SetMusicPan was setting pitch fix.
This commit is contained in:
70
API.md
70
API.md
@@ -1616,6 +1616,24 @@ Shader location: sampler2d texture: brdf
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---
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> SHADER_LOC_VERTEX_BONEIDS = 26
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Shader location: vertex attribute: boneIds
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---
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> SHADER_LOC_VERTEX_BONEWEIGHTS = 27
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Shader location: vertex attribute: boneWeights
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---
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> SHADER_LOC_BONE_MATRICES = 28
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Shader location: array of matrices uniform: boneMatrices
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---
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> SHADER_LOC_MAP_DIFFUSE = 15
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Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)
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@@ -4088,6 +4106,58 @@ GL_BLEND_COLOR
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---
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> RL_READ_FRAMEBUFFER = 36008
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GL_READ_FRAMEBUFFER
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---
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> RL_DRAW_FRAMEBUFFER = 36009
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GL_DRAW_FRAMEBUFFER
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---
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## Defines - RLGL Default shader vertex attribute locations
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION = 0
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD = 1
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL = 2
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR = 3
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT = 4
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 = 5
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---
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> RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
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---
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RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS = nil
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---
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RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS = nil
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---
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## Defines - RLGL GlVersion
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> RL_OPENGL_11 = 1
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@@ -11,7 +11,7 @@ project( ReiLua )
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set( CMAKE_C_STANDARD 99 ) # Requires C99 standard
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option( SHARED "Build using dynamic libraries." off )
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option( LUAJIT "Use LuaJIT." off )
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option( LUAJIT "Use LuaJIT." on )
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option( LUA_EVENTS "Enable Lua event callbacks (RL.event)." off )
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option( DYNAMIC_SYMBOLS "Expose all dynamic symbols with rdynamic." off )
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option( EXPOSE_API_SYMBOLS "Expose dynamic symbols only for get and push functions of variable types." off )
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@@ -477,6 +477,12 @@ RL.SHADER_LOC_MAP_IRRADIANCE=23
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RL.SHADER_LOC_MAP_PREFILTER=24
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---Shader location: sampler2d texture: brdf
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RL.SHADER_LOC_MAP_BRDF=25
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---Shader location: vertex attribute: boneIds
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RL.SHADER_LOC_VERTEX_BONEIDS=26
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---Shader location: vertex attribute: boneWeights
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RL.SHADER_LOC_VERTEX_BONEWEIGHTS=27
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---Shader location: array of matrices uniform: boneMatrices
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RL.SHADER_LOC_BONE_MATRICES=28
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---Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)
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RL.SHADER_LOC_MAP_DIFFUSE=15
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---Shader location: sampler2d texture: specular (same as: SHADER_LOC_MAP_METALNESS)
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@@ -1320,6 +1326,22 @@ RL.RL_BLEND_DST_ALPHA=32970
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RL.RL_BLEND_SRC_ALPHA=32971
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---GL_BLEND_COLOR
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RL.RL_BLEND_COLOR=32773
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---GL_READ_FRAMEBUFFER
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RL.RL_READ_FRAMEBUFFER=36008
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---GL_DRAW_FRAMEBUFFER
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RL.RL_DRAW_FRAMEBUFFER=36009
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-- Defines - RLGL Default shader vertex attribute locations
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION=0
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD=1
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL=2
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR=3
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT=4
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2=5
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES=6
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS=nil
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RL.RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS=nil
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-- Defines - RLGL GlVersion
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11
build/.gitignore
vendored
11
build/.gitignore
vendored
@@ -1,10 +1 @@
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CMakeCache.txt
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cmake_install.cmake
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Makefile
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CMakeFiles
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ReiLua
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resources
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ReiLua.data
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ReiLua.html
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ReiLua.js
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ReiLua.wasm
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*
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@@ -62,6 +62,8 @@ DETAILED CHANGES:
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- CHANGE: Bit fastes uluaGet* functions for vectors, color, rectangle and quaternion.
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- FIXED: fast_tilemap and texture_atlas_repeat examples were giving truncated vectors
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which isn't allowed anymore.
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- CHANGE: Set LuaJIT to default build option.
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- FIXED: SetMusicPan was setting pitch.
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------------------------------------------------------------------------
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Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
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@@ -316,7 +316,7 @@ for _, src in ipairs( sourceFiles ) do
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local gategorySplit = split( line, "*" )
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apiFile:write( "\n## Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n" )
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luaApiFile:write( "\n-- Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n\n" )
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else
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elseif lineSplit[1] ~= "#ifdef" and lineSplit[1] ~= "#endif" then
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-- Remove comma from the end.
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local defineName = lineSplit[2]:sub( 1, -2 )
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local value = RL[ defineName ]
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@@ -668,7 +668,7 @@ int laudioSetMusicPan( lua_State* L ) {
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Music* music = uluaGetMusic( L, 1 );
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float pan = luaL_checknumber( L, 2 );
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SetMusicPitch( *music, pan );
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SetMusicPan( *music, pan );
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return 0;
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}
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@@ -675,6 +675,9 @@ static void defineGlobals() {
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assignGlobalInt( SHADER_LOC_MAP_IRRADIANCE, "SHADER_LOC_MAP_IRRADIANCE" ); // Shader location: samplerCube texture: irradiance
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assignGlobalInt( SHADER_LOC_MAP_PREFILTER, "SHADER_LOC_MAP_PREFILTER" ); // Shader location: samplerCube texture: prefilter
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assignGlobalInt( SHADER_LOC_MAP_BRDF, "SHADER_LOC_MAP_BRDF" ); // Shader location: sampler2d texture: brdf
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assignGlobalInt( SHADER_LOC_VERTEX_BONEIDS, "SHADER_LOC_VERTEX_BONEIDS" ); // Shader location: vertex attribute: boneIds
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assignGlobalInt( SHADER_LOC_VERTEX_BONEWEIGHTS, "SHADER_LOC_VERTEX_BONEWEIGHTS" ); // Shader location: vertex attribute: boneWeights
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assignGlobalInt( SHADER_LOC_BONE_MATRICES, "SHADER_LOC_BONE_MATRICES" ); // Shader location: array of matrices uniform: boneMatrices
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assignGlobalInt( SHADER_LOC_MAP_DIFFUSE, "SHADER_LOC_MAP_DIFFUSE" ); // Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)
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assignGlobalInt( SHADER_LOC_MAP_SPECULAR, "SHADER_LOC_MAP_SPECULAR" ); // Shader location: sampler2d texture: specular (same as: SHADER_LOC_MAP_METALNESS)
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/* Shader uniform data type */
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@@ -1206,6 +1209,20 @@ static void defineGlobals() {
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assignGlobalInt( RL_BLEND_DST_ALPHA, "RL_BLEND_DST_ALPHA" ); // GL_BLEND_DST_ALPHA
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assignGlobalInt( RL_BLEND_SRC_ALPHA, "RL_BLEND_SRC_ALPHA" ); // GL_BLEND_SRC_ALPHA
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assignGlobalInt( RL_BLEND_COLOR, "RL_BLEND_COLOR" ); // GL_BLEND_COLOR
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assignGlobalInt( RL_READ_FRAMEBUFFER, "RL_READ_FRAMEBUFFER" ); // GL_READ_FRAMEBUFFER
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assignGlobalInt( RL_DRAW_FRAMEBUFFER, "RL_DRAW_FRAMEBUFFER" ); // GL_DRAW_FRAMEBUFFER
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/* RLGL Default shader vertex attribute locations */
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES" );
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS" );
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assignGlobalInt( RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, "RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS" );
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#endif
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/* RLGL GlVersion */
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assignGlobalInt( RL_OPENGL_11, "RL_OPENGL_11" ); // OpenGL 1.1
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assignGlobalInt( RL_OPENGL_21, "RL_OPENGL_21" ); // OpenGL 2.1 (GLSL 120)
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