RL.config and InitWindow.

This commit is contained in:
jussi
2024-11-21 23:25:28 +02:00
parent d96e33bb17
commit c9ebe23d62
23 changed files with 189 additions and 221 deletions

View File

@@ -28,6 +28,21 @@ void unloadBuffer( Buffer* buffer ) {
## Core - Window-related functions
*/
/*
> RL.InitWindow( Vector2 size, string title )
Initialize window and OpenGL context. Note! Should be called only in RL.config.
InitWindow will still be called automatically before RL.init
*/
int lcoreInitWindow( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
const char* title = lua_tostring( L, 2 );
InitWindow( (int)size.x, (int)size.y, title );
return 0;
}
/*
> RL.CloseWindow()
@@ -176,7 +191,7 @@ int lcoreClearWindowState( lua_State* L ) {
/*
> RL.ToggleFullscreen()
Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
*/
int lcoreToggleFullscreen( lua_State* L ) {
ToggleFullscreen();
@@ -187,7 +202,7 @@ int lcoreToggleFullscreen( lua_State* L ) {
/*
> RL.ToggleBorderlessWindowed()
Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
Toggle window state: borderless windowed, resizes window to match monitor resolution
*/
int lcoreToggleBorderlessWindowed( lua_State* L ) {
ToggleBorderlessWindowed();

View File

@@ -1149,7 +1149,7 @@ int luaTraceback( lua_State* L ) {
return 1;
}
bool luaCallMain() {
void luaCallMain() {
lua_State* L = state->luaState;
char path[ STRING_LEN ] = { '\0' };
@@ -1168,6 +1168,11 @@ bool luaCallMain() {
snprintf( path, STRING_LEN, "%smain", state->basePath );
}
#endif
if ( !FileExists( path ) ) {
TraceLog( LOG_ERROR, "Cannot find file: %s\n", path );
state->run = false;
return;
}
luaL_dofile( L, path );
/* Check errors in main.lua */
@@ -1180,27 +1185,49 @@ bool luaCallMain() {
/* Apply custom callback here. */
SetTraceLogCallback( logCustom );
lua_getglobal( L, "RL" );
lua_getfield( L, -1, "config" );
if ( lua_isfunction( L, -1 ) ) {
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
state->run = false;
return;
}
}
lua_pop( L, -1 );
/* If InitWindow is not called in RL.config, call it here. */
if ( !IsWindowReady() ) {
InitWindow( 800, 600, "ReiLua" );
}
/* Set shader locs after we have window. */
if ( IsWindowReady() ) {
stateContextInit();
}
else {
state->run = false;
}
}
void luaCallInit() {
lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
lua_getglobal( L, "RL" );
lua_getfield( L, -1, "init" );
if ( lua_isfunction( L, -1 ) ) {
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
return false;
state->run = false;
}
}
//TODO Should this be removed?
else {
TraceLog( LOG_ERROR, "%s", "No Lua init found!" );
return false;
}
lua_pop( L, -1 );
return state->run;
}
void luaCallUpdate() {
void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
platformSendEvents();
#endif
@@ -1218,8 +1245,6 @@ void luaCallUpdate() {
if ( lua_pcall( L, 1, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
state->run = false;
lua_pop( L, -1 );
return;
}
}
lua_pop( L, -1 );
@@ -1239,7 +1264,6 @@ void luaCallDraw() {
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
state->run = false;
return;
}
EndDrawing();
}
@@ -1258,7 +1282,6 @@ void luaCallExit() {
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
state->run = false;
return;
}
}
lua_pop( L, -1 );
@@ -1270,6 +1293,7 @@ void luaRegister() {
/* Core. */
/* Window-related functions. */
assingGlobalFunction( "InitWindow", lcoreInitWindow );
assingGlobalFunction( "CloseWindow", lcoreCloseWindow );
assingGlobalFunction( "IsWindowReady", lcoreIsWindowReady );
assingGlobalFunction( "IsWindowFullscreen", lcoreIsWindowFullscreen );

View File

@@ -65,14 +65,15 @@ int main( int argn, const char** argc ) {
else {
printVersion();
stateInit( argn, argc, basePath );
state->run = luaCallMain();
luaCallMain();
luaCallInit();
while ( state->run ) {
luaCallUpdate();
luaCallDraw();
if ( WindowShouldClose() ) {
state->run = false;
}
luaCallUpdate();
luaCallDraw();
}
luaCallExit();
}

View File

@@ -10,102 +10,6 @@ void unloadMaterial( Material* material ) {
free( material->maps );
}
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) {
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
// Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y };
Vector2 sizeRatio = { size.x, size.y };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
Vector3 topLeft = Vector3Scale(p2, -1);
Vector3 topRight = p1;
Vector3 bottomRight = p2;
Vector3 bottomLeft = Vector3Scale(p1, -1);
if (rotation != 0.0f)
{
float sinRotation = sinf(rotation*DEG2RAD);
float cosRotation = cosf(rotation*DEG2RAD);
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
float rotateAboutX = sizeRatio.x*origin.x/2;
float rotateAboutY = sizeRatio.y*origin.y/2;
float xtvalue, ytvalue;
float rotatedX, rotatedY;
xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
}
// Translate points to the draw center (position)
topLeft = Vector3Add(topLeft, position);
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlEnd();
rlSetTexture(0);
}
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) {
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
/*
## Models - Basic geometric 3D shapes drawing functions
*/
@@ -1060,7 +964,7 @@ int lmodelsDrawBillboardRec( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint );
DrawBillboardRec( *camera, *texture, source, position, size, tint );
return 0;
}
@@ -1081,7 +985,7 @@ int lmodelsDrawBillboardPro( lua_State* L ) {
float rotation = luaL_checknumber( L, 8 );
Color tint = uluaGetColor( L, 9 );
DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint );
DrawBillboardPro( *camera, *texture, source, position, up, size, origin, rotation, tint );
return 0;
}

View File

@@ -8,46 +8,36 @@ State* state;
bool stateInit( int argn, const char** argc, const char* basePath ) {
state = malloc( sizeof( State ) );
state->basePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->basePath, basePath, STRING_LEN - 1 );
state->hasWindow = true;
state->run = true;
state->resolution = (Vector2){ 800, 600 };
state->luaState = NULL;
state->run = luaInit( argn, argc );;
state->logLevelInvalid = LOG_ERROR;
state->gcUnload = true;
state->lineSpacing = 15;
state->mouseOffset = (Vector2){ 0, 0 };
state->mouseScale = (Vector2){ 1, 1 };
InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
return state->run;
}
if ( !IsWindowReady() ) {
state->hasWindow = false;
state->run = false;
}
if ( state->run ) {
state->run = luaInit( argn, argc );
}
/* Init after InitWindow. (When there is OpenGL context.) */
void stateContextInit() {
state->defaultFont = GetFontDefault();
state->guiFont = GuiGetFont();
state->defaultMaterial = LoadMaterialDefault();
state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
#ifdef PLATFORM_DESKTOP_SDL
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
int* defaultShaderLocs = rlGetShaderLocsDefault();
for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {
state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i];
}
#ifdef PLATFORM_DESKTOP_SDL
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
return state->run;
}
void stateInitInterpret( int argn, const char** argc ) {
@@ -63,7 +53,7 @@ void stateFree() {
lua_close( state->luaState );
state->luaState = NULL;
}
if ( state->hasWindow ) {
if ( IsWindowReady() ) {
CloseWindow();
}
#ifdef PLATFORM_DESKTOP_SDL