New object types for Image, Texture, RenderTexture, Camera2D, Camera3D and Shader.
This commit is contained in:
33
src/lights.c
33
src/lights.c
@@ -59,54 +59,35 @@ Create a light and get shader locations
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- Success return int
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*/
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int llightsCreateLight( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
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|| !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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int type = lua_tointeger( L, 1 );
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int type = luaL_checkinteger( L, 1 );
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Vector3 position = uluaGetVector3Index( L, 2 );
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Vector3 target = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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size_t shaderId = lua_tointeger( L, 5 );
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Shader *shader = luaL_checkudata( L, 5, "Shader" );
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int i = newLight();
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*state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
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*state->lights[i] = CreateLight( type, position, target, color, *shader );
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lua_pushinteger( L, i );
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return 1;
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}
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/*
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> success = RL.UpdateLightValues( Shader shader, Light light )
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> RL.UpdateLightValues( Shader shader, Light light )
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Send light properties to shader
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- Failure return false
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- Success return true
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*/
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int llightsUpdateLightValues( 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.UpdateLightValues( Shader shader, Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t shaderId = lua_tointeger( L, 1 );
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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size_t lightId = lua_tointeger( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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if ( !validShader( shaderId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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UpdateLightValues( *state->shaders[ shaderId ], *state->lights[ lightId ] );
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lua_pushboolean( L, true );
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UpdateLightValues( *shader, *state->lights[ lightId ] );
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return 1;
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return 0;
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}
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/*
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