Vertex buffers state and Shader state functions. Vertex buffers management WIP.
This commit is contained in:
161
API.md
161
API.md
@@ -3482,6 +3482,15 @@ Premultiply alpha channel
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---
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> success = RL.ImageBlurGaussian( Image image, int blurSize )
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Apply Gaussian blur using a box blur approximation
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- Failure return false
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- Success return true
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---
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> success = RL.ImageResize( Image image, Vector2 size )
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Resize image ( Bicubic scaling algorithm )
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@@ -3693,6 +3702,15 @@ Draw circle within an image
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---
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> success = RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )
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Draw circle outline within an image
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- Failure return false
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- Success return true
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---
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> success = RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color )
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Draw rectangle within an image
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@@ -7027,6 +7045,73 @@ Define one vertex ( color ) - 4 float
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---
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## RLGL - Vertex buffers state
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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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> RL.rlDisableVertexArray()
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Disable vertex array ( VAO, if supported )
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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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> RL.rlDisableVertexBuffer()
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Disable vertex buffer ( VBO )
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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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> RL.rlDisableVertexBufferElement()
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Disable vertex buffer element ( VBO element )
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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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> 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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## RLGL - Textures state
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---
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@@ -7088,6 +7173,25 @@ Set cubemap parameters ( filter, wrap )
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---
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## RLGL - Shader state
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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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> RL.rlDisableShader()
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Disable shader program
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---
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## RLGL - Framebuffer state
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---
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@@ -7347,6 +7451,63 @@ Set current texture for render batch and check buffers limits
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---
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## RLGL - Vertex buffers management
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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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> 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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> 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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> 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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> 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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> 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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## RLGL - Textures management
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---
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134
ReiLua_API.lua
134
ReiLua_API.lua
@@ -560,8 +560,8 @@ RL.RL_MAX_SHADER_LOCATIONS=32
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-- Globals - RLGL
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RL.RL_CULL_DISTANCE_NEAR=0
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RL.RL_CULL_DISTANCE_FAR=1000
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RL.RL_CULL_DISTANCE_NEAR=0.01
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RL.RL_CULL_DISTANCE_FAR=1000.0
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-- Globals - RLGL
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@@ -2506,6 +2506,14 @@ function RL.ImageAlphaMask( image, alphaMask ) end
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---@return any success
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function RL.ImageAlphaPremultiply( image ) end
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---Apply Gaussian blur using a box blur approximation
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---- Failure return false
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---- Success return true
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---@param image any
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---@param blurSize integer
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---@return any success
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function RL.ImageBlurGaussian( image, blurSize ) end
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---Resize image ( Bicubic scaling algorithm )
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---- Failure return false
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---- Success return true
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@@ -2692,6 +2700,16 @@ function RL.ImageDrawLine( dst, start, end, color ) end
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---@return any success
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function RL.ImageDrawCircle( dst, center, radius, color ) end
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---Draw circle outline within an image
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---- Failure return false
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---- Success return true
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---@param dst any
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---@param center table
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---@param radius integer
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---@param color table
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---@return any success
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function RL.ImageDrawCircleLines( dst, center, radius, color ) end
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---Draw rectangle within an image
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---- Failure return false
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---- Success return true
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@@ -5705,6 +5723,55 @@ function RL.rlColor3f( color ) end
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---@return any success
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function RL.rlColor4f( color ) end
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-- RLGL - Vertex buffers state
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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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---@param vaoId integer
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---@return any supported
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function RL.rlEnableVertexArray( vaoId ) end
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---Disable vertex array ( VAO, if supported )
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---@return any RL.rlDisableVertexArray
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function RL.rlDisableVertexArray() end
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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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---@param id integer
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---@return any success
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function RL.rlEnableVertexBuffer( id ) end
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---Disable vertex buffer ( VBO )
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---@return any RL.rlDisableVertexBuffer
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function RL.rlDisableVertexBuffer() end
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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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---@param id integer
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---@return any success
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function RL.rlEnableVertexBufferElement( id ) end
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---Disable vertex buffer element ( VBO element )
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---@return any RL.rlDisableVertexBufferElement
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function RL.rlDisableVertexBufferElement() end
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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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---@param index integer
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---@return any success
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function RL.rlEnableVertexAttribute( index ) end
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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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---@param index integer
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---@return any success
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function RL.rlDisableVertexAttribute( index ) end
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-- RLGL - Textures state
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---Select and active a texture slot
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@@ -5754,6 +5821,19 @@ function RL.rlTextureParameters( id, param, value ) end
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---@return any success
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function RL.rlCubemapParameters( id, param, value ) end
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-- RLGL - Shader state
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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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---@param id integer
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---@return any success
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function RL.rlEnableShader( id ) end
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---Disable shader program
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---@return any RL.rlDisableShader
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function RL.rlDisableShader() end
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-- RLGL - Framebuffer state
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---Enable render texture (fbo)
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@@ -5941,6 +6021,56 @@ function RL.rlCheckRenderBatchLimit( vCount ) end
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---@return any success
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function RL.rlSetTexture( id ) end
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-- RLGL - Vertex buffers management
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---Load vertex array (vao) if supported
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---- Success return int
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---@return any vaoId
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function RL.rlLoadVertexArray() end
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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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---@param buffer any
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---@param type integer
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---@param dynamic boolean
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---@return any vboId
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function RL.rlLoadVertexBuffer( buffer, type, dynamic ) end
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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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---@param vaoId integer
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---@return any success
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function RL.rlUnloadVertexArray( vaoId ) end
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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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---@param vboId integer
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---@return any success
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function RL.rlUnloadVertexBuffer( vboId ) end
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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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---@param index integer
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---@param compSize integer
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---@param type integer
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---@param normalized boolean
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---@param stride integer
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---@param pointer integer
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---@return any success
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function RL.rlSetVertexAttribute( index, compSize, type, normalized, stride, pointer ) end
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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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---@param offset integer
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---@param count integer
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---@return any success
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function RL.rlDrawVertexArray( offset, count ) end
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-- RLGL - Textures management
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---Load texture in GPU
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@@ -30,6 +30,8 @@ KEY CHANGES:
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- ADDED: LuaJIT compatibility.
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- CHANGED Bitwise operators moved from utillib to bitlib for better luaJIT support.
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- ADDED: logLevelInvalid for bad function calls and invalid data formats.
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- ADDED: rlgl Vertex buffers state.
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- ADDED: rlgl Shader state.
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Detailed changes:
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- FIXED: uluaGetRay was looking for integers instead of tables
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@@ -91,6 +93,8 @@ Detailed changes:
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- ADDED: GetMaterialTexture, GetMaterialColor, GetMaterialValue and GetMaterialShader
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- ADDED: SetMaterialParams and GetMaterialParams
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- ADDED: GetTextureId
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- ADDED: ImageDrawCircleLines
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- ADDED: ImageBlurGaussian
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------------------------------------------------------------------------
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Release: ReiLua version 0.4.0 Using Raylib 4.2
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6
devnotes
6
devnotes
@@ -1,9 +1,8 @@
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Current {
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* rlgl
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* Vertex buffers state.
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* Vertex buffers management
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* Shaders management
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* Matrix state management
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* Shaders management
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* Compute shader management
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}
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@@ -21,9 +20,6 @@ Backlog {
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* Core.
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* Compression/Encoding functionality.
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* SetWindowIcons.
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* Textures
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* ImageDrawCircleLines
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* ImageBlurGaussian
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* Models
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* LoadMaterials (Load materials from model file)
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* LoadMaterialsFromModel (Could then for example edit and set back to model)
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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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@@ -22,6 +22,15 @@ int lrlglNormal3f( lua_State *L );
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int lrlglColor4ub( lua_State *L );
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int lrlglColor3f( lua_State *L );
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int lrlglColor4f( lua_State *L );
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/* Vertex buffers state */
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int lrlglEnableVertexArray( lua_State *L );
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int lrlglDisableVertexArray( lua_State *L );
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int lrlglEnableVertexBuffer( lua_State *L );
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int lrlglDisableVertexBuffer( lua_State *L );
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int lrlglEnableVertexBufferElement( lua_State *L );
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int lrlglDisableVertexBufferElement( lua_State *L );
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int lrlglEnableVertexAttribute( lua_State *L );
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int lrlglDisableVertexAttribute( lua_State *L );
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/* Textures state */
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int lrlglActiveTextureSlot( lua_State *L );
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int lrlglEnableTexture( lua_State *L );
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@@ -30,6 +39,9 @@ int lrlglEnableTextureCubemap( lua_State *L );
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int lrlglDisableTextureCubemap( lua_State *L );
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int lrlglTextureParameters( lua_State *L );
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int lrlglCubemapParameters( lua_State *L );
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/* Shader state. */
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int lrlglEnableShader( lua_State *L );
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int lrlglDisableShader( lua_State *L );
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/* Framebuffer state. */
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int lrlglEnableFramebuffer( lua_State *L );
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int lrlglDisableFramebuffer( lua_State *L );
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@@ -68,6 +80,13 @@ int lrlglGetVersion( lua_State *L );
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int lrlglDrawRenderBatchActive( lua_State *L );
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int lrlglCheckRenderBatchLimit( lua_State *L );
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int lrlglSetTexture( lua_State *L );
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/* Vertex buffers management */
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int lrlglLoadVertexArray( lua_State *L );
|
||||
int lrlglLoadVertexBuffer( lua_State *L );
|
||||
int lrlglUnloadVertexArray( lua_State *L );
|
||||
int lrlglUnloadVertexBuffer( lua_State *L );
|
||||
int lrlglSetVertexAttribute( lua_State *L );
|
||||
int lrlglDrawVertexArray( lua_State *L );
|
||||
/* Textures management */
|
||||
int lrlglLoadTexture( lua_State *L );
|
||||
int lrlglLoadTextureDepth( lua_State *L );
|
||||
|
||||
@@ -84,5 +84,5 @@ typedef struct {
|
||||
extern State *state;
|
||||
|
||||
bool stateInit( const char *exePath );
|
||||
bool stateInitInterpret();
|
||||
void stateInitInterpret();
|
||||
void stateFree();
|
||||
|
||||
@@ -37,6 +37,7 @@ int ltexturesImageAlphaCrop( lua_State *L );
|
||||
int ltexturesImageAlphaClear( lua_State *L );
|
||||
int ltexturesImageAlphaMask( lua_State *L );
|
||||
int ltexturesImageAlphaPremultiply( lua_State *L );
|
||||
int ltexturesImageBlurGaussian( lua_State *L );
|
||||
int ltexturesImageResize( lua_State *L );
|
||||
int ltexturesImageResizeNN( lua_State *L );
|
||||
int ltexturesImageResizeCanvas( lua_State *L );
|
||||
@@ -61,6 +62,7 @@ int ltexturesImageClearBackground( lua_State *L );
|
||||
int ltexturesImageDrawPixel( lua_State *L );
|
||||
int ltexturesImageDrawLine( lua_State *L );
|
||||
int ltexturesImageDrawCircle( lua_State *L );
|
||||
int ltexturesImageDrawCircleLines( lua_State *L );
|
||||
int ltexturesImageDrawRectangle( lua_State *L );
|
||||
int ltexturesImageDrawRectangleLines( lua_State *L );
|
||||
int ltexturesImageDraw( lua_State *L );
|
||||
|
||||
@@ -26,6 +26,12 @@ static void assignGlobalFloat( float value, const char *name ) {
|
||||
lua_setfield( L, -2, name );
|
||||
}
|
||||
|
||||
static void assignGlobalDouble( double value, const char *name ) {
|
||||
lua_State *L = state->luaState;
|
||||
lua_pushnumber( L, value );
|
||||
lua_setfield( L, -2, name );
|
||||
}
|
||||
|
||||
static void assignGlobalColor( Color color, const char *name ) {
|
||||
lua_State *L = state->luaState;
|
||||
uluaPushColor( L, color );
|
||||
@@ -499,8 +505,8 @@ void defineGlobals() {
|
||||
/* RLGL Shader limits */
|
||||
assignGlobalInt( RL_MAX_SHADER_LOCATIONS, "RL_MAX_SHADER_LOCATIONS" );
|
||||
/* RLGL Projection matrix culling */
|
||||
assignGlobalInt( RL_CULL_DISTANCE_NEAR, "RL_CULL_DISTANCE_NEAR" );
|
||||
assignGlobalInt( RL_CULL_DISTANCE_FAR, "RL_CULL_DISTANCE_FAR" );
|
||||
assignGlobalDouble( RL_CULL_DISTANCE_NEAR, "RL_CULL_DISTANCE_NEAR" );
|
||||
assignGlobalDouble( RL_CULL_DISTANCE_FAR, "RL_CULL_DISTANCE_FAR" );
|
||||
/* RLGL Texture parameters */
|
||||
assignGlobalInt( RL_TEXTURE_WRAP_S, "RL_TEXTURE_WRAP_S" );
|
||||
assignGlobalInt( RL_TEXTURE_WRAP_T, "RL_TEXTURE_WRAP_T" );
|
||||
@@ -1069,6 +1075,7 @@ void luaRegister() {
|
||||
assingGlobalFunction( "ImageAlphaClear", ltexturesImageAlphaClear );
|
||||
assingGlobalFunction( "ImageAlphaMask", ltexturesImageAlphaMask );
|
||||
assingGlobalFunction( "ImageAlphaPremultiply", ltexturesImageAlphaPremultiply );
|
||||
assingGlobalFunction( "ImageBlurGaussian", ltexturesImageBlurGaussian );
|
||||
assingGlobalFunction( "ImageResize", ltexturesImageResize );
|
||||
assingGlobalFunction( "ImageResizeNN", ltexturesImageResizeNN );
|
||||
assingGlobalFunction( "ImageResizeCanvas", ltexturesImageResizeCanvas );
|
||||
@@ -1093,6 +1100,7 @@ void luaRegister() {
|
||||
assingGlobalFunction( "ImageDrawPixel", ltexturesImageDrawPixel );
|
||||
assingGlobalFunction( "ImageDrawLine", ltexturesImageDrawLine );
|
||||
assingGlobalFunction( "ImageDrawCircle", ltexturesImageDrawCircle );
|
||||
assingGlobalFunction( "ImageDrawCircleLines", ltexturesImageDrawCircleLines );
|
||||
assingGlobalFunction( "ImageDrawRectangle", ltexturesImageDrawRectangle );
|
||||
assingGlobalFunction( "ImageDrawRectangleLines", ltexturesImageDrawRectangleLines );
|
||||
assingGlobalFunction( "ImageDraw", ltexturesImageDraw );
|
||||
@@ -1497,6 +1505,15 @@ void luaRegister() {
|
||||
assingGlobalFunction( "rlColor4ub", lrlglColor4ub );
|
||||
assingGlobalFunction( "rlColor3f", lrlglColor3f );
|
||||
assingGlobalFunction( "rlColor4f", lrlglColor4f );
|
||||
/* Vertex buffers state. */
|
||||
assingGlobalFunction( "rlEnableVertexArray", lrlglEnableVertexArray );
|
||||
assingGlobalFunction( "rlDisableVertexArray", lrlglDisableVertexArray );
|
||||
assingGlobalFunction( "rlEnableVertexBuffer", lrlglEnableVertexBuffer );
|
||||
assingGlobalFunction( "rlDisableVertexBuffer", lrlglDisableVertexBuffer );
|
||||
assingGlobalFunction( "rlEnableVertexBufferElement", lrlglEnableVertexBufferElement );
|
||||
assingGlobalFunction( "rlDisableVertexBufferElement", lrlglDisableVertexBufferElement );
|
||||
assingGlobalFunction( "rlEnableVertexAttribute", lrlglEnableVertexAttribute );
|
||||
assingGlobalFunction( "rlDisableVertexAttribute", lrlglDisableVertexAttribute );
|
||||
/* Textures state. */
|
||||
assingGlobalFunction( "rlActiveTextureSlot", lrlglActiveTextureSlot );
|
||||
assingGlobalFunction( "rlEnableTexture", lrlglEnableTexture );
|
||||
@@ -1505,6 +1522,9 @@ void luaRegister() {
|
||||
assingGlobalFunction( "rlDisableTextureCubemap", lrlglDisableTextureCubemap );
|
||||
assingGlobalFunction( "rlTextureParameters", lrlglTextureParameters );
|
||||
assingGlobalFunction( "rlCubemapParameters", lrlglCubemapParameters );
|
||||
/* Shader state. */
|
||||
assingGlobalFunction( "rlEnableShader", lrlglEnableShader );
|
||||
assingGlobalFunction( "rlDisableShader", lrlglDisableShader );
|
||||
/* Framebuffer state. */
|
||||
assingGlobalFunction( "rlEnableFramebuffer", lrlglEnableFramebuffer );
|
||||
assingGlobalFunction( "rlDisableFramebuffer", lrlglDisableFramebuffer );
|
||||
@@ -1543,6 +1563,13 @@ void luaRegister() {
|
||||
assingGlobalFunction( "rlDrawRenderBatchActive", lrlglDrawRenderBatchActive );
|
||||
assingGlobalFunction( "rlCheckRenderBatchLimit", lrlglCheckRenderBatchLimit );
|
||||
assingGlobalFunction( "rlSetTexture", lrlglSetTexture );
|
||||
/* Vertex buffers management. */
|
||||
assingGlobalFunction( "rlLoadVertexArray", lrlglLoadVertexArray );
|
||||
assingGlobalFunction( "rlLoadVertexBuffer", lrlglLoadVertexBuffer );
|
||||
assingGlobalFunction( "rlUnloadVertexArray", lrlglUnloadVertexArray );
|
||||
assingGlobalFunction( "rlUnloadVertexBuffer", lrlglUnloadVertexBuffer );
|
||||
assingGlobalFunction( "rlSetVertexAttribute", lrlglSetVertexAttribute );
|
||||
assingGlobalFunction( "rlDrawVertexArray", lrlglDrawVertexArray );
|
||||
/* Textures management. */
|
||||
assingGlobalFunction( "rlLoadTexture", lrlglLoadTexture );
|
||||
assingGlobalFunction( "rlLoadTextureDepth", lrlglLoadTextureDepth );
|
||||
|
||||
359
src/rlgl.c
359
src/rlgl.c
@@ -3,6 +3,58 @@
|
||||
#include "lua_core.h"
|
||||
#include "lrlgl.h"
|
||||
|
||||
static void* getVertexBuffer( lua_State *L, int *type, unsigned int *size ) {
|
||||
*type = lua_tointeger( L, 2 );
|
||||
size_t len = uluaGetTableLenIndex( L, 1 );
|
||||
unsigned char *uByteArray;
|
||||
float *floatArray;
|
||||
|
||||
switch ( *type ) {
|
||||
case RL_UNSIGNED_BYTE:
|
||||
*size = len * sizeof( unsigned char );
|
||||
uByteArray = MemAlloc( *size );
|
||||
break;
|
||||
case RL_FLOAT:
|
||||
*size = len * sizeof( float );
|
||||
floatArray = MemAlloc( *size );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
int t = 1;
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t ) != 0 ) {
|
||||
switch ( *type ) {
|
||||
case RL_UNSIGNED_BYTE:
|
||||
uByteArray[i] = lua_tointeger( L, -1 );
|
||||
break;
|
||||
case RL_FLOAT:
|
||||
floatArray[i] = lua_tointeger( L, -1 );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
lua_pop( L, 1 );
|
||||
i++;
|
||||
}
|
||||
|
||||
switch ( *type ) {
|
||||
case RL_UNSIGNED_BYTE:
|
||||
return uByteArray;
|
||||
break;
|
||||
case RL_FLOAT:
|
||||
return floatArray;
|
||||
break;
|
||||
default:
|
||||
return NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Matrix operations
|
||||
*/
|
||||
@@ -422,6 +474,142 @@ int lrlglColor4f( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Vertex buffers state
|
||||
*/
|
||||
|
||||
/*
|
||||
> supported = RL.rlEnableVertexArray( int vaoId )
|
||||
|
||||
Enable vertex array ( VAO, if supported )
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
*/
|
||||
int lrlglEnableVertexArray( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexArray( int vaoId )" );
|
||||
lua_pushnil( L );
|
||||
return 1;
|
||||
}
|
||||
lua_pushboolean( L, rlEnableVertexArray( lua_tointeger( L, 1 ) ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.rlDisableVertexArray()
|
||||
|
||||
Disable vertex array ( VAO, if supported )
|
||||
*/
|
||||
int lrlglDisableVertexArray( lua_State *L ) {
|
||||
rlDisableVertexArray();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlEnableVertexBuffer( int id )
|
||||
|
||||
Enable vertex buffer ( VBO )
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglEnableVertexBuffer( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexBuffer( int id )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlEnableVertexBuffer( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.rlDisableVertexBuffer()
|
||||
|
||||
Disable vertex buffer ( VBO )
|
||||
*/
|
||||
int lrlglDisableVertexBuffer( lua_State *L ) {
|
||||
rlDisableVertexBuffer();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlEnableVertexBufferElement( int id )
|
||||
|
||||
Enable vertex buffer element ( VBO element )
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglEnableVertexBufferElement( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexBufferElement( int id )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlEnableVertexBufferElement( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.rlDisableVertexBufferElement()
|
||||
|
||||
Disable vertex buffer element ( VBO element )
|
||||
*/
|
||||
int lrlglDisableVertexBufferElement( lua_State *L ) {
|
||||
rlDisableVertexBufferElement();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlEnableVertexAttribute( int index )
|
||||
|
||||
Enable vertex attribute index
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglEnableVertexAttribute( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableVertexAttribute( int index )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlEnableVertexAttribute( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlDisableVertexAttribute( int index )
|
||||
|
||||
Disable vertex attribute index
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglDisableVertexAttribute( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDisableVertexAttribute( int index )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlDisableVertexAttribute( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Textures state
|
||||
*/
|
||||
@@ -556,6 +744,41 @@ int lrlglCubemapParameters( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Shader state
|
||||
*/
|
||||
|
||||
/*
|
||||
> success = RL.rlEnableShader( int id )
|
||||
|
||||
Enable shader program
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglEnableShader( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlEnableShader( int id )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlEnableShader( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.rlDisableShader()
|
||||
|
||||
Disable shader program
|
||||
*/
|
||||
int lrlglDisableShader( lua_State *L ) {
|
||||
rlDisableShader();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Framebuffer state
|
||||
*/
|
||||
@@ -1067,6 +1290,142 @@ int lrlglSetTexture( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Vertex buffers management
|
||||
*/
|
||||
|
||||
/*
|
||||
> vaoId = RL.rlLoadVertexArray()
|
||||
|
||||
Load vertex array (vao) if supported
|
||||
|
||||
- Success return int
|
||||
*/
|
||||
int lrlglLoadVertexArray( lua_State *L ) {
|
||||
lua_pushinteger( L, rlLoadVertexArray() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> vboId = RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )
|
||||
|
||||
Load a vertex buffer attribute. Type should be RL_UNSIGNED_BYTE or RL_FLOAT
|
||||
|
||||
- Failure return -1
|
||||
- Success return int
|
||||
*/
|
||||
int lrlglLoadVertexBuffer( lua_State *L ) {
|
||||
if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )" );
|
||||
lua_pushinteger( L, -1 );
|
||||
return 1;
|
||||
}
|
||||
unsigned int size = 0;
|
||||
int type = 0;
|
||||
void *vertexBuffer = getVertexBuffer( L, &type, &size );
|
||||
bool dynamic = lua_tointeger( L, 3 );
|
||||
|
||||
lua_pushinteger( L, rlLoadVertexBuffer( vertexBuffer, size, dynamic ) );
|
||||
|
||||
if ( vertexBuffer != NULL ) {
|
||||
MemFree( vertexBuffer );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlUnloadVertexArray( int vaoId )
|
||||
|
||||
Unload vertex array object (VAO)
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglUnloadVertexArray( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUnloadVertexArray( int vaoId )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlUnloadVertexArray( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlUnloadVertexBuffer( int vboId )
|
||||
|
||||
Unload vertex buffer (VBO)
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglUnloadVertexBuffer( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlUnloadVertexBuffer( int vboId )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
rlUnloadVertexBuffer( lua_tointeger( L, 1 ) );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )
|
||||
|
||||
Set vertex attribute
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglSetVertexAttribute( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
|
||||
|| !lua_isboolean( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
int index = lua_tointeger( L, 1 );
|
||||
int compSize = lua_tointeger( L, 2 );
|
||||
int type = lua_tointeger( L, 3 );
|
||||
bool normalized = lua_toboolean( L, 4 );
|
||||
int stride = lua_tointeger( L, 5 );
|
||||
int pointer = lua_tointeger( L, 6 );
|
||||
|
||||
rlSetVertexAttribute( index, compSize, type, normalized, stride, &pointer );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.rlDrawVertexArray( int offset, int count )
|
||||
|
||||
Draw vertex array
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lrlglDrawVertexArray( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlDrawVertexArray( int offset, int count )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
int offset = lua_tointeger( L, 1 );
|
||||
int count = lua_tointeger( L, 2 );
|
||||
|
||||
rlDrawVertexArray( offset, count );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## RLGL - Textures management
|
||||
*/
|
||||
|
||||
@@ -114,7 +114,7 @@ bool stateInit( const char *exePath ) {
|
||||
return state->run;
|
||||
}
|
||||
|
||||
bool stateInitInterpret() {
|
||||
void stateInitInterpret() {
|
||||
state = malloc( sizeof( State ) );
|
||||
luaInit();
|
||||
}
|
||||
|
||||
@@ -85,6 +85,8 @@ Texture2D* texturesGetSourceTexture( size_t id ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return &state->textures[id]->texture;
|
||||
}
|
||||
|
||||
void texturesFreeTexture( size_t id ) {
|
||||
@@ -751,6 +753,33 @@ int ltexturesImageAlphaPremultiply( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.ImageBlurGaussian( Image image, int blurSize )
|
||||
|
||||
Apply Gaussian blur using a box blur approximation
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int ltexturesImageBlurGaussian( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageBlurGaussian( Image image, int blurSize )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
size_t imageId = lua_tointeger( L, 1 );
|
||||
int blurSize = lua_tointeger( L, 2 );
|
||||
|
||||
if ( !validImage( imageId ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
ImageBlurGaussian( state->images[ imageId ], blurSize );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.ImageResize( Image image, Vector2 size )
|
||||
|
||||
@@ -1396,6 +1425,36 @@ int ltexturesImageDrawCircle( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )
|
||||
|
||||
Draw circle outline within an image
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int ltexturesImageDrawCircleLines( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_istable( L, 4 ) ) {
|
||||
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
size_t imageId = lua_tointeger( L, 1 );
|
||||
Vector2 center = uluaGetVector2Index( L, 2 );
|
||||
int radius = lua_tointeger( L, 3 );
|
||||
Color color = uluaGetColorIndex( L, 4 );
|
||||
|
||||
if ( !validImage( imageId ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImageDrawCircleLinesV( state->images[ imageId ], center, radius, color );
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user