glDepthRange and glPolygonOffset.
This commit is contained in:
26
API.md
26
API.md
@@ -3398,6 +3398,14 @@ If enabled, an offset is added to depth values of a polygon's fragments produced
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---
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---
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> GL_POLYGON_OFFSET_LINE = 10754
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---
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> GL_POLYGON_OFFSET_POINT = 10753
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---
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> GL_SAMPLE_ALPHA_TO_COVERAGE = 32926
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> GL_SAMPLE_ALPHA_TO_COVERAGE = 32926
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If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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@@ -7632,7 +7640,7 @@ Compute mesh tangents
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> meshData = RL.GetMeshData( Mesh mesh )
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> meshData = RL.GetMeshData( Mesh mesh )
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Get mesh data as table.
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Get mesh vertex attributes data as table.
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- Success return Mesh{}
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- Success return Mesh{}
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@@ -9391,7 +9399,7 @@ Get gui state (global state)
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---
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---
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> RL.GuiSetSliderDragging()
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> RL.GuiSetSliderDragging( bool dragging )
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Set guiSliderDragging
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Set guiSliderDragging
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@@ -9405,7 +9413,7 @@ Get guiSliderDragging
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---
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---
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> RL.GuiSetSliderActive()
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> RL.GuiSetSliderActive( Rectange rect )
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Set guiSliderActive
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Set guiSliderActive
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@@ -10957,6 +10965,12 @@ Use nil RenderTexture for window framebuffer
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---
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---
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> RL.glDepthRange( float nearVal, float farVal )
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Specify mapping of depth values from normalized device coordinates to window coordinates
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---
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> RL.glEnable( int cap )
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> RL.glEnable( int cap )
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Enable server-side GL capabilities
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Enable server-side GL capabilities
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@@ -10969,6 +10983,12 @@ Disable server-side GL capabilities
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---
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---
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> RL.glPolygonOffset( float factor, float units )
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Set the scale and units used to calculate depth values
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---
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> RL.glStencilFunc( int func, int ref, int mask )
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> RL.glStencilFunc( int func, int ref, int mask )
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Set front and back function and reference value for stencil testing
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Set front and back function and reference value for stencil testing
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@@ -1181,6 +1181,8 @@ RL.GL_DEPTH_TEST=2929
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RL.GL_DITHER=3024
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RL.GL_DITHER=3024
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---If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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---If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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RL.GL_POLYGON_OFFSET_FILL=32823
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RL.GL_POLYGON_OFFSET_FILL=32823
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RL.GL_POLYGON_OFFSET_LINE=10754
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RL.GL_POLYGON_OFFSET_POINT=10753
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---If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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---If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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RL.GL_SAMPLE_ALPHA_TO_COVERAGE=32926
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RL.GL_SAMPLE_ALPHA_TO_COVERAGE=32926
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---If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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---If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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@@ -4811,7 +4813,7 @@ function RL.GetMeshBoundingBox( mesh ) end
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---@return any RL.GenMeshTangents
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---@return any RL.GenMeshTangents
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function RL.GenMeshTangents( mesh ) end
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function RL.GenMeshTangents( mesh ) end
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---Get mesh data as table.
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---Get mesh vertex attributes data as table.
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---- Success return Mesh{}
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---- Success return Mesh{}
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---@param mesh any
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---@param mesh any
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---@return any meshData
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---@return any meshData
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@@ -6326,8 +6328,9 @@ function RL.GuiSetState( state ) end
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function RL.GuiGetState() end
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function RL.GuiGetState() end
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---Set guiSliderDragging
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---Set guiSliderDragging
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---@param dragging boolean
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---@return any RL.GuiSetSliderDragging
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---@return any RL.GuiSetSliderDragging
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function RL.GuiSetSliderDragging() end
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function RL.GuiSetSliderDragging( dragging ) end
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---Get guiSliderDragging
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---Get guiSliderDragging
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---- Success return bool
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---- Success return bool
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@@ -6335,8 +6338,9 @@ function RL.GuiSetSliderDragging() end
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function RL.GuiGetSliderDragging() end
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function RL.GuiGetSliderDragging() end
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---Set guiSliderActive
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---Set guiSliderActive
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---@param rect any
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---@return any RL.GuiSetSliderActive
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---@return any RL.GuiSetSliderActive
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function RL.GuiSetSliderActive() end
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function RL.GuiSetSliderActive( rect ) end
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---Get guiSliderActive
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---Get guiSliderActive
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---- Success return Rectangle
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---- Success return Rectangle
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@@ -7730,6 +7734,12 @@ function RL.glBlitFramebuffer( srcTex, dstTex, srcRect, dstRect, mask, filter )
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-- OpenGL - State Management
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-- OpenGL - State Management
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---Specify mapping of depth values from normalized device coordinates to window coordinates
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---@param nearVal number
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---@param farVal number
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---@return any RL.glDepthRange
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function RL.glDepthRange( nearVal, farVal ) end
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---Enable server-side GL capabilities
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---Enable server-side GL capabilities
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---@param cap integer
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---@param cap integer
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---@return any RL.glEnable
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---@return any RL.glEnable
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@@ -7740,6 +7750,12 @@ function RL.glEnable( cap ) end
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---@return any RL.glDisable
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---@return any RL.glDisable
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function RL.glDisable( cap ) end
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function RL.glDisable( cap ) end
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---Set the scale and units used to calculate depth values
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---@param factor number
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---@param units number
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---@return any RL.glPolygonOffset
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function RL.glPolygonOffset( factor, units ) end
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---Set front and back function and reference value for stencil testing
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---Set front and back function and reference value for stencil testing
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---@param func integer
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---@param func integer
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---@param ref integer
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---@param ref integer
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@@ -75,6 +75,7 @@ DETAILED CHANGES:
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- CHANGE: UnloadMaterial can also optionally free textures and shader.
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- CHANGE: UnloadMaterial can also optionally free textures and shader.
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- ADDED: FontCopy.
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- ADDED: FontCopy.
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- ADDED: GuiSetSliderDragging, GuiGetSliderDragging, GuiSetSliderActive and GuiGetSliderActive.
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- ADDED: GuiSetSliderDragging, GuiGetSliderDragging, GuiSetSliderActive and GuiGetSliderActive.
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- ADDED: glDepthRange and glPolygonOffset.
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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3
devnotes
3
devnotes
@@ -17,6 +17,7 @@ Backlog {
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* CBuffer
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* CBuffer
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* Check endianess.
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* Check endianess.
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* SDL2 platform specific functions.
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* Textures
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* Textures
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* Try making atlas packer with stbrp_pack_rects.
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* Try making atlas packer with stbrp_pack_rects.
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* Examples
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* Examples
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@@ -32,6 +33,8 @@ Bugs {
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Notes {
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Notes {
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* raylib 5.5
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* raylib 5.5
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* DrawBillboardPro BREAKING CHANGE.
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* DrawBillboardPro BREAKING CHANGE.
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* Some functions for data validation has been renamed from Is**Ready() to Is**Valid().
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}
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}
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Needs Testing {
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Needs Testing {
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@@ -100,8 +100,8 @@ function RL.init()
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lightTex = RL.LoadTexture( RL.GetBasePath().."../resources/images/light.png" )
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lightTex = RL.LoadTexture( RL.GetBasePath().."../resources/images/light.png" )
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lightTexSize = Vector2:newT( RL.GetTextureSize( lightTex ) )
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lightTexSize = Vector2:newT( RL.GetTextureSize( lightTex ) )
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RL.SetTextureFilter( tileTex, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureFilter( tileTex, RL.TEXTURE_FILTER_BILINEAR )
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RL.SetTextureFilter( lightTex, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureFilter( lightTex, RL.TEXTURE_FILTER_BILINEAR )
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createShadowMesh()
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createShadowMesh()
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@@ -5,8 +5,10 @@ int lglClear( lua_State* L );
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/* Frame Buffers. */
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/* Frame Buffers. */
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int lglBlitFramebuffer( lua_State* L );
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int lglBlitFramebuffer( lua_State* L );
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/* State Management. */
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/* State Management. */
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int lglDepthRange( lua_State* L );
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int lglEnable( lua_State* L );
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int lglEnable( lua_State* L );
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int lglDisable( lua_State* L );
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int lglDisable( lua_State* L );
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int lglPolygonOffset( lua_State* L );
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int lglStencilFunc( lua_State* L );
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int lglStencilFunc( lua_State* L );
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int lglStencilFuncSeparate( lua_State* L );
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int lglStencilFuncSeparate( lua_State* L );
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int lglStencilMask( lua_State* L );
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int lglStencilMask( lua_State* L );
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@@ -2731,7 +2731,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode)
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{
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{
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GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)));
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GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)));
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}
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}
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else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), BLANK);
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else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_NORMAL)));
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// Draw text considering index offset if required
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// Draw text considering index offset if required
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// NOTE: Text index offset depends on cursor position
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// NOTE: Text index offset depends on cursor position
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@@ -2956,7 +2956,7 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in
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// Draw control
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// Draw control
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//--------------------------------------------------------------------
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//--------------------------------------------------------------------
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Color baseColor = BLANK;
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Color baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_NORMAL));
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if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED));
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if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED));
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else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED));
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else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED));
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28
src/gl.c
28
src/gl.c
@@ -77,6 +77,20 @@ int lglBlitFramebuffer( lua_State* L ) {
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## OpenGL - State Management
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## OpenGL - State Management
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*/
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*/
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/*
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> RL.glDepthRange( float nearVal, float farVal )
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Specify mapping of depth values from normalized device coordinates to window coordinates
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*/
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int lglDepthRange( lua_State* L ) {
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float nearVal = luaL_checknumber( L, 1 );
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float farVal = luaL_checknumber( L, 2 );
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glDepthRange( nearVal, farVal );
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return 0;
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}
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/*
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/*
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> RL.glEnable( int cap )
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> RL.glEnable( int cap )
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@@ -103,6 +117,20 @@ int lglDisable( lua_State* L ) {
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return 0;
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return 0;
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}
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}
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/*
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> RL.glPolygonOffset( float factor, float units )
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Set the scale and units used to calculate depth values
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*/
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int lglPolygonOffset( lua_State* L ) {
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float factor = luaL_checknumber( L, 1 );
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float units = luaL_checknumber( L, 2 );
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glPolygonOffset( factor, units );
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return 0;
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}
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/*
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/*
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> RL.glStencilFunc( int func, int ref, int mask )
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> RL.glStencilFunc( int func, int ref, int mask )
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@@ -983,6 +983,8 @@ static void defineGlobals() {
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assignGlobalInt( GL_DEPTH_TEST, "GL_DEPTH_TEST" ); // If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef
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assignGlobalInt( GL_DEPTH_TEST, "GL_DEPTH_TEST" ); // If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef
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assignGlobalInt( GL_DITHER, "GL_DITHER" ); // If enabled, dither color components or indices before they are written to the color buffer
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assignGlobalInt( GL_DITHER, "GL_DITHER" ); // If enabled, dither color components or indices before they are written to the color buffer
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assignGlobalInt( GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" ); // If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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assignGlobalInt( GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" ); // If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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assignGlobalInt( GL_POLYGON_OFFSET_LINE, "GL_POLYGON_OFFSET_LINE" );
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assignGlobalInt( GL_POLYGON_OFFSET_POINT, "GL_POLYGON_OFFSET_POINT" );
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assignGlobalInt( GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" ); // If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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assignGlobalInt( GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" ); // If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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assignGlobalInt( GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" ); // If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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assignGlobalInt( GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" ); // If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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assignGlobalInt( GL_SCISSOR_TEST, "GL_SCISSOR_TEST" ); // If enabled, discard fragments that are outside the scissor rectangle. See glScissor
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assignGlobalInt( GL_SCISSOR_TEST, "GL_SCISSOR_TEST" ); // If enabled, discard fragments that are outside the scissor rectangle. See glScissor
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@@ -2323,8 +2325,10 @@ void luaRegister() {
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/* Frame Buffers. */
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/* Frame Buffers. */
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assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
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assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
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/* State Management. */
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/* State Management. */
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assingGlobalFunction( "glDepthRange", lglDepthRange );
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assingGlobalFunction( "glEnable", lglEnable );
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assingGlobalFunction( "glEnable", lglEnable );
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assingGlobalFunction( "glDisable", lglDisable );
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assingGlobalFunction( "glDisable", lglDisable );
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assingGlobalFunction( "glPolygonOffset", lglPolygonOffset );
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assingGlobalFunction( "glStencilFunc", lglStencilFunc );
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assingGlobalFunction( "glStencilFunc", lglStencilFunc );
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assingGlobalFunction( "glStencilFuncSeparate", lglStencilFuncSeparate );
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assingGlobalFunction( "glStencilFuncSeparate", lglStencilFuncSeparate );
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assingGlobalFunction( "glStencilMask", lglStencilMask );
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assingGlobalFunction( "glStencilMask", lglStencilMask );
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@@ -1317,7 +1317,7 @@ int lmodelsGenMeshTangents( lua_State* L ) {
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/*
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/*
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> meshData = RL.GetMeshData( Mesh mesh )
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> meshData = RL.GetMeshData( Mesh mesh )
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Get mesh data as table.
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Get mesh vertex attributes data as table.
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- Success return Mesh{}
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- Success return Mesh{}
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*/
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*/
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@@ -117,7 +117,7 @@ int lguiGuiGetState( lua_State* L ) {
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}
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}
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/*
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/*
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> RL.GuiSetSliderDragging()
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> RL.GuiSetSliderDragging( bool dragging )
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Set guiSliderDragging
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Set guiSliderDragging
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*/
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*/
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@@ -143,7 +143,7 @@ int lguiGuiGetSliderDragging( lua_State* L ) {
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}
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}
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/*
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/*
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> RL.GuiSetSliderActive()
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> RL.GuiSetSliderActive( Rectange rect )
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Set guiSliderActive
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Set guiSliderActive
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*/
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*/
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Reference in New Issue
Block a user