New object types for Image, Texture, RenderTexture, Camera2D, Camera3D and Shader.

This commit is contained in:
jussi
2023-10-27 22:53:56 +03:00
parent 4cb4edcaf0
commit 7ef87c8e2f
20 changed files with 967 additions and 2904 deletions

View File

@@ -700,21 +700,12 @@ int lmodelsDrawPlane( lua_State *L ) {
}
/*
> success = RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ).
- Failure return false
- Success return true
*/
int lmodelDrawQuad3DTexture( lua_State *L ) {
if ( !isValidTexture( L, 1, true ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )" );
lua_pushboolean( L, false );
return 1;
}
/* Texture. */
Texture texture = uluaGetTexture( L, 1 );
Texture *texture = luaL_checkudata( L, 1, "Texture" );
/* Vertices. */
Vector3 vertices[4] = { 0 };
@@ -762,7 +753,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
/* Draw. */
rlCheckRenderBatchLimit( 4 );
rlSetTexture( texture.id );
rlSetTexture( texture->id );
rlBegin( RL_QUADS );
for ( i = 0; i < 4; ++i ) {
@@ -773,9 +764,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
rlEnd();
rlSetTexture( 0 );
lua_pushboolean( L, true );
return 1;
return 0;
}
/*
@@ -1053,19 +1042,9 @@ Generate heightmap mesh from image data
- Success return int
*/
int lmodelsGenMeshHeightmap( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshHeightmap( Image heightmap, Vector3 size )" );
lua_pushinteger( L, -1 );
return 1;
}
size_t imageId = lua_tointeger( L, 1 );
Image *heightmap = luaL_checkudata( L, 1, "Image" );
Vector3 size = uluaGetVector3Index( L, 2 );
if ( !validImage( imageId ) ) {
lua_pushboolean( L, false );
return 1;
}
Image *heightmap = state->images[ imageId ];
int i = newMesh();
*state->meshes[i] = GenMeshHeightmap( *heightmap, size );
@@ -1661,14 +1640,15 @@ int lmodelsCreateMaterial( lua_State *L ) {
lua_pushnil( L );
while ( lua_next( L, t4 ) != 0 ) {
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && isValidTexture( L, lua_gettop( L ), true ) ) {
state->materials[i]->maps[map].texture = uluaGetTexture( L, lua_gettop( L ) );
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Texture *texture = luaL_checkudata( L, lua_gettop( L ), "Texture" );
state->materials[i]->maps[map].texture = *texture;
}
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
state->materials[i]->maps[map].color = uluaGetColor( L );
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) {
state->materials[i]->maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) );
}
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
state->materials[i]->maps[map].value = lua_tonumber( L, -1 );
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
state->materials[i]->maps[map].value = luaL_checkinteger( L, -1 );
}
lua_pop( L, 1 );
}
@@ -1697,7 +1677,8 @@ int lmodelsCreateMaterial( lua_State *L ) {
}
}
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
state->materials[i]->shader = *state->shaders[ lua_tointeger( L, -1 ) ];
Shader *shader = luaL_checkudata( L, lua_gettop( L ), "Shader" );
state->materials[i]->shader = *shader;
}
lua_pop( L, 1 );
}
@@ -1735,27 +1716,18 @@ int lmodelsUnloadMaterial( lua_State *L ) {
}
/*
> success = RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
- Failure return false
- Success return true
*/
int lmodelsSetMaterialTexture( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !isValidTexture( L, 3, true ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )" );
lua_pushboolean( L, false );
return 1;
}
size_t materialId = lua_tointeger( L, 1 );
int mapType = lua_tointeger( L, 2 );
Texture texture = uluaGetTexture( L, 3 );
Texture *texture = luaL_checkudata( L, 3, "Texture" );
SetMaterialTexture( state->materials[ materialId ], mapType, texture );
lua_pushboolean( L, true );
SetMaterialTexture( state->materials[ materialId ], mapType, *texture );
return 1;
return 0;
}
/*
@@ -1815,30 +1787,17 @@ int lmodelsSetMaterialValue( lua_State *L ) {
}
/*
> success = RL.SetMaterialShader( Material material, Shader shader )
> RL.SetMaterialShader( Material material, Shader shader )
Set shader for material
- Failure return false
- Success return true
*/
int lmodelsSetMaterialShader( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialShader( Material material, Shader shader )" );
lua_pushboolean( L, false );
return 1;
}
size_t materialId = lua_tointeger( L, 1 );
size_t shaderId = lua_tointeger( L, 2 );
Shader *shader = luaL_checkudata( L, 2, "Shader" );
if ( !validMaterial( materialId || !validShader( shaderId ) ) ) {
lua_pushboolean( L, false );
return 1;
}
state->materials[ materialId ]->shader = *state->shaders[ shaderId ];
lua_pushboolean( L, true );
state->materials[ materialId ]->shader = *shader;
return 1;
return 0;
}
/*
@@ -1892,32 +1851,32 @@ Get texture from material map type. Returns -1 if no texture.
- Success return int
*/
int lmodelsGetMaterialTexture( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialTexture( Material material, int mapType )" );
lua_pushboolean( L, false );
return 1;
}
size_t materialId = lua_tointeger( L, 1 );
int mapType = lua_tointeger( L, 2 );
// if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
// TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialTexture( Material material, int mapType )" );
// lua_pushboolean( L, false );
// return 1;
// }
// size_t materialId = lua_tointeger( L, 1 );
// int mapType = lua_tointeger( L, 2 );
if ( !validMaterial( materialId ) ) {
lua_pushboolean( L, false );
return 1;
}
/* Check what ReiLua texture has same openGL texture and return that. */
for ( int i = 0; i < state->textureCount; i++ ) {
if ( state->textures[i]->type == TEXTURE_TYPE_TEXTURE
&& state->textures[i]->texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
lua_pushinteger( L, i );
return 1;
}
else if ( state->textures[i]->type == TEXTURE_TYPE_RENDER_TEXTURE
&& state->textures[i]->renderTexture.texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
lua_pushinteger( L, i );
return 1;
}
}
lua_pushinteger( L, -1 );
// if ( !validMaterial( materialId ) ) {
// lua_pushboolean( L, false );
// return 1;
// }
// /* Check what ReiLua texture has same openGL texture and return that. */
// for ( int i = 0; i < state->textureCount; i++ ) {
// if ( state->textures[i]->type == TEXTURE_TYPE_TEXTURE
// && state->textures[i]->texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
// lua_pushinteger( L, i );
// return 1;
// }
// else if ( state->textures[i]->type == TEXTURE_TYPE_RENDER_TEXTURE
// && state->textures[i]->renderTexture.texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
// lua_pushinteger( L, i );
// return 1;
// }
// }
// lua_pushinteger( L, -1 );
return 1;
}
@@ -1980,7 +1939,7 @@ int lmodelsGetMaterialValue( lua_State *L ) {
Get material shader. Returns -1 if no shader.
- Failure return false
- Success return int
- Success return Shader
*/
int lmodelsGetMaterialShader( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
@@ -1994,14 +1953,17 @@ int lmodelsGetMaterialShader( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
uluaPushShader( L, state->materials[ materialId ]->shader );
/* Look for shader that has same shader program id. */
for ( int i = 0; i < state->shaderCount; i++ ) {
if ( state->shaders[i]->id == state->materials[ materialId ]->shader.id ) {
lua_pushinteger( L, i );
return 1;
}
}
lua_pushinteger( L, -1 );
// for ( int i = 0; i < state->shaderCount; i++ ) {
// if ( state->shaders[i]->id == state->materials[ materialId ]->shader.id ) {
// lua_pushinteger( L, i );
// return 1;
// }
// }
// lua_pushinteger( L, -1 );
return 1;
}
@@ -2263,92 +2225,59 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
}
/*
> success = RL.DrawBillboard( Camera3D camera, Texture2D texture, Vector3 position, float size, Color tint )
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
- Failure return false
- Success return true
*/
int lmodelsDrawBillboard( lua_State *L ) {
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboard( Camera camera, Texture2D texture, Vector3 position, float size, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Camera3D camera = uluaGetCamera3D( L, 1 );
Texture texture = uluaGetTexture( L, 2 );
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
Texture *texture = luaL_checkudata( L, 2, "Texture" );
Vector3 position = uluaGetVector3Index( L, 3 );
float size = lua_tonumber( L, 4 );
float size = luaL_checknumber( L, 4 );
Color tint = uluaGetColorIndex( L, 5 );
DrawBillboard( camera, texture, position, size, tint );
lua_pushboolean( L, true );
DrawBillboard( *camera, *texture, position, size, tint );
return 1;
return 0;
}
/*
> success = RL.DrawBillboardRec( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
- Failure return false
- Success return true
*/
int lmodelsDrawBillboardRec( lua_State *L ) {
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboardRec( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Camera3D camera = uluaGetCamera3D( L, 1 );
Texture texture = uluaGetTexture( L, 2 );
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
Texture *texture = luaL_checkudata( L, 2, "Texture" );
Rectangle source = uluaGetRectangleIndex( L, 3 );
Vector3 position = uluaGetVector3Index( L, 4 );
Vector2 size = uluaGetVector2Index( L, 5 );
Color tint = uluaGetColorIndex( L, 6 );
// DrawBillboardRec( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, tint );
DrawBillboardRecNoRatio( camera, texture, source, position, size, tint );
lua_pushboolean( L, true );
DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint );
return 1;
return 0;
}
/*
> success = RL.DrawBillboardPro( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
- Failure return false
- Success return true
*/
int lmodelsDrawBillboardPro( lua_State *L ) {
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 )
|| !lua_istable( L, 7 ) || !lua_isnumber( L, 8 ) || !lua_istable( L, 9 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboardPro( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Camera3D camera = uluaGetCamera3D( L, 1 );
Texture texture = uluaGetTexture( L, 2 );
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
Texture *texture = luaL_checkudata( L, 2, "Texture" );
Rectangle source = uluaGetRectangleIndex( L, 3 );
Vector3 position = uluaGetVector3Index( L, 4 );
Vector3 up = uluaGetVector3Index( L, 5 );
Vector2 size = uluaGetVector2Index( L, 6 );
Vector2 origin = uluaGetVector2Index( L, 7 );
float rotation = lua_tonumber( L, 8 );
float rotation = luaL_checknumber( L, 8 );
Color tint = uluaGetColorIndex( L, 9 );
// DrawBillboardPro( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, up, size, origin, rotation, tint );
DrawBillboardProNoRatio( camera, texture, source, position, up, size, origin, rotation, tint );
lua_pushboolean( L, true );
DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint );
return 1;
return 0;
}
/*