Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
This commit is contained in:
29
API.md
29
API.md
@@ -675,9 +675,9 @@ NPATCH_THREE_PATCH_HORIZONTAL
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## Globals - TextureModes
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TEXTURE_SOURCE_TEXTURE
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TEXTURE_TYPE_TEXTURE
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TEXTURE_SOURCE_RENDER_TEXTURE
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TEXTURE_TYPE_RENDER_TEXTURE
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## Globals - Colors
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@@ -3560,19 +3560,10 @@ Unload texture from GPU memory ( VRAM )
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---
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> success = RL.UnloadRenderTexture( RenderTexture2D target )
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Unload render texture from GPU memory ( VRAM )
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- Failure return false
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- Success return true
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---
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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Update GPU texture with new data
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NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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- Failure return false
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- Success return true
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@@ -3582,7 +3573,7 @@ NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255,
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> success = RL.UpdateTextureRec( Texture2D texture, Rectangle rec, int{} pixels )
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Update GPU texture rectangle with new data
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NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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- Failure return false
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- Success return true
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@@ -3644,19 +3635,11 @@ Ends drawing to render texture
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---
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> success = RL.SetTextureSource( int textureSource )
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> type = RL.GetTextureType( Texture2D texture )
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Set what texture source to use ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
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Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE )
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- Failure return false
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- Success return true
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---
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> textureSource = RL.GetTextureSource()
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Get current texture source type ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
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- Success return int
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---
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@@ -381,8 +381,8 @@ RL.NPATCH_THREE_PATCH_HORIZONTAL=2
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-- Globals - TextureModes
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RL.TEXTURE_SOURCE_TEXTURE=0
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RL.TEXTURE_SOURCE_RENDER_TEXTURE=1
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RL.TEXTURE_TYPE_TEXTURE=0
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RL.TEXTURE_TYPE_RENDER_TEXTURE=1
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-- Globals - Colors
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@@ -2639,15 +2639,8 @@ function RL.LoadRenderTexture( size ) end
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---@return any success
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function RL.UnloadTexture( texture ) end
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---Unload render texture from GPU memory ( VRAM )
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---- Failure return false
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---- Success return true
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---@param target any
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---@return any success
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function RL.UnloadRenderTexture( target ) end
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---Update GPU texture with new data
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---NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---- Failure return false
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---- Success return true
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---@param texture any
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@@ -2656,7 +2649,7 @@ function RL.UnloadRenderTexture( target ) end
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function RL.UpdateTexture( texture, pixels ) end
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---Update GPU texture rectangle with new data
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---NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
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---- Failure return false
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---- Success return true
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---@param texture any
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@@ -2721,17 +2714,12 @@ function RL.BeginTextureMode( target ) end
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---@return any RL.EndTextureMode
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function RL.EndTextureMode() end
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---Set what texture source to use ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
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---Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE )
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---- Failure return false
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---- Success return true
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---@param textureSource integer
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---@return any success
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function RL.SetTextureSource( textureSource ) end
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---Get current texture source type ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
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---- Success return int
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---@return any textureSource
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function RL.GetTextureSource() end
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---@param texture any
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---@return any type
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function RL.GetTextureType( texture ) end
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-- Textures - Texture Configuration
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@@ -11,6 +11,7 @@ KEY CHANGES:
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- ADDED: Camera3D Lua lib.
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- ADDED: Raygui wrapper lib.
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- CHANGED: Can now have multiple Music objects like other Raylib objects instead of just one.
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- CHANGED: Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
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Detailed changes:
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- FIXED: uluaGetRay was looking for integers instead of tables.
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@@ -59,6 +60,10 @@ Detailed changes:
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- ADDED: GetMusicLooping
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- ADDED: DrawCapsule and DrawCapsuleWires
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- ADDED: Free Camera3D example
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- REMOVED: SetTextureSource
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- REMOVED: GetTextureSource
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- REMOVED: UnloadRenderTexture
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- ADDED: GetTextureType
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------------------------------------------------------------------------
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Release: ReiLua version 0.4.0 Using Raylib 4.2
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@@ -121,7 +121,5 @@ function RL.draw()
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RL.EndMode3D()
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-- RL.EndTextureMode()
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-- RL.SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
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-- RL.SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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end
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@@ -75,11 +75,9 @@ function RL.init()
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RL.EndTextureMode()
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material = RL.LoadMaterialDefault()
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RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL.GenTextureMipmaps( groundTexture )
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-- RL.SetTextureFilter( groundTexture, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
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end
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@@ -1,3 +1,7 @@
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Cam3D = require( "camera3d" )
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local PLANE_SIZE = 8
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local monitor = 0
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@@ -19,10 +23,18 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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-- camera = RL.CreateCamera3D()
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-- RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
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-- RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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-- RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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camera = Cam3D:new()
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camera:setPosition( { 0, 8, 16 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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camera.mode = camera.MODES.ORBITAL
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-- camera.mode = camera.MODES.FREE
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-- camera.mode = camera.MODES.FIRST_PERSON
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local ts = PLANE_SIZE
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local meshData = {
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@@ -76,13 +88,25 @@ function RL.init()
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matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
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end
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function RL.process( delta )
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camera:process( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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camera.mode = camera.MODES.FIRST_PERSON
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else
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camera.mode = camera.MODES.FREE
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end
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end
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end
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function RL.draw()
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RL.ClearBackground( { 25, 50, 50 } )
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-- RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
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-- RL.UpdateCamera3D( camera, RL.CAMERA_FREE )
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RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
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-- RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
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RL.BeginMode3D( camera )
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camera:beginMode3D()
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RL.DrawMesh( mesh, material, matrix )
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RL.EndMode3D()
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camera:endMode3D()
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end
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@@ -50,7 +50,5 @@ function RL.draw()
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RL.DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RL.RED )
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RL.EndTextureMode()
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RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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end
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@@ -288,15 +288,12 @@ end
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function RL.draw()
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RL.ClearBackground( RL.RED )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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RL.BeginTextureMode( framebuffer )
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drawMap()
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drawPlayer()
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RL.EndTextureMode()
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-- RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL.DrawTexturePro( framebuffer, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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-- RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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RL.DrawTexturePro( framebuffer, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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RL.glBlitFramebuffer( framebuffer, -1, res, winSize, RL.GL_COLOR_BUFFER_BIT, RL.GL_NEAREST )
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end
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@@ -218,7 +218,5 @@ function RL.draw()
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RL.EndTextureMode()
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-- Draw framebuffer to window.
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RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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RL.DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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end
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@@ -7,13 +7,18 @@ typedef struct {
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unsigned int animCount;
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} ModelAnimations;
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typedef struct {
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int type;
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Texture texture;
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RenderTexture renderTexture;
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} ReiTexture;
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typedef struct {
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char *exePath;
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bool hasWindow;
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bool run;
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lua_State *luaState;
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Vector2 resolution;
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int textureSource;
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size_t guiFont;
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/* Resources. */
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/* Images. */
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@@ -21,13 +26,9 @@ typedef struct {
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size_t imageCount;
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size_t imageAlloc;
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/* Textures. */
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Texture **textures;
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ReiTexture **textures;
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size_t textureCount;
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size_t textureAlloc;
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/* RenderTextures. */
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RenderTexture **renderTextures;
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size_t renderTextureCount;
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size_t renderTextureAlloc;
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/* Fonts. */
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Font **fonts;
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size_t fontCount;
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@@ -1,13 +1,15 @@
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#pragma once
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enum TEXTURE_SOURCES { TEXTURE_SOURCE_TEXTURE, TEXTURE_SOURCE_RENDER_TEXTURE };
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/* TEXTURE_TYPE_ALL is internal and used for accepting every type. */
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enum TEXTURE_TYPE { TEXTURE_TYPE_TEXTURE, TEXTURE_TYPE_RENDER_TEXTURE, TEXTURE_TYPE_ALL };
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/* Validators. */
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bool validImage( size_t id );
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bool validTexture( size_t id );
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bool validTexture( size_t id, int type );
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bool validRenderTexture( size_t id );
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bool validSourceTexture( size_t id );
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Texture2D* texturesGetSourceTexture( size_t index );
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Texture2D* texturesGetSourceTexture( size_t id );
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void texturesFreeTexture( size_t id );
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/* Image Loading. */
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int ltexturesLoadImage( lua_State *L );
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int ltexturesLoadImageFromTexture( lua_State *L );
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@@ -74,7 +76,6 @@ int ltexturesLoadTextureFromImage( lua_State *L );
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int ltexturesLoadTextureCubemap( lua_State *L );
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int ltexturesLoadRenderTexture( lua_State *L );
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int ltexturesUnloadTexture( lua_State *L );
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int ltexturesUnloadRenderTexture( lua_State *L );
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int ltexturesUpdateTexture( lua_State *L );
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int ltexturesUpdateTextureRec( lua_State *L );
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/* Texture Drawing. */
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@@ -84,8 +85,7 @@ int ltexturesDrawTexturePro( lua_State *L );
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int ltexturesDrawTextureNPatch( lua_State *L );
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int ltexturesBeginTextureMode( lua_State *L );
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int ltexturesEndTextureMode( lua_State *L );
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int ltexturesSetTextureSource( lua_State *L );
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int ltexturesGetTextureSource( lua_State *L );
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int ltexturesGetTextureType( lua_State *L );
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/* Texture Configuration. */
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int ltexturesGenTextureMipmaps( lua_State *L );
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int ltexturesSetTextureFilter( lua_State *L );
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@@ -1247,11 +1247,12 @@ int lcoreSetShaderValueTexture( lua_State *L ) {
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int locIndex = lua_tointeger( L, 2 );
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size_t textureId = lua_tointeger( L, 3 );
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if ( !validShader( shaderId ) || !validTexture( textureId ) ) {
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if ( !validShader( shaderId ) || !validTexture( textureId, TEXTURE_TYPE_ALL ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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SetShaderValueTexture( *state->shaders[ shaderId ], locIndex, *state->textures[ textureId ] );
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// SetShaderValueTexture( *state->shaders[ shaderId ], locIndex, *state->textures[ textureId ] );
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SetShaderValueTexture( *state->shaders[ shaderId ], locIndex, *texturesGetSourceTexture( textureId ) );
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lua_pushboolean( L, true );
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return 1;
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8
src/gl.c
8
src/gl.c
@@ -31,7 +31,9 @@ int lglBlitFramebuffer( lua_State *L ) {
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int mask = lua_tointeger( L, 5 );
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int filter = lua_tointeger( L, 6 );
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if ( ( !validRenderTexture( srcTexId ) && srcTexId != -1 ) && ( !validRenderTexture( dstTexId ) && dstTexId != -1 ) ) {
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// if ( ( !validRenderTexture( srcTexId ) && srcTexId != -1 ) && ( !validRenderTexture( dstTexId ) && dstTexId != -1 ) ) {
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if ( ( !validTexture( srcTexId, TEXTURE_TYPE_RENDER_TEXTURE ) && srcTexId != -1 )
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&& ( !validTexture( dstTexId, TEXTURE_TYPE_RENDER_TEXTURE ) && dstTexId != -1 ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -40,14 +42,14 @@ int lglBlitFramebuffer( lua_State *L ) {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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}
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else {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, state->renderTextures[ srcTexId ]->id );
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glBindFramebuffer( GL_READ_FRAMEBUFFER, state->textures[ srcTexId ]->renderTexture.id );
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}
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if ( dstTexId == -1 ) {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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}
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else {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, state->renderTextures[ dstTexId ]->id );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, state->textures[ dstTexId ]->renderTexture.id );
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}
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glBlitFramebuffer(
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@@ -369,8 +369,8 @@ void defineGlobals() {
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assignGlobalInt( NPATCH_THREE_PATCH_VERTICAL, "NPATCH_THREE_PATCH_VERTICAL" );
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assignGlobalInt( NPATCH_THREE_PATCH_HORIZONTAL, "NPATCH_THREE_PATCH_HORIZONTAL" );
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/* TextureModes */
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assignGlobalInt( TEXTURE_SOURCE_TEXTURE, "TEXTURE_SOURCE_TEXTURE" );
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assignGlobalInt( TEXTURE_SOURCE_RENDER_TEXTURE, "TEXTURE_SOURCE_RENDER_TEXTURE" );
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assignGlobalInt( TEXTURE_TYPE_TEXTURE, "TEXTURE_TYPE_TEXTURE" );
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assignGlobalInt( TEXTURE_TYPE_RENDER_TEXTURE, "TEXTURE_TYPE_RENDER_TEXTURE" );
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/* Colors */
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assignGlobalColor( LIGHTGRAY, "LIGHTGRAY" );
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assignGlobalColor( GRAY, "GRAY" );
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@@ -1000,7 +1000,6 @@ void luaRegister() {
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assingGlobalFunction( "LoadTextureCubemap", ltexturesLoadTextureCubemap );
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assingGlobalFunction( "LoadRenderTexture", ltexturesLoadRenderTexture );
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assingGlobalFunction( "UnloadTexture", ltexturesUnloadTexture );
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assingGlobalFunction( "UnloadRenderTexture", ltexturesUnloadRenderTexture );
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assingGlobalFunction( "UpdateTexture", ltexturesUpdateTexture );
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assingGlobalFunction( "UpdateTextureRec", ltexturesUpdateTextureRec );
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/* Texture Drawing. */
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@@ -1010,8 +1009,7 @@ void luaRegister() {
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assingGlobalFunction( "DrawTextureNPatch", ltexturesDrawTextureNPatch );
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assingGlobalFunction( "BeginTextureMode", ltexturesBeginTextureMode );
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assingGlobalFunction( "EndTextureMode", ltexturesEndTextureMode );
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assingGlobalFunction( "SetTextureSource", ltexturesSetTextureSource );
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assingGlobalFunction( "GetTextureSource", ltexturesGetTextureSource );
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assingGlobalFunction( "GetTextureType", ltexturesGetTextureType );
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/* Texture Configuration. */
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assingGlobalFunction( "GenTextureMipmaps", ltexturesGenTextureMipmaps );
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assingGlobalFunction( "SetTextureFilter", ltexturesSetTextureFilter );
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11
src/models.c
11
src/models.c
@@ -665,7 +665,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
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//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
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if ( !validSourceTexture( texId ) ) {
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if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1138,7 +1138,6 @@ int lmodelsGenMeshCustom( lua_State *L ) {
|
||||
}
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
|
||||
bool dynamic = lua_toboolean( L, 2 );
|
||||
|
||||
UploadMesh( &mesh, dynamic );
|
||||
@@ -1575,7 +1574,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
||||
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
|
||||
size_t texId = lua_tointeger( L, -1 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1669,7 +1668,7 @@ int lmodelsSetMaterialTexture( lua_State *L ) {
|
||||
int mapType = lua_tointeger( L, 2 );
|
||||
size_t texId = lua_tointeger( L, 3 );
|
||||
|
||||
if ( !validMaterial( materialId ) || !validSourceTexture( texId ) ) {
|
||||
if ( !validMaterial( materialId ) || !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2014,7 +2013,7 @@ int lmodelsDrawBillboard( lua_State *L ) {
|
||||
float size = lua_tonumber( L, 4 );
|
||||
Color tint = uluaGetColorIndex( L, 5 );
|
||||
|
||||
if ( !validSourceTexture( texId ) || !validCamera3D( cameraId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) || !validCamera3D( cameraId ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2046,7 +2045,7 @@ int lmodelsDrawBillboardRec( lua_State *L ) {
|
||||
Vector2 size = uluaGetVector2Index( L, 5 );
|
||||
Color tint = uluaGetColorIndex( L, 6 );
|
||||
|
||||
if ( !validSourceTexture( texId ) || !validCamera3D( cameraId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) || !validCamera3D( cameraId ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -26,7 +26,7 @@ int lshapesSetShapesTexture( lua_State *L ) {
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
Rectangle source = uluaGetRectangleIndex( L, 2 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
17
src/state.c
17
src/state.c
@@ -16,7 +16,6 @@ bool stateInit( const char *exePath ) {
|
||||
state->run = true;
|
||||
state->resolution = (Vector2){ 800, 600 };
|
||||
state->luaState = NULL;
|
||||
state->textureSource = TEXTURE_SOURCE_TEXTURE;
|
||||
state->guiFont = 0;
|
||||
/* Images. */
|
||||
state->imageAlloc = ALLOC_PAGE_SIZE;
|
||||
@@ -25,11 +24,7 @@ bool stateInit( const char *exePath ) {
|
||||
/* Textures. */
|
||||
state->textureAlloc = ALLOC_PAGE_SIZE;
|
||||
state->textureCount = 0;
|
||||
state->textures = malloc( state->textureAlloc * sizeof( Texture2D* ) );
|
||||
/* RenderTextures. */
|
||||
state->renderTextureAlloc = ALLOC_PAGE_SIZE;
|
||||
state->renderTextureCount = 0;
|
||||
state->renderTextures = malloc( state->renderTextureAlloc * sizeof( RenderTexture2D* ) );
|
||||
state->textures = malloc( state->textureAlloc * sizeof( ReiTexture* ) );
|
||||
/* Fonts. */
|
||||
state->fontAlloc = ALLOC_PAGE_SIZE;
|
||||
state->fontCount = 1;
|
||||
@@ -82,7 +77,6 @@ bool stateInit( const char *exePath ) {
|
||||
for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
|
||||
state->images[i] = NULL;
|
||||
state->textures[i] = NULL;
|
||||
state->renderTextures[i] = NULL;
|
||||
state->waves[i] = NULL;
|
||||
state->sounds[i] = NULL;
|
||||
state->camera2Ds[i] = NULL;
|
||||
@@ -133,16 +127,10 @@ void stateFree() {
|
||||
}
|
||||
for ( int i = 0; i < state->textureCount; ++i ) {
|
||||
if ( state->textures[i] != NULL ) {
|
||||
UnloadTexture( *state->textures[i] );
|
||||
texturesFreeTexture(i);
|
||||
free( state->textures[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->renderTextureCount; ++i ) {
|
||||
if ( state->renderTextures[i] != NULL ) {
|
||||
UnloadRenderTexture( *state->renderTextures[i] );
|
||||
free( state->renderTextures[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->fontCount; ++i ) {
|
||||
if ( state->fonts[i] != NULL ) {
|
||||
UnloadFont( *state->fonts[i] );
|
||||
@@ -232,7 +220,6 @@ void stateFree() {
|
||||
}
|
||||
free( state->images );
|
||||
free( state->textures );
|
||||
free( state->renderTextures );
|
||||
free( state->fonts );
|
||||
free( state->waves );
|
||||
free( state->sounds );
|
||||
|
||||
220
src/textures.c
220
src/textures.c
@@ -26,7 +26,7 @@ static void checkTextureRealloc( int i ) {
|
||||
|
||||
if ( state->textureCount == state->textureAlloc ) {
|
||||
state->textureAlloc += ALLOC_PAGE_SIZE;
|
||||
state->textures = realloc( state->textures, state->textureAlloc * sizeof( Texture2D* ) );
|
||||
state->textures = realloc( state->textures, state->textureAlloc * sizeof( ReiTexture* ) );
|
||||
|
||||
for ( i = state->textureCount; i < state->textureAlloc; i++ ) {
|
||||
state->textures[i] = NULL;
|
||||
@@ -34,21 +34,6 @@ static void checkTextureRealloc( int i ) {
|
||||
}
|
||||
}
|
||||
|
||||
static void checkRenderTextureRealloc( int i ) {
|
||||
if ( i == state->renderTextureCount ) {
|
||||
state->renderTextureCount++;
|
||||
}
|
||||
|
||||
if ( state->renderTextureCount == state->renderTextureAlloc ) {
|
||||
state->renderTextureAlloc += ALLOC_PAGE_SIZE;
|
||||
state->renderTextures = realloc( state->renderTextures, state->renderTextureAlloc * sizeof( RenderTexture2D* ) );
|
||||
|
||||
for ( i = state->renderTextureCount; i < state->renderTextureAlloc; i++ ) {
|
||||
state->renderTextures[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool validImage( size_t id ) {
|
||||
if ( id < 0 || state->imageCount < id || state->images[ id ] == NULL ) {
|
||||
TraceLog( LOG_WARNING, "%s %d", "Invalid image", id );
|
||||
@@ -59,19 +44,13 @@ bool validImage( size_t id ) {
|
||||
}
|
||||
}
|
||||
|
||||
bool validTexture( size_t id ) {
|
||||
bool validTexture( size_t id, int type ) {
|
||||
if ( id < 0 || state->textureCount < id || state->textures[ id ] == NULL ) {
|
||||
TraceLog( LOG_WARNING, "%s %d", "Invalid texture", id );
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool validRenderTexture( size_t id ) {
|
||||
if ( id < 0 || state->renderTextureCount < id || state->renderTextures[ id ] == NULL ) {
|
||||
TraceLog( LOG_WARNING, "%s %d", "Invalid renderTexture", id );
|
||||
else if ( type != TEXTURE_TYPE_ALL && type != state->textures[ id ]->type ) {
|
||||
TraceLog( LOG_WARNING, "%s %d", "Wrong texture type", type );
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
@@ -79,18 +58,6 @@ bool validRenderTexture( size_t id ) {
|
||||
}
|
||||
}
|
||||
|
||||
bool validSourceTexture( size_t id ) {
|
||||
switch ( state->textureSource ) {
|
||||
case TEXTURE_SOURCE_TEXTURE:
|
||||
return validTexture( id );
|
||||
case TEXTURE_SOURCE_RENDER_TEXTURE:
|
||||
return validRenderTexture( id );
|
||||
default:
|
||||
return validTexture( id );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int newImage() {
|
||||
int i = 0;
|
||||
|
||||
@@ -105,7 +72,7 @@ static int newImage() {
|
||||
return i;
|
||||
}
|
||||
|
||||
static int newTexture() {
|
||||
static int newTexture( int type ) {
|
||||
int i = 0;
|
||||
|
||||
for ( i = 0; i < state->textureCount; i++ ) {
|
||||
@@ -113,24 +80,39 @@ static int newTexture() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
state->textures[i] = malloc( sizeof( Texture2D ) );
|
||||
state->textures[i] = malloc( sizeof( ReiTexture ) );
|
||||
state->textures[i]->type = type;
|
||||
|
||||
checkTextureRealloc( i );
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
Texture2D* texturesGetSourceTexture( size_t index ) {
|
||||
switch ( state->textureSource ) {
|
||||
case TEXTURE_SOURCE_TEXTURE:
|
||||
return state->textures[ index ];
|
||||
case TEXTURE_SOURCE_RENDER_TEXTURE:
|
||||
return &state->renderTextures[ index ]->texture;
|
||||
default:
|
||||
return state->textures[ index ];
|
||||
break;
|
||||
Texture2D* texturesGetSourceTexture( size_t id ) {
|
||||
if ( state->textures[id] != NULL ) {
|
||||
switch ( state->textures[id]->type ) {
|
||||
case TEXTURE_TYPE_TEXTURE:
|
||||
return &state->textures[id]->texture;
|
||||
break;
|
||||
case TEXTURE_TYPE_RENDER_TEXTURE:
|
||||
return &state->textures[id]->renderTexture.texture;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void texturesFreeTexture( size_t id ) {
|
||||
if ( state->textures[id] != NULL ) {
|
||||
switch ( state->textures[id]->type ) {
|
||||
case TEXTURE_TYPE_TEXTURE:
|
||||
UnloadTexture( state->textures[id]->texture );
|
||||
break;
|
||||
case TEXTURE_TYPE_RENDER_TEXTURE:
|
||||
UnloadRenderTexture( state->textures[id]->renderTexture );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
## Textures - Image Loading
|
||||
*/
|
||||
@@ -178,7 +160,7 @@ int ltexturesLoadImageFromTexture( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushinteger( L, -1 );
|
||||
return 1;
|
||||
}
|
||||
@@ -1654,10 +1636,9 @@ int ltexturesLoadTexture( lua_State *L ) {
|
||||
lua_pushinteger( L, -1 );
|
||||
return 1;
|
||||
}
|
||||
|
||||
if ( FileExists( lua_tostring( L, 1 ) ) ) {
|
||||
int i = newTexture();
|
||||
*state->textures[i] = LoadTexture( lua_tostring( L, 1 ) );
|
||||
int i = newTexture( TEXTURE_TYPE_TEXTURE );
|
||||
state->textures[i]->texture = LoadTexture( lua_tostring( L, 1 ) );
|
||||
lua_pushinteger( L, i );
|
||||
return 1;
|
||||
}
|
||||
@@ -1687,8 +1668,8 @@ int ltexturesLoadTextureFromImage( lua_State *L ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
int i = newTexture();
|
||||
*state->textures[i] = LoadTextureFromImage( *state->images[ imageId ] );
|
||||
int i = newTexture( TEXTURE_TYPE_TEXTURE );
|
||||
state->textures[i]->texture = LoadTextureFromImage( *state->images[ imageId ] );
|
||||
lua_pushinteger( L, i );
|
||||
|
||||
return 1;
|
||||
@@ -1715,8 +1696,8 @@ int ltexturesLoadTextureCubemap( lua_State *L ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
int i = newTexture();
|
||||
*state->textures[i] = LoadTextureCubemap( *state->images[ imageId ], layout );
|
||||
int i = newTexture( TEXTURE_TYPE_TEXTURE );
|
||||
state->textures[i]->texture = LoadTextureCubemap( *state->images[ imageId ], layout );
|
||||
lua_pushinteger( L, i );
|
||||
|
||||
return 1;
|
||||
@@ -1737,17 +1718,10 @@ int ltexturesLoadRenderTexture( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
Vector2 size = uluaGetVector2Index( L, 1 );
|
||||
int i = 0;
|
||||
|
||||
for ( i = 0; i < state->renderTextureCount; i++ ) {
|
||||
if ( state->renderTextures[i] == NULL ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
state->renderTextures[i] = malloc( sizeof( RenderTexture2D ) );
|
||||
*state->renderTextures[i] = LoadRenderTexture( (int)size.x, (int)size.y );
|
||||
int i = newTexture( TEXTURE_TYPE_RENDER_TEXTURE );
|
||||
state->textures[i]->renderTexture = LoadRenderTexture( (int)size.x, (int)size.y );
|
||||
lua_pushinteger( L, i );
|
||||
checkRenderTextureRealloc( i );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -1768,39 +1742,13 @@ int ltexturesUnloadTexture( lua_State *L ) {
|
||||
}
|
||||
size_t id = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validTexture( id ) ) {
|
||||
if ( !validTexture( id, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
UnloadTexture( *state->textures[ id ] );
|
||||
state->textures[ id ] = NULL;
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.UnloadRenderTexture( RenderTexture2D target )
|
||||
|
||||
Unload render texture from GPU memory ( VRAM )
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int ltexturesUnloadRenderTexture( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.UnloadRenderTexture( RenderTexture2D target )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
size_t id = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validRenderTexture( id ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
UnloadRenderTexture( *state->renderTextures[ id ] );
|
||||
state->renderTextures[ id ] = NULL;
|
||||
// UnloadTexture( *state->textures[ id ] );
|
||||
texturesFreeTexture( id );
|
||||
// state->textures[ id ] = NULL;
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
@@ -1810,7 +1758,7 @@ int ltexturesUnloadRenderTexture( lua_State *L ) {
|
||||
> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
|
||||
|
||||
Update GPU texture with new data
|
||||
NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
@@ -1823,7 +1771,7 @@ int ltexturesUpdateTexture( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_TEXTURE ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1850,7 +1798,8 @@ int ltexturesUpdateTexture( lua_State *L ) {
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateTexture( *state->textures[ texId ], pixels );
|
||||
// UpdateTexture( *state->textures[ texId ], pixels );
|
||||
UpdateTexture( state->textures[ texId ]->texture, pixels );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
free( pixels );
|
||||
@@ -1862,7 +1811,7 @@ int ltexturesUpdateTexture( lua_State *L ) {
|
||||
> success = RL.UpdateTextureRec( Texture2D texture, Rectangle rec, int{} pixels )
|
||||
|
||||
Update GPU texture rectangle with new data
|
||||
NOTE! Should be TEXTURE_SOURCE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
@@ -1875,7 +1824,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_TEXTURE ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1906,7 +1855,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
|
||||
|
||||
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
||||
|
||||
UpdateTextureRec( *state->textures[ texId ], rec, pixels );
|
||||
UpdateTextureRec( state->textures[ texId ]->texture, rec, pixels );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
free( pixels );
|
||||
@@ -1936,7 +1885,7 @@ int ltexturesDrawTexture( lua_State *L ) {
|
||||
Vector2 pos = uluaGetVector2Index( L, 2 );
|
||||
Color color = uluaGetColorIndex( L, 3 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1966,7 +1915,7 @@ int ltexturesDrawTextureRec( lua_State *L ) {
|
||||
Vector2 pos = uluaGetVector2Index( L, 3 );
|
||||
Color tint = uluaGetColorIndex( L, 4 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -1999,7 +1948,7 @@ int ltexturesDrawTexturePro( lua_State *L ) {
|
||||
float rot = lua_tonumber( L, 5 );
|
||||
Color color = uluaGetColorIndex( L, 6 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2032,7 +1981,7 @@ int ltexturesDrawTextureNPatch( lua_State *L ) {
|
||||
float rotation = lua_tonumber( L, 5 );
|
||||
Color tint = uluaGetColorIndex( L, 6 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2058,12 +2007,12 @@ int ltexturesBeginTextureMode( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validRenderTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_RENDER_TEXTURE ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
BeginTextureMode( *state->renderTextures[ texId ] );
|
||||
BeginTextureMode( state->textures[ texId ]->renderTexture );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
@@ -2081,42 +2030,26 @@ int ltexturesEndTextureMode( lua_State *L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.SetTextureSource( int textureSource )
|
||||
> type = RL.GetTextureType( Texture2D texture )
|
||||
|
||||
Set what texture source to use ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
|
||||
Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE )
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int ltexturesSetTextureSource( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetTextureSource( int textureSource )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
int texSource = lua_tointeger( L, 1 );
|
||||
|
||||
if ( texSource != TEXTURE_SOURCE_TEXTURE && texSource != TEXTURE_SOURCE_RENDER_TEXTURE ) {
|
||||
TraceLog( LOG_WARNING, "%s %d", "Invalid source texture", texSource );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
state->textureSource = texSource;
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> textureSource = RL.GetTextureSource()
|
||||
|
||||
Get current texture source type ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
|
||||
|
||||
- Success return int
|
||||
*/
|
||||
int ltexturesGetTextureSource( lua_State *L ) {
|
||||
lua_pushinteger( L, state->textureSource );
|
||||
int ltexturesGetTextureType( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetTextureType( Texture2D texture )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
lua_pushinteger( L, state->textures[ texId ]->type );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -2141,11 +2074,10 @@ int ltexturesGenTextureMipmaps( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
GenTextureMipmaps( texturesGetSourceTexture( texId ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
@@ -2169,7 +2101,7 @@ int ltexturesSetTextureFilter( lua_State *L ) {
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
int filter = lua_tointeger( L, 2 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2197,7 +2129,7 @@ int ltexturesSetTextureWrap( lua_State *L ) {
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
int wrap = lua_tointeger( L, 2 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
@@ -2224,7 +2156,7 @@ int ltexturesGetTextureSize( lua_State *L ) {
|
||||
}
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushnil( L );
|
||||
return 1;
|
||||
}
|
||||
@@ -2568,7 +2500,7 @@ int ltexturesGetPixelColor( lua_State *L ) {
|
||||
size_t texId = lua_tointeger( L, 1 );
|
||||
Vector2 pos = uluaGetVector2Index( L, 2 );
|
||||
|
||||
if ( !validSourceTexture( texId ) ) {
|
||||
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user