Vertex buffers state and Shader state functions. Vertex buffers management WIP.
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@@ -36,15 +36,15 @@ function RL.process( delta )
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cameraPos[2] = cameraPos[2] - cameraSpeed * delta
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end
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-- Rotate.
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if RL.IsKeyDown( string.byte( "E" ) ) then -- Or RL.IsKeyDown( KEY_E )
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if RL.IsKeyDown( RL.KEY_E ) then -- Or RL.IsKeyDown( KEY_E )
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cameraRot = cameraRot + cameraRotSpeed * delta
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elseif RL.IsKeyDown( string.byte( "Q" ) ) then
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elseif RL.IsKeyDown( RL.KEY_Q ) then
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cameraRot = cameraRot - cameraRotSpeed * delta
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end
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-- Zoom.
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if RL.IsKeyDown( string.byte( "R" ) ) then
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if RL.IsKeyDown( RL.KEY_R ) then
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cameraZoom = cameraZoom + cameraZoomSpeed * delta
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elseif RL.IsKeyDown( string.byte( "F" ) ) then
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elseif RL.IsKeyDown( RL.KEY_F ) then
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cameraZoom = cameraZoom - cameraZoomSpeed * delta
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end
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end
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@@ -62,6 +62,7 @@ function RL.draw()
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RL.DrawTextureRec( tileTexture, { 0, 0, 32, 32 }, { x * 32, y * 32 }, RL.WHITE )
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end
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end
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-- Draw hero.
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RL.DrawTextureRec( tileTexture, { 3 * 32, 0, 32, 32 }, { cameraPos[1] - 16, cameraPos[2] - 16 }, RL.WHITE )
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RL.EndMode2D()
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@@ -85,5 +85,5 @@ function RL.draw()
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Space: Play animation\
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Up arrow: Inreace animation speed\
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Down arrow: Decreace animation speed",
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{ 10, 10 }, 30, 5, RL.WHITE )
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{ 10, 10 }, 30, 5, RL.WHITE )
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end
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56
examples/rlgl/main.lua
Normal file
56
examples/rlgl/main.lua
Normal file
@@ -0,0 +1,56 @@
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-- Work In Progress!
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local monitor = 0
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local texture = -1
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local vaoId = -1
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local vboId = -1
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local triSize = 32.0
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local vertices = {
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0.0, 0.0, 0.0,
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0.0, 0.0, triSize,
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triSize, 0.0, triSize
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}
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local colors = {
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RL.RED, RL.RED, RL.RED,
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RL.GREEN, RL.GREEN, RL.GREEN,
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RL.BLUE, RL.BLUE, RL.BLUE
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}
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function RL.init()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local winSize = RL.GetScreenSize()
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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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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vaoId = RL.rlLoadVertexArray()
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RL.rlEnableVertexArray( vaoId )
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-- vboId = RL.rlLoadVertexBuffer( vertexBuffer, RL.RL_UNSIGNED_BYTE, false )
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vboId = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
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RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 0 )
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RL.rlDisableVertexArray()
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-- RL.DrawMesh( )
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-- print( "vaoId", vaoId )
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-- print( "vboId", vboId )
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end
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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end
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function RL.exit()
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if 0 <= vaoId then
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RL.rlUnloadVertexArray( vaoId )
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end
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if 0 <= vboId then
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RL.rlUnloadVertexBuffer( vboId )
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end
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end
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