EXPOSE_API_SYMBOLS, SetShaderValueWithBuffer and SetShaderValueVWithBuffer.
This commit is contained in:
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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