30 @@ void uluaPushLight( lua_State *L, Light light ) {
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luaL_setmetatable( L, "Light" );
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}
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void uluaPushMaterial( lua_State *L, Material material ) {
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Material *materialP = lua_newuserdata( L, sizeof( Material ) );
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*materialP = material;
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luaL_setmetatable( L, "Material" );
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}
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void uluaPushMesh( lua_State *L, Mesh mesh ) {
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Mesh *meshP = lua_newuserdata( L, sizeof( Mesh ) );
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*meshP = mesh;
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luaL_setmetatable( L, "Mesh" );
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}
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void uluaPushModel( lua_State *L, Model model ) {
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Model *modelP = lua_newuserdata( L, sizeof( Model ) );
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*modelP = model;
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luaL_setmetatable( L, "Model" );
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}
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void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) {
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ModelAnimation *modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) );
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*modelAnimationP = modelAnimation;
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luaL_setmetatable( L, "ModelAnimation" );
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}
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int uluaGetTableLen( lua_State *L ) {
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return uluaGetTableLenIndex( L, lua_gettop( L ) );
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}
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1516
src/models.c
1516
src/models.c
File diff suppressed because it is too large
Load Diff
63
src/state.c
63
src/state.c
@@ -17,37 +17,8 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
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state->resolution = (Vector2){ 800, 600 };
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state->luaState = NULL;
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state->logLevelInvalid = LOG_ERROR;
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/* Meshes. */
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state->meshAlloc = ALLOC_PAGE_SIZE;
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state->meshCount = 0;
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state->meshes = malloc( state->meshAlloc * sizeof( Mesh* ) );
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/* Materials. */
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state->materialAlloc = ALLOC_PAGE_SIZE;
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state->materialCount = 1;
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state->materials = malloc( state->materialAlloc * sizeof( Material* ) );
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/* Models. */
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state->modelAlloc = ALLOC_PAGE_SIZE;
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state->modelCount = 0;
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state->models = malloc( state->modelAlloc * sizeof( Model* ) );
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/* ModelsAnimations. */
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state->animationAlloc = ALLOC_PAGE_SIZE;
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state->animationCount = 0;
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state->animations = malloc( state->animationAlloc * sizeof( ModelAnimations* ) );
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for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
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state->meshes[i] = NULL;
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state->models[i] = NULL;
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state->animations[i] = NULL;
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/* The ones we want to save the first. */
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if ( 0 < i ) {
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state->materials[i] = NULL;
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}
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}
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InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
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/* Has to be after InitWindod where opengl context is created. */
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state->materials[0] = malloc( sizeof( Material ) );
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*state->materials[0] = LoadMaterialDefault();
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if ( !IsWindowReady() ) {
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state->hasWindow = false;
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@@ -67,36 +38,6 @@ void stateInitInterpret( int argn, const char **argc ) {
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}
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void stateFree() {
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for ( int i = 0; i < state->modelCount; ++i ) {
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if ( state->models[i] != NULL ) {
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//TODO Test if UnloadModel causes segfaults on exit.
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UnloadModelKeepMeshes( *state->models[i] );
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// UnloadModel( *state->models[i] );
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free( state->models[i] );
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}
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}
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for ( int i = 0; i < state->meshCount; ++i ) {
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if ( state->meshes[i] != NULL ) {
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UnloadMesh( *state->meshes[i] );
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free( state->meshes[i] );
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}
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}
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for ( int i = 0; i < state->materialCount; ++i ) {
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if ( state->materials[i] != NULL ) {
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/* Prevent unloading shader that would result in double free when freeing shaders. */
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state->materials[i]->shader.id = rlGetShaderIdDefault();
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UnloadMaterial( *state->materials[i] );
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free( state->materials[i] );
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}
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}
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for ( int i = 0; i < state->animationCount; ++i ) {
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if ( state->animations[i] != NULL ) {
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UnloadModelAnimations( state->animations[i]->animations, state->animations[i]->animCount );
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free( state->animations[i] );
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}
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}
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if ( IsAudioDeviceReady() ) {
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CloseAudioDevice();
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}
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@@ -107,10 +48,6 @@ void stateFree() {
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if ( state->hasWindow ) {
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CloseWindow();
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}
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free( state->meshes );
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free( state->materials );
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free( state->models );
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free( state->animations );
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free( state->exePath );
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free( state );
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}
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@@ -40,7 +40,7 @@ int ltextLoadFont( lua_State *L ) {
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}
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/*
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> font = RL.LoadFontEx( string fileName, int fontSize, int fontChars{} )
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> font = RL.LoadFontEx( string fileName, int fontSize, int{} fontChars )
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Load font from file with extended parameters. Loading the default character set
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@@ -831,35 +831,21 @@ int ltexturesImageDraw( lua_State *L ) {
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}
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/*
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> success = RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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Draw text ( Custom sprite font ) within an image ( Destination )
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- Failure return false
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- Success return true
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Draw text (Custom sprite font) within an image (Destination)
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*/
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int ltexturesImageDrawTextEx( lua_State *L ) {
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// if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isstring( L, 3 ) || !lua_istable( L, 4 )
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// || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) || !lua_istable( L, 7 ) ) {
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// TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )" );
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// lua_pushboolean( L, false );
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// return 1;
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// }
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// size_t imageId = lua_tointeger( L, 1 );
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// size_t fontId = lua_tointeger( L, 2 );
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// Vector2 position = uluaGetVector2Index( L, 4 );
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// float fontSize = lua_tonumber( L, 5 );
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// float spacing = lua_tonumber( L, 6 );
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// Color tint = uluaGetColorIndex( L, 7 );
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Image *image = luaL_checkudata( L, 1, "Image" );
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Font *font = luaL_checkudata( L, 2, "Font" );
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Vector2 position = uluaGetVector2Index( L, 4 );
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float fontSize = luaL_checknumber( L, 5 );
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float spacing = luaL_checknumber( L, 6 );
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Color tint = uluaGetColorIndex( L, 7 );
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// if ( !validImage( imageId ) || !validFont( fontId ) ) {
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// lua_pushboolean( L, false );
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// return 1;
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// }
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// ImageDrawTextEx( state->images[ imageId ], *state->fonts[ fontId ], lua_tostring( L, 3 ), position, fontSize, spacing, tint );
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// lua_pushboolean( L, true );
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ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint );
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return 1;
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return 0;
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}
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/*
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