Vertex buffers state and Shader state functions. Vertex buffers management WIP.

This commit is contained in:
jussi
2023-08-17 18:33:50 +03:00
parent 5438a70b0a
commit b7b46ada04
14 changed files with 830 additions and 16 deletions

View File

@@ -36,15 +36,15 @@ function RL.process( delta )
cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end
-- Rotate.
if RL.IsKeyDown( string.byte( "E" ) ) then -- Or RL.IsKeyDown( KEY_E )
if RL.IsKeyDown( RL.KEY_E ) then -- Or RL.IsKeyDown( KEY_E )
cameraRot = cameraRot + cameraRotSpeed * delta
elseif RL.IsKeyDown( string.byte( "Q" ) ) then
elseif RL.IsKeyDown( RL.KEY_Q ) then
cameraRot = cameraRot - cameraRotSpeed * delta
end
-- Zoom.
if RL.IsKeyDown( string.byte( "R" ) ) then
if RL.IsKeyDown( RL.KEY_R ) then
cameraZoom = cameraZoom + cameraZoomSpeed * delta
elseif RL.IsKeyDown( string.byte( "F" ) ) then
elseif RL.IsKeyDown( RL.KEY_F ) then
cameraZoom = cameraZoom - cameraZoomSpeed * delta
end
end
@@ -62,6 +62,7 @@ function RL.draw()
RL.DrawTextureRec( tileTexture, { 0, 0, 32, 32 }, { x * 32, y * 32 }, RL.WHITE )
end
end
-- Draw hero.
RL.DrawTextureRec( tileTexture, { 3 * 32, 0, 32, 32 }, { cameraPos[1] - 16, cameraPos[2] - 16 }, RL.WHITE )
RL.EndMode2D()