EXPOSE_API_SYMBOLS, SetShaderValueWithBuffer and SetShaderValueVWithBuffer.
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@@ -56,7 +56,7 @@ int laudioSetMasterVolume( lua_State* L ) {
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}
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/*
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> isReady = RL.GetMasterVolume()
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> volume = RL.GetMasterVolume()
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Get master volume (listener)
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@@ -129,7 +129,7 @@ int laudioLoadWaveFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsWaveValid( Wave wave )
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> isValid = RL.IsWaveValid( Wave wave )
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Checks if wave data is valid (data loaded and parameters)
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@@ -174,7 +174,7 @@ int laudioLoadSoundAlias( lua_State* L ) {
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}
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/*
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> isReady = RL.IsSoundValid( Sound sound )
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> isValid = RL.IsSoundValid( Sound sound )
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Checks if a sound is valid (data loaded and buffers initialized)
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@@ -497,7 +497,7 @@ int laudioLoadMusicStreamFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsMusicValid( Music music )
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> isValid = RL.IsMusicValid( Music music )
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Checks if a music stream is valid (context and buffers initialized)
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35
src/core.c
35
src/core.c
@@ -932,7 +932,7 @@ int lcoreLoadShaderFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsShaderValid( Shader shader )
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> isValid = RL.IsShaderValid( Shader shader )
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Check if a shader is valid (loaded on GPU)
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@@ -1137,6 +1137,39 @@ int lcoreSetShaderValueV( lua_State* L ) {
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return 0;
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}
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/*
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> RL.SetShaderValueWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType )
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Set shader uniform value using Buffer object
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*/
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int lcoreSetShaderValueWithBuffer( lua_State* L ) {
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Shader* shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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Buffer* value = uluaGetBuffer( L, 3 );
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int uniformType = luaL_checkinteger( L, 4 );
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SetShaderValue( *shader, locIndex, value->data, uniformType );
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return 0;
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}
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/*
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> RL.SetShaderValueVWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType, int count )
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Set shader uniform value vector using Buffer object
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*/
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int lcoreSetShaderValueVWithBuffer( lua_State* L ) {
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Shader* shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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Buffer* value = uluaGetBuffer( L, 3 );
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int uniformType = luaL_checkinteger( L, 4 );
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int count = luaL_checkinteger( L, 5 );
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SetShaderValueV( *shader, locIndex, value->data, uniformType, count );
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return 0;
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}
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/*
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> RL.UnloadShader( Shader shader )
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@@ -1374,6 +1374,8 @@ void luaRegister() {
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assingGlobalFunction( "SetShaderValueTexture", lcoreSetShaderValueTexture );
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assingGlobalFunction( "SetShaderValue", lcoreSetShaderValue );
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assingGlobalFunction( "SetShaderValueV", lcoreSetShaderValueV );
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assingGlobalFunction( "SetShaderValueWithBuffer", lcoreSetShaderValueWithBuffer );
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assingGlobalFunction( "SetShaderValueVWithBuffer", lcoreSetShaderValueVWithBuffer );
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assingGlobalFunction( "UnloadShader", lcoreUnloadShader );
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/* Screen-space-related functions. */
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assingGlobalFunction( "GetScreenToWorldRay", lcoreGetScreenToWorldRay );
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@@ -2962,9 +2964,9 @@ BoneInfo uluaGetBoneInfo( lua_State* L, int index ) {
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bone.parent = lua_tointeger( L, -1 );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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i++;
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lua_pop( L, 1 );
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}
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return bone;
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}
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@@ -3005,9 +3007,9 @@ Transform uluaGetTransform( lua_State* L, int index ) {
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transform.scale = uluaGetVector3( L, lua_gettop( L ) );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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i++;
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lua_pop( L, 1 );
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}
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return transform;
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}
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@@ -492,7 +492,7 @@ int lmodelsLoadModelFromMesh( lua_State* L ) {
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}
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/*
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> isReady = RL.IsModelValid( Model model )
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> isValid = RL.IsModelValid( Model model )
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Check if a model is valid (loaded in GPU, VAO/VBOs)
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@@ -1889,7 +1889,7 @@ int lmodelsCreateMaterial( lua_State* L ) {
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}
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/*
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> isReady = RL.IsMaterialValid( Material material )
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> isValid = RL.IsMaterialValid( Material material )
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Check if a material is valid (shader assigned, map textures loaded in GPU)
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@@ -295,7 +295,7 @@ int ltextFontCopy( lua_State* L ) {
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}
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/*
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> isReady = RL.IsFontValid( Font font )
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> isValid = RL.IsFontValid( Font font )
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Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
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@@ -167,7 +167,7 @@ int ltexturesLoadImageFromScreen( lua_State* L ) {
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}
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/*
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> isReady = RL.IsImageValid( Image image )
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> isValid = RL.IsImageValid( Image image )
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Check if an image is valid (data and parameters)
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@@ -1422,7 +1422,7 @@ int ltexturesLoadRenderTextureFromData( lua_State* L ) {
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}
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/*
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> isReady = RL.IsTextureValid( Texture texture )
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> isValid = RL.IsTextureValid( Texture texture )
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Check if a texture is valid (loaded in GPU)
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@@ -1451,7 +1451,7 @@ int ltextureUnloadTexture( lua_State* L ) {
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}
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/*
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> isReady = RL.IsRenderTextureValid( RenderTexture target )
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> isValid = RL.IsRenderTextureValid( RenderTexture target )
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Check if a render texture is valid (loaded in GPU)
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