Userdata objects can be referenced with lightuserdata.
This commit is contained in:
26
src/lights.c
26
src/lights.c
@@ -23,7 +23,7 @@ int llightsCreateLight( lua_State *L ) {
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Vector3 position = uluaGetVector3Index( L, 2 );
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Vector3 target = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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Shader *shader = luaL_checkudata( L, 5, "Shader" );
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Shader *shader = uluaGetShader( L, 5 );
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uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
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@@ -36,8 +36,8 @@ int llightsCreateLight( lua_State *L ) {
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Send light properties to shader
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*/
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int llightsUpdateLightValues( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Light *light = luaL_checkudata( L, 2, "Light" );
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Shader *shader = uluaGetShader( L, 1 );
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Light *light = uluaGetLight( L, 2 );
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UpdateLightValues( *shader, *light );
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@@ -50,7 +50,7 @@ int llightsUpdateLightValues( lua_State *L ) {
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Set light type
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*/
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int llightsSetLightType( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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int type = luaL_checkinteger( L, 2 );
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light->type = type;
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@@ -64,7 +64,7 @@ int llightsSetLightType( lua_State *L ) {
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Set light position
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*/
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int llightsSetLightPosition( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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Vector3 position = uluaGetVector3Index( L, 2 );
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light->position = position;
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@@ -78,7 +78,7 @@ int llightsSetLightPosition( lua_State *L ) {
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Set light target
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*/
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int llightsSetLightTarget( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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Vector3 target = uluaGetVector3Index( L, 2 );
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light->target = target;
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@@ -92,7 +92,7 @@ int llightsSetLightTarget( lua_State *L ) {
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Set light color
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*/
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int llightsSetLightColor( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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Color color = uluaGetColorIndex( L, 2 );
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light->color = color;
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@@ -106,7 +106,7 @@ int llightsSetLightColor( lua_State *L ) {
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Set light enabled
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*/
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int llightsSetLightEnabled( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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bool enabled = uluaGetBoolean( L, 2 );
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light->enabled = enabled;
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@@ -122,7 +122,7 @@ Get light type
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- Success return int
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*/
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int llightsGetLightType( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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lua_pushinteger( L, light->type );
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@@ -137,7 +137,7 @@ Get light position
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- Success return Vector3
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*/
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int llightsGetLightPosition( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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uluaPushVector3( L, light->position );
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@@ -152,7 +152,7 @@ Get light target
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- Success return Vector3
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*/
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int llightsGetLightTarget( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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uluaPushVector3( L, light->target );
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@@ -167,7 +167,7 @@ Get light color
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- Success return Color
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*/
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int llightsGetLightColor( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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uluaPushColor( L, light->color );
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@@ -182,7 +182,7 @@ Get light enabled
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- Success return boolean
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*/
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int llightsIsLightEnabled( lua_State *L ) {
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Light *light = luaL_checkudata( L, 1, "Light" );
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Light *light = uluaGetLight( L, 1 );
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lua_pushboolean( L, light->enabled );
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