RLGL Hello triangle example.
This commit is contained in:
18
API.md
18
API.md
@@ -3984,6 +3984,14 @@ Check if a shader is ready
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---
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> shaderId = RL.GetShaderId( Shader shader )
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Get shader program id
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- Success return int
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---
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> location = RL.GetShaderLocation( Shader shader, string uniformName )
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Get shader uniform location
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@@ -5842,6 +5850,14 @@ Get image pixel color at (x, y) position
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---
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> imageData = RL.GetImageData( Image image )
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Get image data as Buffer
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- Success return Buffer
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---
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> size = RL.GetImageSize( Image image )
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Get image size
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@@ -9573,7 +9589,7 @@ Unload vertex buffer (VBO)
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> 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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Set vertex attribute. Note! Pointer should be given in size of bytes
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---
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@@ -1564,6 +1564,12 @@ function RL.LoadShaderFromMemory( vsCode, fsCode ) end
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---@return any isReady
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function RL.IsShaderReady( shader ) end
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---Get shader program id
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---- Success return int
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---@param shader any
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---@return any shaderId
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function RL.GetShaderId( shader ) end
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---Get shader uniform location
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---- Success return int
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---@param shader any
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@@ -3248,6 +3254,12 @@ function RL.GetImageColor( image, pixelPos ) end
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-- Textures - Image configuration functions
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---Get image data as Buffer
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---- Success return Buffer
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---@param image any
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---@return any imageData
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function RL.GetImageData( image ) end
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---Get image size
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---- Success return Vector2
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---@param image any
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@@ -6615,7 +6627,7 @@ function RL.rlUnloadVertexArray( vaoId ) end
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---@return any RL.rlUnloadVertexBuffer
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function RL.rlUnloadVertexBuffer( vboId ) end
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---Set vertex attribute
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---Set vertex attribute. Note! Pointer should be given in size of bytes
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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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@@ -23,6 +23,7 @@ KEY CHANGES:
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- ADDED: More Model management functions.
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- ADDED: More Model animations management functions.
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- ADDED: 2D lightmap example.
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- ADDED: RLGL Hello triangle example.
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DETAILED CHANGES:
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- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
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@@ -44,6 +45,9 @@ DETAILED CHANGES:
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- CHANGE: Renamed ExportBufferAsCode to ExportDataAsCode.
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- ADDED: BoneInfo.
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- ADDED: Transform.
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- ADDED: GetShaderId.
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- FIXED: rlSetVertexAttribute pointer offset.
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- ADDED: GetImageData.
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------------------------------------------------------------------------
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Release: ReiLua version 0.6.0 Using Raylib 4.5
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@@ -1,83 +0,0 @@
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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 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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255, 0, 0,
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0, 255, 0,
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0, 0, 255
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}
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local VBO_VERTEX_POS = 0
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local VBO_COLOR_POS = 1
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local mesh = {
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vaoId = -1,
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vboIds = {
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vertices = -1,
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colors = -1,
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}
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}
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local function uploadMesh()
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mesh.vaoId = RL.rlLoadVertexArray()
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RL.rlEnableVertexArray( mesh.vaoId )
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-- Vertices.
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local vertexBuffer = RL.LoadBuffer( vertices, RL.BUFFER_FLOAT )
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mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertexBuffer, false )
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RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
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-- Colors.
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local colorBuffer = RL.LoadBuffer( colors, RL.BUFFER_UNSIGNED_CHAR )
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mesh.vboIds.colors = RL.rlLoadVertexBuffer( colorBuffer, false )
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RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_COLOR_POS )
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RL.rlDisableVertexArray()
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print( "\nMesh:" )
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print( "\tvaoId: "..mesh.vaoId )
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print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
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print( "\tvboIds.colors: "..mesh.vboIds.colors )
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end
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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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uploadMesh()
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end
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local function drawMesh()
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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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-- You need to manually free resources.
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function RL.exit()
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if 0 <= mesh.vaoId then
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RL.rlUnloadVertexArray( mesh.vaoId )
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end
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for _, vboId in pairs( mesh.vboIds ) do
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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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end
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177
examples/rlgl_hello_triangle/main.lua
Normal file
177
examples/rlgl_hello_triangle/main.lua
Normal file
@@ -0,0 +1,177 @@
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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local res = Vec2:new( 1024, 720 )
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local winScale = 1
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local winSize = res:scale( winScale )
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local monitor = 0
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local triangle = {
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texture = {
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id = -1,
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data = nil,
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size = Vec2:new(),
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mipmaps = 0,
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format = 0,
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},
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vao = -1,
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vbos = {
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positions = -1,
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texcoords = -1,
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colors = -1,
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},
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}
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local vertexShader = [[
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec4 flagColor;
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out vec2 fragTexCoord;
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void main() {
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flagColor = aColor;
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fragTexCoord = aTexCoord;
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gl_Position = vec4( aPos, 1.0 );
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}
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]]
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local fragmentShader = [[
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#version 330 core
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out vec4 FragColor;
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in vec4 flagColor;
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in vec2 fragTexCoord;
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uniform sampler2D ourTexture;
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void main() {
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FragColor = texture( ourTexture, fragTexCoord ) * flagColor;
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}
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]]
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local shaderProgram = -1
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-- Let's make our own custom texture.
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local function loadTexture( path )
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local image = RL.LoadImage( path )
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triangle.texture.data = RL.GetImageData( image )
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triangle.texture.size = Vec2:new( RL.GetImageSize( image ) )
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triangle.texture.format = RL.GetImageFormat( image )
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triangle.texture.mipmaps = RL.GetImageMipmaps( image )
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triangle.texture.id = RL.rlLoadTexture(
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triangle.texture.data,
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triangle.texture.size,
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triangle.texture.format,
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triangle.texture.mipmaps
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)
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end
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local function createTriangle()
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loadTexture( RL.GetBasePath().."../resources/images/monkey_tex.png" )
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-- Set texture to shader uniform.
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local shaderLoc = RL.rlGetLocationUniform( shaderProgram, "ourTexture" )
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RL.rlEnableShader( shaderProgram )
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-- NOTE: Default texture is always activated as GL_TEXTURE0 so our slot will be 1.
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RL.rlSetUniformSampler( shaderLoc, triangle.texture.id )
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RL.rlDisableShader()
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-- Setup triangle buffers.
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triangle.vao = RL.rlLoadVertexArray()
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RL.rlEnableVertexArray( triangle.vao )
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-- Positions.
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local vertexBuffer = RL.LoadBuffer(
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{
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-0.5, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0.0, 0.5, 0.0
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},
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RL.BUFFER_FLOAT
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)
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triangle.vbos.positions = RL.rlLoadVertexBuffer( vertexBuffer, 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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-- Colors.
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local colors = RL.LoadBuffer(
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{
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1
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},
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RL.BUFFER_FLOAT
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)
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triangle.vbos.colors = RL.rlLoadVertexBuffer( colors, false )
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RL.rlSetVertexAttribute( 1, 4, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 1 )
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-- Texcoords.
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local texcoors = RL.LoadBuffer(
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{
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0, 0,
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1, 0,
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0.5, 1,
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},
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RL.BUFFER_FLOAT
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)
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triangle.vbos.texcoors = RL.rlLoadVertexBuffer( texcoors, false )
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RL.rlSetVertexAttribute( 2, 2, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 2 )
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-- Disable.
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RL.rlDisableVertexBuffer()
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RL.rlDisableVertexArray()
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end
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function RL.init()
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local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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RL.SetWindowTitle( "RLGL Hello Triangle" )
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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.SetWindowSize( winSize )
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RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
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RL.rlViewport( { 0, 0, res.x ,res.y } )
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shaderProgram = RL.rlLoadShaderCode( vertexShader, fragmentShader )
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createTriangle()
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end
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local function drawTriangle()
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-- Texture slot 0 is the default texture.
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RL.rlActiveTextureSlot( 1 )
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RL.rlEnableTexture( triangle.texture.id )
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RL.rlEnableShader( shaderProgram )
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RL.rlEnableVertexArray( triangle.vao )
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RL.rlDrawVertexArray( 0, 3 )
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-- Disable.
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RL.rlDisableVertexArray()
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RL.rlDisableVertexBuffer()
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RL.rlDisableTexture()
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RL.rlDisableShader()
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end
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function RL.draw()
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RL.ClearBackground( RL.BLACK )
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drawTriangle()
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end
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function RL.exit()
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RL.rlUnloadVertexArray( triangle.vao )
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RL.rlUnloadVertexBuffer( triangle.vbos.positions )
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RL.rlUnloadVertexBuffer( triangle.vbos.colors )
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RL.rlUnloadVertexBuffer( triangle.vbos.texcoords )
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RL.rlUnloadTexture( triangle.texture.id )
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end
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@@ -71,6 +71,7 @@ int lcoreEndScissorMode( lua_State *L );
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int lcoreLoadShader( lua_State *L );
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int lcoreLoadShaderFromMemory( lua_State *L );
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int lcoreIsShaderReady( lua_State *L );
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int lcoreGetShaderId( lua_State *L );
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int lcoreGetShaderLocation( lua_State *L );
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int lcoreGetShaderLocationAttrib( lua_State *L );
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int lcoreSetShaderLocationIndex( lua_State *L );
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@@ -56,6 +56,7 @@ int ltexturesLoadImagePalette( lua_State *L );
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int ltexturesGetImageAlphaBorder( lua_State *L );
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int ltexturesGetImageColor( lua_State *L );
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/* Image configuration functions. */
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int ltexturesGetImageData( lua_State *L );
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int ltexturesGetImageSize( lua_State *L );
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int ltexturesGetImageMipmaps( lua_State *L );
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int ltexturesGetImageFormat( lua_State *L );
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15
src/core.c
15
src/core.c
@@ -884,6 +884,21 @@ int lcoreIsShaderReady( lua_State *L ) {
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return 1;
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}
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/*
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> shaderId = RL.GetShaderId( Shader shader )
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Get shader program id
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- Success return int
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*/
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int lcoreGetShaderId( lua_State *L ) {
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Shader *shader = uluaGetShader( L, 1 );
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lua_pushinteger( L, shader->id );
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return 1;
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}
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/*
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> location = RL.GetShaderLocation( Shader shader, string uniformName )
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@@ -1225,6 +1225,7 @@ void luaRegister() {
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assingGlobalFunction( "LoadShader", lcoreLoadShader );
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assingGlobalFunction( "LoadShaderFromMemory", lcoreLoadShaderFromMemory );
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assingGlobalFunction( "IsShaderReady", lcoreIsShaderReady );
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assingGlobalFunction( "GetShaderId", lcoreGetShaderId );
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assingGlobalFunction( "GetShaderLocation", lcoreGetShaderLocation );
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assingGlobalFunction( "GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
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assingGlobalFunction( "SetShaderLocationIndex", lcoreSetShaderLocationIndex );
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@@ -1497,6 +1498,7 @@ void luaRegister() {
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assingGlobalFunction( "GetImageAlphaBorder", ltexturesGetImageAlphaBorder );
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assingGlobalFunction( "GetImageColor", ltexturesGetImageColor );
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/* Image configuration functions. */
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assingGlobalFunction( "GetImageData", ltexturesGetImageData );
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assingGlobalFunction( "GetImageSize", ltexturesGetImageSize );
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assingGlobalFunction( "GetImageMipmaps", ltexturesGetImageMipmaps );
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assingGlobalFunction( "GetImageFormat", ltexturesGetImageFormat );
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@@ -1105,7 +1105,7 @@ int lrlglUnloadVertexBuffer( lua_State *L ) {
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/*
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> 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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Set vertex attribute. Note! Pointer should be given in size of bytes
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*/
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int lrlglSetVertexAttribute( lua_State *L ) {
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int index = luaL_checkinteger( L, 1 );
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@@ -1115,7 +1115,7 @@ int lrlglSetVertexAttribute( lua_State *L ) {
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int stride = luaL_checkinteger( L, 5 );
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int pointer = luaL_checkinteger( L, 6 );
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rlSetVertexAttribute( index, compSize, type, normalized, stride, &pointer );
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rlSetVertexAttribute( index, compSize, type, normalized, stride, (void*)( pointer * sizeof( char ) ) );
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return 0;
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}
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@@ -839,6 +839,28 @@ int ltexturesGetImageColor( lua_State *L ) {
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## Textures - Image configuration functions
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*/
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/*
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> imageData = RL.GetImageData( Image image )
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Get image data as Buffer
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- Success return Buffer
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*/
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int ltexturesGetImageData( lua_State *L ) {
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Image *image = uluaGetImage( L, 1 );
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Buffer buffer = (Buffer){
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.type = BUFFER_UNSIGNED_CHAR,
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.size = GetPixelDataSize( image->width, image->height, image->format ),
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};
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buffer.data = malloc( buffer.size * sizeof( unsigned char ) );
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memcpy( buffer.data, image->data, buffer.size );
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uluaPushBuffer( L, buffer );
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return 1;
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}
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/*
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> size = RL.GetImageSize( Image image )
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