Merged uluaGet*Index functions to uluaGet* functions.
This commit is contained in:
46
src/rlgl.c
46
src/rlgl.c
@@ -57,7 +57,7 @@ int lrlglLoadIdentity( lua_State *L ) {
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Multiply the current matrix by a translation matrix
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*/
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int lrlglTranslatef( lua_State *L ) {
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Vector3 translation = uluaGetVector3Index( L, 1 );
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Vector3 translation = uluaGetVector3( L, 1 );
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rlTranslatef( translation.x, translation.y, translation.z );
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@@ -71,7 +71,7 @@ Multiply the current matrix by a rotation matrix
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*/
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int lrlglRotatef( lua_State *L ) {
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float angle = luaL_checknumber( L, 1 );
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Vector3 rotation = uluaGetVector3Index( L, 2 );
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Vector3 rotation = uluaGetVector3( L, 2 );
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rlRotatef( angle, rotation.x, rotation.y, rotation.z );
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@@ -84,7 +84,7 @@ int lrlglRotatef( lua_State *L ) {
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Multiply the current matrix by a scaling matrix
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*/
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int lrlglScalef( lua_State *L ) {
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Vector3 scale = uluaGetVector3Index( L, 1 );
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Vector3 scale = uluaGetVector3( L, 1 );
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rlScalef( scale.x, scale.y, scale.z );
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@@ -97,7 +97,7 @@ int lrlglScalef( lua_State *L ) {
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Multiply the current matrix by another matrix
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*/
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int lrlglMultMatrixf( lua_State *L ) {
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Matrix matrix = uluaGetMatrixIndex( L, 1 );
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Matrix matrix = uluaGetMatrix( L, 1 );
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float matf[16] = {
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matrix.m0, matrix.m4, matrix.m8, matrix.m12,
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@@ -153,7 +153,7 @@ Set the viewport area (transformation from normalized device coordinates to wind
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NOTE: We store current viewport dimensions
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*/
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int lrlglViewport( lua_State *L ) {
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Rectangle rect = uluaGetRectangleIndex( L, 1 );
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Rectangle rect = uluaGetRectangle( L, 1 );
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rlViewport( rect.x, rect.y, rect.width, rect.height );
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@@ -192,7 +192,7 @@ int lrlglEnd( lua_State *L ) {
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Define one vertex (position)
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*/
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int lrlglVertex2f( lua_State *L ) {
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Vector2 position = uluaGetVector2Index( L, 1 );
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Vector2 position = uluaGetVector2( L, 1 );
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rlVertex2f( position.x, position.y );
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@@ -205,7 +205,7 @@ int lrlglVertex2f( lua_State *L ) {
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Define one vertex (position)
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*/
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int lrlglVertex3f( lua_State *L ) {
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Vector3 position = uluaGetVector3Index( L, 1 );
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Vector3 position = uluaGetVector3( L, 1 );
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rlVertex3f( position.x, position.y, position.z );
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@@ -218,7 +218,7 @@ int lrlglVertex3f( lua_State *L ) {
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Define one vertex (texture coordinate) - 2 float
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*/
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int lrlglTexCoord2f( lua_State *L ) {
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Vector2 texCoord = uluaGetVector2Index( L, 1 );
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Vector2 texCoord = uluaGetVector2( L, 1 );
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rlTexCoord2f( texCoord.x, texCoord.y );
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@@ -231,7 +231,7 @@ int lrlglTexCoord2f( lua_State *L ) {
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Define one vertex (normal) - 3 float
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*/
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int lrlglNormal3f( lua_State *L ) {
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Vector3 normal = uluaGetVector3Index( L, 1 );
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Vector3 normal = uluaGetVector3( L, 1 );
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rlNormal3f( normal.x, normal.y, normal.z );
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@@ -244,7 +244,7 @@ int lrlglNormal3f( lua_State *L ) {
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Define one vertex (color) - 4 byte
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*/
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int lrlglColor4ub( lua_State *L ) {
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Color color = uluaGetColorIndex( L, 1 );
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Color color = uluaGetColor( L, 1 );
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rlColor4ub( color.r, color.g, color.b, color.a );
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@@ -257,7 +257,7 @@ int lrlglColor4ub( lua_State *L ) {
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Define one vertex (color) - 3 float
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*/
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int lrlglColor3f( lua_State *L ) {
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Vector3 color = uluaGetVector3Index( L, 1 );
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Vector3 color = uluaGetVector3( L, 1 );
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rlColor3f( color.x, color.y, color.z );
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@@ -270,7 +270,7 @@ int lrlglColor3f( lua_State *L ) {
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Define one vertex (color) - 4 float
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*/
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int lrlglColor4f( lua_State *L ) {
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Vector4 color = uluaGetVector4Index( L, 1 );
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Vector4 color = uluaGetVector4( L, 1 );
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rlColor4f( color.x, color.y, color.z, color.w );
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@@ -657,7 +657,7 @@ int lrlglDisableScissorTest( lua_State *L ) {
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Scissor test
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*/
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int lrlglScissor( lua_State *L ) {
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Rectangle area = uluaGetRectangleIndex( L, 1 );
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Rectangle area = uluaGetRectangle( L, 1 );
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rlScissor( area.x, area.y, area.width, area.height );
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@@ -773,7 +773,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) {
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Clear color buffer with color
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*/
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int lrlglClearColor( lua_State *L ) {
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Color color = uluaGetColorIndex( L, 1 );
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Color color = uluaGetColor( L, 1 );
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rlClearColor( color.r, color.g, color.b, color.a );
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@@ -1142,7 +1142,7 @@ Set vertex attribute default value
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int lrlglSetVertexAttributeDefault( lua_State *L ) {
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int locIndex = luaL_checkinteger( L, 1 );
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int attribType = luaL_checkinteger( L, 3 );
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int count = uluaGetTableLenIndex( L, 2 );
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int count = uluaGetTableLen( L, 2 );
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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int t = 2;
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@@ -1231,7 +1231,7 @@ Load texture in GPU
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- Success return int
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*/
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int lrlglLoadTexture( lua_State *L ) {
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Vector2 size = uluaGetVector2Index( L, 1 );
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Vector2 size = uluaGetVector2( L, 1 );
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int format = luaL_checkinteger( L, 2 );
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int mipmapCount = luaL_checkinteger( L, 3 );
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@@ -1248,7 +1248,7 @@ Load depth texture/renderbuffer (to be attached to fbo)
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- Success return int
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*/
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int lrlglLoadTextureDepth( lua_State *L ) {
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Vector2 size = uluaGetVector2Index( L, 1 );
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Vector2 size = uluaGetVector2( L, 1 );
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bool useRenderBuffer = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) );
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@@ -1279,7 +1279,7 @@ Load an empty framebuffer
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- Success return int
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*/
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int lrlglLoadFramebuffer( lua_State *L ) {
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Vector2 size = uluaGetVector2Index( L, 1 );
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Vector2 size = uluaGetVector2( L, 1 );
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lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) );
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@@ -1445,7 +1445,7 @@ Set shader value matrix
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*/
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int lrlglSetUniformMatrix( lua_State *L ) {
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int locIndex = luaL_checkinteger( L, 1 );
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Matrix mat = uluaGetMatrixIndex( L, 2 );
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Matrix mat = uluaGetMatrix( L, 2 );
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rlSetUniformMatrix( locIndex, mat );
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@@ -1620,7 +1620,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) {
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Set a custom projection matrix (replaces internal projection matrix)
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*/
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int lrlglSetMatrixProjection( lua_State *L ) {
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rlSetMatrixProjection( uluaGetMatrixIndex( L, 1 ) );
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rlSetMatrixProjection( uluaGetMatrix( L, 1 ) );
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return 0;
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}
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@@ -1631,7 +1631,7 @@ int lrlglSetMatrixProjection( lua_State *L ) {
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Set a custom modelview matrix (replaces internal modelview matrix)
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*/
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int lrlglSetMatrixModelview( lua_State *L ) {
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rlSetMatrixModelview( uluaGetMatrixIndex( L, 1 ) );
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rlSetMatrixModelview( uluaGetMatrix( L, 1 ) );
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return 0;
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}
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@@ -1642,7 +1642,7 @@ int lrlglSetMatrixModelview( lua_State *L ) {
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Set eyes projection matrices for stereo rendering
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*/
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int lrlglSetMatrixProjectionStereo( lua_State *L ) {
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rlSetMatrixProjectionStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) );
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rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
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return 0;
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}
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@@ -1653,7 +1653,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) {
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Set eyes view offsets matrices for stereo rendering
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*/
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int lrlglSetMatrixViewOffsetStereo( lua_State *L ) {
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rlSetMatrixViewOffsetStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) );
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rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
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return 0;
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}
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