Vertex buffers state and Shader state functions. Vertex buffers management WIP.
This commit is contained in:
359
src/rlgl.c
359
src/rlgl.c
@@ -3,6 +3,58 @@
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#include "lua_core.h"
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#include "lrlgl.h"
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static void* getVertexBuffer( lua_State *L, int *type, unsigned int *size ) {
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*type = lua_tointeger( L, 2 );
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size_t len = uluaGetTableLenIndex( L, 1 );
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unsigned char *uByteArray;
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float *floatArray;
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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*size = len * sizeof( unsigned char );
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uByteArray = MemAlloc( *size );
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break;
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case RL_FLOAT:
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*size = len * sizeof( float );
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floatArray = MemAlloc( *size );
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break;
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default:
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break;
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}
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int t = 1;
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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uByteArray[i] = lua_tointeger( L, -1 );
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break;
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case RL_FLOAT:
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floatArray[i] = lua_tointeger( L, -1 );
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break;
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default:
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break;
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}
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lua_pop( L, 1 );
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i++;
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}
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switch ( *type ) {
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case RL_UNSIGNED_BYTE:
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return uByteArray;
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break;
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case RL_FLOAT:
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return floatArray;
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break;
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default:
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return NULL;
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break;
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}
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}
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/*
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## RLGL - Matrix operations
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*/
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@@ -422,6 +474,142 @@ int lrlglColor4f( lua_State *L ) {
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return 1;
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}
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/*
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## RLGL - Vertex buffers state
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*/
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/*
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> supported = RL.rlEnableVertexArray( int vaoId )
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Enable vertex array ( VAO, if supported )
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- Failure return nil
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- Success return bool
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*/
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int lrlglEnableVertexArray( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexArray( int vaoId )" );
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, rlEnableVertexArray( lua_tointeger( L, 1 ) ) );
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return 1;
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}
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/*
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> RL.rlDisableVertexArray()
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Disable vertex array ( VAO, if supported )
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*/
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int lrlglDisableVertexArray( lua_State *L ) {
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rlDisableVertexArray();
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return 0;
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}
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/*
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> success = RL.rlEnableVertexBuffer( int id )
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Enable vertex buffer ( VBO )
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- Failure return false
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- Success return true
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*/
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int lrlglEnableVertexBuffer( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexBuffer( int id )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlEnableVertexBuffer( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> RL.rlDisableVertexBuffer()
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Disable vertex buffer ( VBO )
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*/
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int lrlglDisableVertexBuffer( lua_State *L ) {
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rlDisableVertexBuffer();
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return 0;
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}
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/*
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> success = RL.rlEnableVertexBufferElement( int id )
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Enable vertex buffer element ( VBO element )
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- Failure return false
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- Success return true
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*/
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int lrlglEnableVertexBufferElement( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexBufferElement( int id )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlEnableVertexBufferElement( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> RL.rlDisableVertexBufferElement()
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Disable vertex buffer element ( VBO element )
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*/
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int lrlglDisableVertexBufferElement( lua_State *L ) {
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rlDisableVertexBufferElement();
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return 0;
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}
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/*
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> success = RL.rlEnableVertexAttribute( int index )
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Enable vertex attribute index
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- Failure return false
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- Success return true
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*/
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int lrlglEnableVertexAttribute( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexAttribute( int index )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlEnableVertexAttribute( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlDisableVertexAttribute( int index )
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Disable vertex attribute index
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- Failure return false
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- Success return true
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*/
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int lrlglDisableVertexAttribute( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDisableVertexAttribute( int index )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlDisableVertexAttribute( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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## RLGL - Textures state
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*/
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@@ -556,6 +744,41 @@ int lrlglCubemapParameters( lua_State *L ) {
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return 1;
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}
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/*
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## RLGL - Shader state
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*/
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/*
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> success = RL.rlEnableShader( int id )
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Enable shader program
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- Failure return false
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- Success return true
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*/
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int lrlglEnableShader( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableShader( int id )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlEnableShader( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> RL.rlDisableShader()
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Disable shader program
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*/
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int lrlglDisableShader( lua_State *L ) {
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rlDisableShader();
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return 0;
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}
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/*
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## RLGL - Framebuffer state
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*/
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@@ -1067,6 +1290,142 @@ int lrlglSetTexture( lua_State *L ) {
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return 1;
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}
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/*
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## RLGL - Vertex buffers management
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*/
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/*
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> vaoId = RL.rlLoadVertexArray()
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Load vertex array (vao) if supported
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- Success return int
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*/
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int lrlglLoadVertexArray( lua_State *L ) {
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lua_pushinteger( L, rlLoadVertexArray() );
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return 1;
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}
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/*
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> vboId = RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )
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Load a vertex buffer attribute. Type should be RL_UNSIGNED_BYTE or RL_FLOAT
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- Failure return -1
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- Success return int
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*/
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int lrlglLoadVertexBuffer( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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unsigned int size = 0;
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int type = 0;
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void *vertexBuffer = getVertexBuffer( L, &type, &size );
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bool dynamic = lua_tointeger( L, 3 );
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lua_pushinteger( L, rlLoadVertexBuffer( vertexBuffer, size, dynamic ) );
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if ( vertexBuffer != NULL ) {
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MemFree( vertexBuffer );
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}
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return 1;
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}
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/*
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> success = RL.rlUnloadVertexArray( int vaoId )
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Unload vertex array object (VAO)
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- Failure return false
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- Success return true
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*/
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int lrlglUnloadVertexArray( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUnloadVertexArray( int vaoId )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlUnloadVertexArray( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlUnloadVertexBuffer( int vboId )
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Unload vertex buffer (VBO)
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- Failure return false
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- Success return true
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*/
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int lrlglUnloadVertexBuffer( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUnloadVertexBuffer( int vboId )" );
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lua_pushboolean( L, false );
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return 1;
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}
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rlUnloadVertexBuffer( lua_tointeger( L, 1 ) );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )
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Set vertex attribute
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- Failure return false
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- Success return true
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*/
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int lrlglSetVertexAttribute( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
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|| !lua_isboolean( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int index = lua_tointeger( L, 1 );
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int compSize = lua_tointeger( L, 2 );
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int type = lua_tointeger( L, 3 );
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bool normalized = lua_toboolean( L, 4 );
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int stride = lua_tointeger( L, 5 );
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int pointer = lua_tointeger( L, 6 );
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rlSetVertexAttribute( index, compSize, type, normalized, stride, &pointer );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.rlDrawVertexArray( int offset, int count )
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Draw vertex array
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- Failure return false
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- Success return true
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*/
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int lrlglDrawVertexArray( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDrawVertexArray( int offset, int count )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int offset = lua_tointeger( L, 1 );
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int count = lua_tointeger( L, 2 );
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rlDrawVertexArray( offset, count );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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## RLGL - Textures management
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*/
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