EXPOSE_API_SYMBOLS, SetShaderValueWithBuffer and SetShaderValueVWithBuffer.

This commit is contained in:
jussi
2024-12-10 21:50:10 +02:00
parent cb2b0e4dff
commit cdb719b239
19 changed files with 232 additions and 130 deletions

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@@ -56,7 +56,7 @@ int laudioSetMasterVolume( lua_State* L ) {
}
/*
> isReady = RL.GetMasterVolume()
> volume = RL.GetMasterVolume()
Get master volume (listener)
@@ -129,7 +129,7 @@ int laudioLoadWaveFromMemory( lua_State* L ) {
}
/*
> isReady = RL.IsWaveValid( Wave wave )
> isValid = RL.IsWaveValid( Wave wave )
Checks if wave data is valid (data loaded and parameters)
@@ -174,7 +174,7 @@ int laudioLoadSoundAlias( lua_State* L ) {
}
/*
> isReady = RL.IsSoundValid( Sound sound )
> isValid = RL.IsSoundValid( Sound sound )
Checks if a sound is valid (data loaded and buffers initialized)
@@ -497,7 +497,7 @@ int laudioLoadMusicStreamFromMemory( lua_State* L ) {
}
/*
> isReady = RL.IsMusicValid( Music music )
> isValid = RL.IsMusicValid( Music music )
Checks if a music stream is valid (context and buffers initialized)

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@@ -932,7 +932,7 @@ int lcoreLoadShaderFromMemory( lua_State* L ) {
}
/*
> isReady = RL.IsShaderValid( Shader shader )
> isValid = RL.IsShaderValid( Shader shader )
Check if a shader is valid (loaded on GPU)
@@ -1137,6 +1137,39 @@ int lcoreSetShaderValueV( lua_State* L ) {
return 0;
}
/*
> RL.SetShaderValueWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType )
Set shader uniform value using Buffer object
*/
int lcoreSetShaderValueWithBuffer( lua_State* L ) {
Shader* shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 );
Buffer* value = uluaGetBuffer( L, 3 );
int uniformType = luaL_checkinteger( L, 4 );
SetShaderValue( *shader, locIndex, value->data, uniformType );
return 0;
}
/*
> RL.SetShaderValueVWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType, int count )
Set shader uniform value vector using Buffer object
*/
int lcoreSetShaderValueVWithBuffer( lua_State* L ) {
Shader* shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 );
Buffer* value = uluaGetBuffer( L, 3 );
int uniformType = luaL_checkinteger( L, 4 );
int count = luaL_checkinteger( L, 5 );
SetShaderValueV( *shader, locIndex, value->data, uniformType, count );
return 0;
}
/*
> RL.UnloadShader( Shader shader )

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@@ -1374,6 +1374,8 @@ void luaRegister() {
assingGlobalFunction( "SetShaderValueTexture", lcoreSetShaderValueTexture );
assingGlobalFunction( "SetShaderValue", lcoreSetShaderValue );
assingGlobalFunction( "SetShaderValueV", lcoreSetShaderValueV );
assingGlobalFunction( "SetShaderValueWithBuffer", lcoreSetShaderValueWithBuffer );
assingGlobalFunction( "SetShaderValueVWithBuffer", lcoreSetShaderValueVWithBuffer );
assingGlobalFunction( "UnloadShader", lcoreUnloadShader );
/* Screen-space-related functions. */
assingGlobalFunction( "GetScreenToWorldRay", lcoreGetScreenToWorldRay );
@@ -2962,9 +2964,9 @@ BoneInfo uluaGetBoneInfo( lua_State* L, int index ) {
bone.parent = lua_tointeger( L, -1 );
}
}
i++;
lua_pop( L, 1 );
}
i++;
lua_pop( L, 1 );
}
return bone;
}
@@ -3005,9 +3007,9 @@ Transform uluaGetTransform( lua_State* L, int index ) {
transform.scale = uluaGetVector3( L, lua_gettop( L ) );
}
}
i++;
lua_pop( L, 1 );
}
i++;
lua_pop( L, 1 );
}
return transform;
}

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@@ -492,7 +492,7 @@ int lmodelsLoadModelFromMesh( lua_State* L ) {
}
/*
> isReady = RL.IsModelValid( Model model )
> isValid = RL.IsModelValid( Model model )
Check if a model is valid (loaded in GPU, VAO/VBOs)
@@ -1889,7 +1889,7 @@ int lmodelsCreateMaterial( lua_State* L ) {
}
/*
> isReady = RL.IsMaterialValid( Material material )
> isValid = RL.IsMaterialValid( Material material )
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 ) {
}
/*
> isReady = RL.IsFontValid( Font font )
> isValid = RL.IsFontValid( Font font )
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 ) {
}
/*
> isReady = RL.IsImageValid( Image image )
> isValid = RL.IsImageValid( Image image )
Check if an image is valid (data and parameters)
@@ -1422,7 +1422,7 @@ int ltexturesLoadRenderTextureFromData( lua_State* L ) {
}
/*
> isReady = RL.IsTextureValid( Texture texture )
> isValid = RL.IsTextureValid( Texture texture )
Check if a texture is valid (loaded in GPU)
@@ -1451,7 +1451,7 @@ int ltextureUnloadTexture( lua_State* L ) {
}
/*
> isReady = RL.IsRenderTextureValid( RenderTexture target )
> isValid = RL.IsRenderTextureValid( RenderTexture target )
Check if a render texture is valid (loaded in GPU)