Userdata objects can be referenced with lightuserdata.
This commit is contained in:
10
API.md
10
API.md
@@ -3090,7 +3090,7 @@ Load image from file into CPU memory (RAM)
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---
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---
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> image = RL.LoadImageFromTexture( Texture2D texture )
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> image = RL.LoadImageFromTexture( Texture texture )
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Load image from GPU texture data
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Load image from GPU texture data
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@@ -3665,7 +3665,7 @@ Get OpenGL framebuffer object id
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> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
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> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
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Get color buffer attachment texture
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Get color buffer attachment texture. Returns as lightuserdata
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- Success return Texture
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- Success return Texture
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@@ -3673,7 +3673,7 @@ Get color buffer attachment texture
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> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
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> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
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Get depth buffer attachment texture
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Get depth buffer attachment texture. Returns as lightuserdata
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- Success return Texture
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- Success return Texture
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@@ -4170,7 +4170,7 @@ Load material from table. See material table definition
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---
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---
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> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
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> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
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Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
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Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
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@@ -4228,7 +4228,7 @@ Get color from material map type
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Get material shader
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Get material shader
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- Success return Shader
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- Success return Shader. Returns as lightuserdata
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---
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---
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@@ -2619,13 +2619,13 @@ function RL.GetTextureFormat( texture ) end
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---@return any id
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---@return any id
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function RL.GetRenderTextureId( renderTexture ) end
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function RL.GetRenderTextureId( renderTexture ) end
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---Get color buffer attachment texture
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---Get color buffer attachment texture. Returns as lightuserdata
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---- Success return Texture
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---- Success return Texture
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---@param renderTexture any
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---@param renderTexture any
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---@return any texture
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---@return any texture
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function RL.GetRenderTextureTexture( renderTexture ) end
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function RL.GetRenderTextureTexture( renderTexture ) end
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---Get depth buffer attachment texture
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---Get depth buffer attachment texture. Returns as lightuserdata
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---- Success return Texture
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---- Success return Texture
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---@param renderTexture any
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---@param renderTexture any
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---@return any texture
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---@return any texture
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@@ -3178,7 +3178,7 @@ function RL.GetMaterialColor( material, mapType ) end
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function RL.GetMaterialValue( material, mapType ) end
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function RL.GetMaterialValue( material, mapType ) end
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---Get material shader
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---Get material shader
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---- Success return Shader
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---- Success return Shader. Returns as lightuserdata
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---@param material any
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---@param material any
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---@return any shader
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---@return any shader
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function RL.GetMaterialShader( material ) end
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function RL.GetMaterialShader( material ) end
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@@ -8,6 +8,7 @@ KEY CHANGES:
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- CHANGED: ModelAnimations are changed to separate ModelAnimation types as in Raylib.
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- CHANGED: ModelAnimations are changed to separate ModelAnimation types as in Raylib.
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- ADDED: LoadTextureFromData.
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- ADDED: LoadTextureFromData.
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- ADDED: LoadRenderTextureFromData.
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- ADDED: LoadRenderTextureFromData.
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- ADDED: Userdata objects can be referenced with lightuserdata.
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DETAILED CHANGES:
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DETAILED CHANGES:
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- CHANGED: GenImageColor now takes Vector2 as size.
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- CHANGED: GenImageColor now takes Vector2 as size.
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@@ -5,7 +5,6 @@ local monitor = 0
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local mPos = RL.GetMonitorPosition( monitor )
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local framebuffer = nil
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local framebuffer = nil
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local framebufferTex = nil
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local res = { 320, 180 }
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local res = { 320, 180 }
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local scale = 5
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local scale = 5
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local winSize = { res[1] * scale, res[2] * scale }
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local winSize = { res[1] * scale, res[2] * scale }
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@@ -18,7 +17,6 @@ function RL.init()
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tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
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tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
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-- Create framebuffer.
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-- Create framebuffer.
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framebuffer = RL.LoadRenderTexture( res )
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framebuffer = RL.LoadRenderTexture( res )
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framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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end
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end
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function RL.process( delta )
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function RL.process( delta )
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@@ -52,5 +50,5 @@ function RL.draw()
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RL.DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RL.RED )
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RL.DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RL.RED )
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RL.EndTextureMode()
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RL.EndTextureMode()
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RL.DrawTexturePro( framebufferTex, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
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RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
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end
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end
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@@ -16,7 +16,6 @@ local res = Vec2:new( 160, 144 )
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local winScale = 5
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local winScale = 5
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local winSize = res:scale( winScale )
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local winSize = res:scale( winScale )
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local framebuffer = RL.LoadRenderTexture( res )
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local framebuffer = RL.LoadRenderTexture( res )
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local framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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local monitor = 0
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local monitor = 0
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local tilemap = {
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local tilemap = {
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size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
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size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
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@@ -294,12 +293,6 @@ function RL.draw()
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drawPlayer()
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drawPlayer()
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RL.EndTextureMode()
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RL.EndTextureMode()
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-- local framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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-- local texId = RL.GetTextureId( framebufferTex )
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-- print( "texId", texId )
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RL.DrawTexturePro( framebufferTex, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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-- collectgarbage( "collect" )
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-- RL.glBlitFramebuffer( framebuffer, -1, res, winSize, RL.GL_COLOR_BUFFER_BIT, RL.GL_NEAREST )
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-- RL.glBlitFramebuffer( framebuffer, -1, res, winSize, RL.GL_COLOR_BUFFER_BIT, RL.GL_NEAREST )
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end
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end
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@@ -6,7 +6,6 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
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-- Resources
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-- Resources
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local framebuffer = nil
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local framebuffer = nil
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local framebufferTex = nil
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local monitor = 0
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local monitor = 0
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local monitorPos = RL.GetMonitorPosition( monitor )
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local monitorPos = RL.GetMonitorPosition( monitor )
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local monitorSize = RL.GetMonitorSize( monitor )
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local monitorSize = RL.GetMonitorSize( monitor )
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@@ -74,7 +73,6 @@ function RL.init()
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RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
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RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
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framebuffer = RL.LoadRenderTexture( RESOLUTION )
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framebuffer = RL.LoadRenderTexture( RESOLUTION )
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framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
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grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
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snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
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snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
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appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
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appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
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@@ -220,5 +218,5 @@ function RL.draw()
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RL.EndTextureMode()
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RL.EndTextureMode()
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-- Draw framebuffer to window.
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-- Draw framebuffer to window.
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RL.DrawTexturePro( framebufferTex, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
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RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
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end
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end
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@@ -57,6 +57,21 @@ Ray uluaGetRay( lua_State *L );
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Ray uluaGetRayIndex( lua_State *L, int index );
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Ray uluaGetRayIndex( lua_State *L, int index );
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NPatchInfo uluaGetNPatchInfo( lua_State *L );
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NPatchInfo uluaGetNPatchInfo( lua_State *L );
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NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index );
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NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index );
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Image* uluaGetImage( lua_State *L, int index );
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Texture* uluaGetTexture( lua_State *L, int index );
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RenderTexture* uluaGetRenderTexture( lua_State *L, int index );
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Shader* uluaGetShader( lua_State *L, int index );
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Mesh* uluaGetMesh( lua_State *L, int index );
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Camera2D* uluaGetCamera2D( lua_State *L, int index );
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Camera3D* uluaGetCamera3D( lua_State *L, int index );
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Font* uluaGetFont( lua_State *L, int index );
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Wave* uluaGetWave( lua_State *L, int index );
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Sound* uluaGetSound( lua_State *L, int index );
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Music* uluaGetMusic( lua_State *L, int index );
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Light* uluaGetLight( lua_State *L, int index );
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Material* uluaGetMaterial( lua_State *L, int index );
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Model* uluaGetModel( lua_State *L, int index );
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ModelAnimation* uluaGetModelAnimation( lua_State *L, int index );
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/* Push types. */
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/* Push types. */
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void uluaPushColor( lua_State *L, Color color );
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void uluaPushColor( lua_State *L, Color color );
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void uluaPushVector2( lua_State *L, Vector2 vector );
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void uluaPushVector2( lua_State *L, Vector2 vector );
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56
src/audio.c
56
src/audio.c
@@ -72,7 +72,7 @@ Load sound from wave data
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- Success return Sound
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- Success return Sound
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*/
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*/
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int laudioLoadSoundFromWave( lua_State *L ) {
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int laudioLoadSoundFromWave( lua_State *L ) {
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Wave *wave = luaL_checkudata( L, 1, "Wave" );
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Wave *wave = uluaGetWave( L, 1 );
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uluaPushSound( L, LoadSoundFromWave( *wave ) );
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uluaPushSound( L, LoadSoundFromWave( *wave ) );
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@@ -87,7 +87,7 @@ Export wave data to file, returns true on success
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- Success return bool
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- Success return bool
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*/
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*/
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int laudioExportWave( lua_State *L ) {
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int laudioExportWave( lua_State *L ) {
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Wave *wave = luaL_checkudata( L, 1, "Wave" );
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Wave *wave = uluaGetWave( L, 1 );
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lua_pushboolean( L, ExportWave( *wave, luaL_checkstring( L, 2 ) ) );
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lua_pushboolean( L, ExportWave( *wave, luaL_checkstring( L, 2 ) ) );
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@@ -102,7 +102,7 @@ Export wave sample data to code (.h), returns true on success
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- Success return true
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- Success return true
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*/
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*/
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int laudioExportWaveAsCode( lua_State *L ) {
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int laudioExportWaveAsCode( lua_State *L ) {
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Wave *wave = luaL_checkudata( L, 1, "Wave" );
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Wave *wave = uluaGetWave( L, 1 );
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lua_pushboolean( L, ExportWaveAsCode( *wave, luaL_checkstring( L, 2 ) ) );
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lua_pushboolean( L, ExportWaveAsCode( *wave, luaL_checkstring( L, 2 ) ) );
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@@ -119,7 +119,7 @@ int laudioExportWaveAsCode( lua_State *L ) {
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Play a sound
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Play a sound
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*/
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*/
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int laudioPlaySound( lua_State *L ) {
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int laudioPlaySound( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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PlaySound( *sound );
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PlaySound( *sound );
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@@ -132,7 +132,7 @@ int laudioPlaySound( lua_State *L ) {
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Stop playing a sound
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Stop playing a sound
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*/
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*/
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int laudioStopSound( lua_State *L ) {
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int laudioStopSound( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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StopSound( *sound );
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StopSound( *sound );
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@@ -145,7 +145,7 @@ int laudioStopSound( lua_State *L ) {
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Pause a sound
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Pause a sound
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*/
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*/
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int laudioPauseSound( lua_State *L ) {
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int laudioPauseSound( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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PauseSound( *sound );
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PauseSound( *sound );
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@@ -158,7 +158,7 @@ int laudioPauseSound( lua_State *L ) {
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Resume a paused sound
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Resume a paused sound
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*/
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*/
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int laudioResumeSound( lua_State *L ) {
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int laudioResumeSound( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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ResumeSound( *sound );
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ResumeSound( *sound );
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@@ -173,7 +173,7 @@ Check if a sound is currently playing
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- Success return bool
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- Success return bool
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*/
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*/
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int laudioIsSoundPlaying( lua_State *L ) {
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int laudioIsSoundPlaying( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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lua_pushboolean( L, IsSoundPlaying( *sound ) );
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lua_pushboolean( L, IsSoundPlaying( *sound ) );
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@@ -186,7 +186,7 @@ int laudioIsSoundPlaying( lua_State *L ) {
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Set volume for a sound (1.0 is max level)
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Set volume for a sound (1.0 is max level)
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*/
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*/
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int laudioSetSoundVolume( lua_State *L ) {
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int laudioSetSoundVolume( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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float volume = luaL_checknumber( L, 2 );
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float volume = luaL_checknumber( L, 2 );
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SetSoundVolume( *sound, volume );
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SetSoundVolume( *sound, volume );
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@@ -200,7 +200,7 @@ int laudioSetSoundVolume( lua_State *L ) {
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Set pitch for a sound (1.0 is base level)
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Set pitch for a sound (1.0 is base level)
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*/
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*/
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int laudioSetSoundPitch( lua_State *L ) {
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int laudioSetSoundPitch( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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float pitch = luaL_checknumber( L, 2 );
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float pitch = luaL_checknumber( L, 2 );
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SetSoundPitch( *sound, pitch );
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SetSoundPitch( *sound, pitch );
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@@ -214,7 +214,7 @@ int laudioSetSoundPitch( lua_State *L ) {
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Set pan for a sound (0.5 is center)
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Set pan for a sound (0.5 is center)
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*/
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*/
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int laudioSetSoundPan( lua_State *L ) {
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int laudioSetSoundPan( lua_State *L ) {
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Sound *sound = luaL_checkudata( L, 1, "Sound" );
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Sound *sound = uluaGetSound( L, 1 );
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float pan = luaL_checknumber( L, 2 );
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float pan = luaL_checknumber( L, 2 );
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SetSoundPan( *sound, pan );
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SetSoundPan( *sound, pan );
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@@ -228,7 +228,7 @@ int laudioSetSoundPan( lua_State *L ) {
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Convert wave data to desired format
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Convert wave data to desired format
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*/
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*/
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int laudioWaveFormat( lua_State *L ) {
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int laudioWaveFormat( lua_State *L ) {
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Wave *wave = luaL_checkudata( L, 1, "Wave" );
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Wave *wave = uluaGetWave( L, 1 );
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int sampleRate = luaL_checkinteger( L, 2 );
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int sampleRate = luaL_checkinteger( L, 2 );
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int sampleSize = luaL_checkinteger( L, 3 );
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int sampleSize = luaL_checkinteger( L, 3 );
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int channels = luaL_checkinteger( L, 4 );
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int channels = luaL_checkinteger( L, 4 );
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@@ -246,7 +246,7 @@ Copy a wave to a new wave
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- Success return Wave
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- Success return Wave
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*/
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*/
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int laudioWaveCopy( lua_State *L ) {
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int laudioWaveCopy( lua_State *L ) {
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Wave *wave = luaL_checkudata( L, 1, "Wave" );
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Wave *wave = uluaGetWave( L, 1 );
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uluaPushWave( L, WaveCopy( *wave ) );
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uluaPushWave( L, WaveCopy( *wave ) );
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@@ -259,7 +259,7 @@ int laudioWaveCopy( lua_State *L ) {
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Crop a wave to defined samples range
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Crop a wave to defined samples range
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*/
|
*/
|
||||||
int laudioWaveCrop( lua_State *L ) {
|
int laudioWaveCrop( lua_State *L ) {
|
||||||
Wave *wave = luaL_checkudata( L, 1, "Wave" );
|
Wave *wave = uluaGetWave( L, 1 );
|
||||||
int initSample = luaL_checkinteger( L, 2 );
|
int initSample = luaL_checkinteger( L, 2 );
|
||||||
int finalSample = luaL_checkinteger( L, 3 );
|
int finalSample = luaL_checkinteger( L, 3 );
|
||||||
|
|
||||||
@@ -297,7 +297,7 @@ int laudioLoadMusicStream( lua_State *L ) {
|
|||||||
Start music playing
|
Start music playing
|
||||||
*/
|
*/
|
||||||
int laudioPlayMusicStream( lua_State *L ) {
|
int laudioPlayMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
PlayMusicStream( *music );
|
PlayMusicStream( *music );
|
||||||
|
|
||||||
@@ -312,7 +312,7 @@ Check if music is playing
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int laudioIsMusicStreamPlaying( lua_State *L ) {
|
int laudioIsMusicStreamPlaying( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
lua_pushboolean( L, IsMusicStreamPlaying( *music ) );
|
lua_pushboolean( L, IsMusicStreamPlaying( *music ) );
|
||||||
|
|
||||||
@@ -325,7 +325,7 @@ int laudioIsMusicStreamPlaying( lua_State *L ) {
|
|||||||
Updates buffers for music streaming
|
Updates buffers for music streaming
|
||||||
*/
|
*/
|
||||||
int laudioUpdateMusicStream( lua_State *L ) {
|
int laudioUpdateMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
UpdateMusicStream( *music );
|
UpdateMusicStream( *music );
|
||||||
|
|
||||||
@@ -338,7 +338,7 @@ int laudioUpdateMusicStream( lua_State *L ) {
|
|||||||
Stop music playing
|
Stop music playing
|
||||||
*/
|
*/
|
||||||
int laudioStopMusicStream( lua_State *L ) {
|
int laudioStopMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
StopMusicStream( *music );
|
StopMusicStream( *music );
|
||||||
|
|
||||||
@@ -351,7 +351,7 @@ int laudioStopMusicStream( lua_State *L ) {
|
|||||||
Pause music playing
|
Pause music playing
|
||||||
*/
|
*/
|
||||||
int laudioPauseMusicStream( lua_State *L ) {
|
int laudioPauseMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
PauseMusicStream( *music );
|
PauseMusicStream( *music );
|
||||||
|
|
||||||
@@ -364,7 +364,7 @@ int laudioPauseMusicStream( lua_State *L ) {
|
|||||||
Resume playing paused music
|
Resume playing paused music
|
||||||
*/
|
*/
|
||||||
int laudioResumeMusicStream( lua_State *L ) {
|
int laudioResumeMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
ResumeMusicStream( *music );
|
ResumeMusicStream( *music );
|
||||||
|
|
||||||
@@ -377,7 +377,7 @@ int laudioResumeMusicStream( lua_State *L ) {
|
|||||||
Seek music to a position (in seconds)
|
Seek music to a position (in seconds)
|
||||||
*/
|
*/
|
||||||
int laudioSeekMusicStream( lua_State *L ) {
|
int laudioSeekMusicStream( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
float position = luaL_checknumber( L, 2 );
|
float position = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
SeekMusicStream( *music, position );
|
SeekMusicStream( *music, position );
|
||||||
@@ -391,7 +391,7 @@ int laudioSeekMusicStream( lua_State *L ) {
|
|||||||
Set volume for music (1.0 is max level)
|
Set volume for music (1.0 is max level)
|
||||||
*/
|
*/
|
||||||
int laudioSetMusicVolume( lua_State *L ) {
|
int laudioSetMusicVolume( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
float volume = luaL_checknumber( L, 2 );
|
float volume = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
SetMusicVolume( *music, volume );
|
SetMusicVolume( *music, volume );
|
||||||
@@ -405,7 +405,7 @@ int laudioSetMusicVolume( lua_State *L ) {
|
|||||||
Set pitch for a music (1.0 is base level)
|
Set pitch for a music (1.0 is base level)
|
||||||
*/
|
*/
|
||||||
int laudioSetMusicPitch( lua_State *L ) {
|
int laudioSetMusicPitch( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
float pitch = luaL_checknumber( L, 2 );
|
float pitch = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
SetMusicPitch( *music, pitch );
|
SetMusicPitch( *music, pitch );
|
||||||
@@ -419,7 +419,7 @@ int laudioSetMusicPitch( lua_State *L ) {
|
|||||||
Set pan for a music (0.5 is center)
|
Set pan for a music (0.5 is center)
|
||||||
*/
|
*/
|
||||||
int laudioSetMusicPan( lua_State *L ) {
|
int laudioSetMusicPan( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
float pan = luaL_checknumber( L, 2 );
|
float pan = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
SetMusicPitch( *music, pan );
|
SetMusicPitch( *music, pan );
|
||||||
@@ -433,7 +433,7 @@ int laudioSetMusicPan( lua_State *L ) {
|
|||||||
Set looping for a music
|
Set looping for a music
|
||||||
*/
|
*/
|
||||||
int laudioSetMusicLooping( lua_State *L ) {
|
int laudioSetMusicLooping( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
bool looping = uluaGetBoolean( L, 2 );
|
bool looping = uluaGetBoolean( L, 2 );
|
||||||
|
|
||||||
music->looping = looping;
|
music->looping = looping;
|
||||||
@@ -449,7 +449,7 @@ Get looping of a music
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int laudioGetMusicLooping( lua_State *L ) {
|
int laudioGetMusicLooping( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
lua_pushboolean( L, music->looping );
|
lua_pushboolean( L, music->looping );
|
||||||
|
|
||||||
@@ -464,7 +464,7 @@ Get music time length (in seconds)
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int laudioGetMusicTimeLength( lua_State *L ) {
|
int laudioGetMusicTimeLength( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
lua_pushnumber( L, GetMusicTimeLength( *music ) );
|
lua_pushnumber( L, GetMusicTimeLength( *music ) );
|
||||||
|
|
||||||
@@ -479,7 +479,7 @@ Get current music time played (in seconds)
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int laudioGetMusicTimePlayed( lua_State *L ) {
|
int laudioGetMusicTimePlayed( lua_State *L ) {
|
||||||
Music *music = luaL_checkudata( L, 1, "Music" );
|
Music *music = uluaGetMusic( L, 1 );
|
||||||
|
|
||||||
lua_pushnumber( L, GetMusicTimePlayed( *music ) );
|
lua_pushnumber( L, GetMusicTimePlayed( *music ) );
|
||||||
|
|
||||||
|
|||||||
104
src/core.c
104
src/core.c
@@ -258,7 +258,7 @@ int lcoreIsWindowResized( lua_State *L ) {
|
|||||||
Set icon for window (Only PLATFORM_DESKTOP)
|
Set icon for window (Only PLATFORM_DESKTOP)
|
||||||
*/
|
*/
|
||||||
int lcoreSetWindowIcon( lua_State *L ) {
|
int lcoreSetWindowIcon( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
SetWindowIcon( *image );
|
SetWindowIcon( *image );
|
||||||
|
|
||||||
@@ -867,7 +867,7 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
|
|||||||
Begin custom shader drawing
|
Begin custom shader drawing
|
||||||
*/
|
*/
|
||||||
int lcoreBeginShaderMode( lua_State *L ) {
|
int lcoreBeginShaderMode( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
|
|
||||||
BeginShaderMode( *shader );
|
BeginShaderMode( *shader );
|
||||||
|
|
||||||
@@ -893,7 +893,7 @@ Get shader uniform location
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lcoreGetShaderLocation( lua_State *L ) {
|
int lcoreGetShaderLocation( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, GetShaderLocation( *shader, luaL_checkstring( L, 2 ) ) );
|
lua_pushinteger( L, GetShaderLocation( *shader, luaL_checkstring( L, 2 ) ) );
|
||||||
|
|
||||||
@@ -908,7 +908,7 @@ Get shader attribute location
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lcoreGetShaderLocationAttrib( lua_State *L ) {
|
int lcoreGetShaderLocationAttrib( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, GetShaderLocationAttrib( *shader, luaL_checkstring( L, 2 ) ) );
|
lua_pushinteger( L, GetShaderLocationAttrib( *shader, luaL_checkstring( L, 2 ) ) );
|
||||||
|
|
||||||
@@ -921,7 +921,7 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) {
|
|||||||
Set shader location index
|
Set shader location index
|
||||||
*/
|
*/
|
||||||
int lcoreSetShaderLocationIndex( lua_State *L ) {
|
int lcoreSetShaderLocationIndex( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int shaderLocationIndex = luaL_checkinteger( L, 2 );
|
int shaderLocationIndex = luaL_checkinteger( L, 2 );
|
||||||
int location = luaL_checkinteger( L, 3 );
|
int location = luaL_checkinteger( L, 3 );
|
||||||
|
|
||||||
@@ -938,7 +938,7 @@ Get shader location index
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lcoreGetShaderLocationIndex( lua_State *L ) {
|
int lcoreGetShaderLocationIndex( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int shaderLocationIndex = luaL_checkinteger( L, 2 );
|
int shaderLocationIndex = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
lua_pushinteger( L, shader->locs[ shaderLocationIndex ] );
|
lua_pushinteger( L, shader->locs[ shaderLocationIndex ] );
|
||||||
@@ -952,7 +952,7 @@ int lcoreGetShaderLocationIndex( lua_State *L ) {
|
|||||||
Set shader uniform value (matrix 4x4)
|
Set shader uniform value (matrix 4x4)
|
||||||
*/
|
*/
|
||||||
int lcoreSetShaderValueMatrix( lua_State *L ) {
|
int lcoreSetShaderValueMatrix( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int locIndex = luaL_checkinteger( L, 2 );
|
int locIndex = luaL_checkinteger( L, 2 );
|
||||||
Matrix mat = uluaGetMatrixIndex( L, 3 );
|
Matrix mat = uluaGetMatrixIndex( L, 3 );
|
||||||
|
|
||||||
@@ -967,9 +967,9 @@ int lcoreSetShaderValueMatrix( lua_State *L ) {
|
|||||||
Set shader uniform value for texture (sampler2d)
|
Set shader uniform value for texture (sampler2d)
|
||||||
*/
|
*/
|
||||||
int lcoreSetShaderValueTexture( lua_State *L ) {
|
int lcoreSetShaderValueTexture( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int locIndex = luaL_checkinteger( L, 2 );
|
int locIndex = luaL_checkinteger( L, 2 );
|
||||||
Texture *texture = luaL_checkudata( L, 3, "Texture" );
|
Texture *texture = uluaGetTexture( L, 3 );
|
||||||
|
|
||||||
SetShaderValueTexture( *shader, locIndex, *texture );
|
SetShaderValueTexture( *shader, locIndex, *texture );
|
||||||
|
|
||||||
@@ -983,7 +983,7 @@ Set shader uniform value
|
|||||||
NOTE: Even one value should be in table
|
NOTE: Even one value should be in table
|
||||||
*/
|
*/
|
||||||
int lcoreSetShaderValue( lua_State *L ) {
|
int lcoreSetShaderValue( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int locIndex = luaL_checkinteger( L, 2 );
|
int locIndex = luaL_checkinteger( L, 2 );
|
||||||
size_t valueCount = uluaGetTableLenIndex( L, 3 );
|
size_t valueCount = uluaGetTableLenIndex( L, 3 );
|
||||||
int uniformType = luaL_checkinteger( L, 4 );
|
int uniformType = luaL_checkinteger( L, 4 );
|
||||||
@@ -1025,7 +1025,7 @@ Set shader uniform value vector
|
|||||||
NOTE: Even one value should be in table
|
NOTE: Even one value should be in table
|
||||||
*/
|
*/
|
||||||
int lcoreSetShaderValueV( lua_State *L ) {
|
int lcoreSetShaderValueV( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
int locIndex = luaL_checkinteger( L, 2 );
|
int locIndex = luaL_checkinteger( L, 2 );
|
||||||
size_t valueCount = uluaGetTableLenIndex( L, 3 );
|
size_t valueCount = uluaGetTableLenIndex( L, 3 );
|
||||||
int uniformType = luaL_checkinteger( L, 4 );
|
int uniformType = luaL_checkinteger( L, 4 );
|
||||||
@@ -1933,7 +1933,7 @@ int lcoreCreateCamera2D( lua_State *L ) {
|
|||||||
Begin 2D mode with custom camera (2D)
|
Begin 2D mode with custom camera (2D)
|
||||||
*/
|
*/
|
||||||
int lcoreBeginMode2D( lua_State *L ) {
|
int lcoreBeginMode2D( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
|
|
||||||
BeginMode2D( *camera );
|
BeginMode2D( *camera );
|
||||||
|
|
||||||
@@ -1957,7 +1957,7 @@ int lcoreEndMode2D( lua_State *L ) {
|
|||||||
Set camera target (rotation and zoom origin)
|
Set camera target (rotation and zoom origin)
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera2DTarget( lua_State *L ) {
|
int lcoreSetCamera2DTarget( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
Vector2 target = uluaGetVector2Index( L, 2 );
|
Vector2 target = uluaGetVector2Index( L, 2 );
|
||||||
|
|
||||||
camera->target = target;
|
camera->target = target;
|
||||||
@@ -1971,7 +1971,7 @@ int lcoreSetCamera2DTarget( lua_State *L ) {
|
|||||||
Set camera offset (displacement from target)
|
Set camera offset (displacement from target)
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera2DOffset( lua_State *L ) {
|
int lcoreSetCamera2DOffset( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
Vector2 offset = uluaGetVector2Index( L, 2 );
|
Vector2 offset = uluaGetVector2Index( L, 2 );
|
||||||
|
|
||||||
camera->offset = offset;
|
camera->offset = offset;
|
||||||
@@ -1985,7 +1985,7 @@ int lcoreSetCamera2DOffset( lua_State *L ) {
|
|||||||
Set camera rotation in degrees
|
Set camera rotation in degrees
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera2DRotation( lua_State *L ) {
|
int lcoreSetCamera2DRotation( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
float rotation = luaL_checknumber( L, 2 );
|
float rotation = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
camera->rotation = rotation;
|
camera->rotation = rotation;
|
||||||
@@ -1999,7 +1999,7 @@ int lcoreSetCamera2DRotation( lua_State *L ) {
|
|||||||
Set camera zoom (scaling), should be 1.0f by default
|
Set camera zoom (scaling), should be 1.0f by default
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera2DZoom( lua_State *L ) {
|
int lcoreSetCamera2DZoom( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
float zoom = luaL_checknumber( L, 2 );
|
float zoom = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
camera->zoom = zoom;
|
camera->zoom = zoom;
|
||||||
@@ -2015,7 +2015,7 @@ Get camera2D target
|
|||||||
- Success return Vector2
|
- Success return Vector2
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera2DTarget( lua_State *L ) {
|
int lcoreGetCamera2DTarget( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector2( L, camera->target );
|
uluaPushVector2( L, camera->target );
|
||||||
|
|
||||||
@@ -2030,7 +2030,7 @@ Get camera2D offset
|
|||||||
- Success return Vector2
|
- Success return Vector2
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera2DOffset( lua_State *L ) {
|
int lcoreGetCamera2DOffset( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
uluaPushVector2( L, camera->offset );
|
uluaPushVector2( L, camera->offset );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -2044,7 +2044,7 @@ Get camera2D rotation
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera2DRotation( lua_State *L ) {
|
int lcoreGetCamera2DRotation( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
lua_pushnumber( L, camera->rotation );
|
lua_pushnumber( L, camera->rotation );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -2058,7 +2058,7 @@ Get camera2D zoom
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera2DZoom( lua_State *L ) {
|
int lcoreGetCamera2DZoom( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
lua_pushnumber( L, camera->zoom );
|
lua_pushnumber( L, camera->zoom );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -2095,7 +2095,7 @@ int lcoreCreateCamera3D( lua_State *L ) {
|
|||||||
Begin 3D mode with custom camera (3D)
|
Begin 3D mode with custom camera (3D)
|
||||||
*/
|
*/
|
||||||
int lcoreBeginMode3D( lua_State *L ) {
|
int lcoreBeginMode3D( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
BeginMode3D( *camera );
|
BeginMode3D( *camera );
|
||||||
|
|
||||||
@@ -2119,7 +2119,7 @@ int lcoreEndMode3D( lua_State *L ) {
|
|||||||
Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
|
Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera3DPosition( lua_State *L ) {
|
int lcoreSetCamera3DPosition( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Vector3 pos = uluaGetVector3Index( L, 2 );
|
Vector3 pos = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
camera->position = pos;
|
camera->position = pos;
|
||||||
@@ -2133,7 +2133,7 @@ int lcoreSetCamera3DPosition( lua_State *L ) {
|
|||||||
Set camera target it looks-at
|
Set camera target it looks-at
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera3DTarget( lua_State *L ) {
|
int lcoreSetCamera3DTarget( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Vector3 target = uluaGetVector3Index( L, 2 );
|
Vector3 target = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
camera->target = target;
|
camera->target = target;
|
||||||
@@ -2147,7 +2147,7 @@ int lcoreSetCamera3DTarget( lua_State *L ) {
|
|||||||
Set camera up vector (Rotation over it's axis)
|
Set camera up vector (Rotation over it's axis)
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera3DUp( lua_State *L ) {
|
int lcoreSetCamera3DUp( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Vector3 up = uluaGetVector3Index( L, 2 );
|
Vector3 up = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
camera->up = up;
|
camera->up = up;
|
||||||
@@ -2161,7 +2161,7 @@ int lcoreSetCamera3DUp( lua_State *L ) {
|
|||||||
Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera3DFovy( lua_State *L ) {
|
int lcoreSetCamera3DFovy( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float fovy = luaL_checknumber( L, 2 );
|
float fovy = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
camera->fovy = fovy;
|
camera->fovy = fovy;
|
||||||
@@ -2175,7 +2175,7 @@ int lcoreSetCamera3DFovy( lua_State *L ) {
|
|||||||
Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC)
|
Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC)
|
||||||
*/
|
*/
|
||||||
int lcoreSetCamera3DProjection( lua_State *L ) {
|
int lcoreSetCamera3DProjection( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
int projection = luaL_checkinteger( L, 2 );
|
int projection = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
camera->projection = projection;
|
camera->projection = projection;
|
||||||
@@ -2191,7 +2191,7 @@ Get camera position
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DPosition( lua_State *L ) {
|
int lcoreGetCamera3DPosition( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, camera->position );
|
uluaPushVector3( L, camera->position );
|
||||||
|
|
||||||
@@ -2206,7 +2206,7 @@ Get camera target it looks-at
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DTarget( lua_State *L ) {
|
int lcoreGetCamera3DTarget( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, camera->target );
|
uluaPushVector3( L, camera->target );
|
||||||
|
|
||||||
@@ -2221,7 +2221,7 @@ Get camera up vector (Rotation over it's axis)
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DUp( lua_State *L ) {
|
int lcoreGetCamera3DUp( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, camera->up );
|
uluaPushVector3( L, camera->up );
|
||||||
|
|
||||||
@@ -2236,7 +2236,7 @@ Get camera field-of-view apperture in Y (degrees) in perspective, used as near p
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DFovy( lua_State *L ) {
|
int lcoreGetCamera3DFovy( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
lua_pushnumber( L, camera->fovy );
|
lua_pushnumber( L, camera->fovy );
|
||||||
|
|
||||||
@@ -2251,7 +2251,7 @@ Get camera projection mode
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DProjection( lua_State *L ) {
|
int lcoreGetCamera3DProjection( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, camera->projection );
|
lua_pushinteger( L, camera->projection );
|
||||||
|
|
||||||
@@ -2266,7 +2266,7 @@ Returns the cameras forward vector (normalized)
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DForward( lua_State *L ) {
|
int lcoreGetCamera3DForward( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, GetCameraForward( camera ) );
|
uluaPushVector3( L, GetCameraForward( camera ) );
|
||||||
|
|
||||||
@@ -2282,7 +2282,7 @@ Note: The up vector might not be perpendicular to the forward vector
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DUpNormalized( lua_State *L ) {
|
int lcoreGetCamera3DUpNormalized( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, GetCameraUp( camera ) );
|
uluaPushVector3( L, GetCameraUp( camera ) );
|
||||||
|
|
||||||
@@ -2297,7 +2297,7 @@ Returns the cameras right vector (normalized)
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DRight( lua_State *L ) {
|
int lcoreGetCamera3DRight( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, GetCameraRight( camera ) );
|
uluaPushVector3( L, GetCameraRight( camera ) );
|
||||||
|
|
||||||
@@ -2310,7 +2310,7 @@ int lcoreGetCamera3DRight( lua_State *L ) {
|
|||||||
Moves the camera in it's forward direction
|
Moves the camera in it's forward direction
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DMoveForward( lua_State *L ) {
|
int lcoreCamera3DMoveForward( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float distance = luaL_checknumber( L, 2 );
|
float distance = luaL_checknumber( L, 2 );
|
||||||
bool moveInWorldPlane = uluaGetBoolean( L, 3 );
|
bool moveInWorldPlane = uluaGetBoolean( L, 3 );
|
||||||
|
|
||||||
@@ -2325,7 +2325,7 @@ int lcoreCamera3DMoveForward( lua_State *L ) {
|
|||||||
Moves the camera in it's up direction
|
Moves the camera in it's up direction
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DMoveUp( lua_State *L ) {
|
int lcoreCamera3DMoveUp( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float distance = luaL_checknumber( L, 2 );
|
float distance = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
CameraMoveUp( camera, distance );
|
CameraMoveUp( camera, distance );
|
||||||
@@ -2339,7 +2339,7 @@ int lcoreCamera3DMoveUp( lua_State *L ) {
|
|||||||
Moves the camera target in it's current right direction
|
Moves the camera target in it's current right direction
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DMoveRight( lua_State *L ) {
|
int lcoreCamera3DMoveRight( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float distance = luaL_checknumber( L, 2 );
|
float distance = luaL_checknumber( L, 2 );
|
||||||
bool moveInWorldPlane = uluaGetBoolean( L, 3 );
|
bool moveInWorldPlane = uluaGetBoolean( L, 3 );
|
||||||
|
|
||||||
@@ -2354,7 +2354,7 @@ int lcoreCamera3DMoveRight( lua_State *L ) {
|
|||||||
Moves the camera position closer/farther to/from the camera target
|
Moves the camera position closer/farther to/from the camera target
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DMoveToTarget( lua_State *L ) {
|
int lcoreCamera3DMoveToTarget( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float delta = luaL_checknumber( L, 2 );
|
float delta = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
CameraMoveToTarget( camera, delta );
|
CameraMoveToTarget( camera, delta );
|
||||||
@@ -2371,7 +2371,7 @@ If rotateAroundTarget is false, the camera rotates around it's position
|
|||||||
Note: angle must be provided in radians
|
Note: angle must be provided in radians
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DYaw( lua_State *L ) {
|
int lcoreCamera3DYaw( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float delta = luaL_checknumber( L, 2 );
|
float delta = luaL_checknumber( L, 2 );
|
||||||
bool rotateAroundTarget = uluaGetBoolean( L, 3 );
|
bool rotateAroundTarget = uluaGetBoolean( L, 3 );
|
||||||
|
|
||||||
@@ -2390,7 +2390,7 @@ Rotates the camera around it's right vector, pitch is "looking up and down"
|
|||||||
NOTE: angle must be provided in radians
|
NOTE: angle must be provided in radians
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DPitch( lua_State *L ) {
|
int lcoreCamera3DPitch( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float delta = luaL_checknumber( L, 2 );
|
float delta = luaL_checknumber( L, 2 );
|
||||||
bool lockView = uluaGetBoolean( L, 3 );
|
bool lockView = uluaGetBoolean( L, 3 );
|
||||||
bool rotateAroundTarget = uluaGetBoolean( L, 4 );
|
bool rotateAroundTarget = uluaGetBoolean( L, 4 );
|
||||||
@@ -2409,7 +2409,7 @@ Roll is "turning your head sideways to the left or right"
|
|||||||
Note: angle must be provided in radians
|
Note: angle must be provided in radians
|
||||||
*/
|
*/
|
||||||
int lcoreCamera3DRoll( lua_State *L ) {
|
int lcoreCamera3DRoll( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float angle = luaL_checknumber( L, 2 );
|
float angle = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
CameraRoll( camera, angle );
|
CameraRoll( camera, angle );
|
||||||
@@ -2425,7 +2425,7 @@ Returns the camera view matrix
|
|||||||
- Success return Matrix
|
- Success return Matrix
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DViewMatrix( lua_State *L ) {
|
int lcoreGetCamera3DViewMatrix( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushMatrix( L, GetCameraViewMatrix( camera ) );
|
uluaPushMatrix( L, GetCameraViewMatrix( camera ) );
|
||||||
|
|
||||||
@@ -2440,7 +2440,7 @@ Returns the camera projection matrix
|
|||||||
- Success return Matrix
|
- Success return Matrix
|
||||||
*/
|
*/
|
||||||
int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
|
int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
float aspect = luaL_checknumber( L, 2 );
|
float aspect = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
uluaPushMatrix( L, GetCameraProjectionMatrix( camera, aspect ) );
|
uluaPushMatrix( L, GetCameraProjectionMatrix( camera, aspect ) );
|
||||||
@@ -2454,7 +2454,7 @@ int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
|
|||||||
Update camera position for selected mode
|
Update camera position for selected mode
|
||||||
*/
|
*/
|
||||||
int lcoreUpdateCamera3D( lua_State *L ) {
|
int lcoreUpdateCamera3D( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
int mode = luaL_checkinteger( L, 2 );
|
int mode = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
UpdateCamera( camera, mode );
|
UpdateCamera( camera, mode );
|
||||||
@@ -2468,7 +2468,7 @@ int lcoreUpdateCamera3D( lua_State *L ) {
|
|||||||
Update camera movement, movement/rotation values should be provided by user
|
Update camera movement, movement/rotation values should be provided by user
|
||||||
*/
|
*/
|
||||||
int lcoreUpdateCamera3DPro( lua_State *L ) {
|
int lcoreUpdateCamera3DPro( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Vector3 movement = uluaGetVector3Index( L, 2 );
|
Vector3 movement = uluaGetVector3Index( L, 2 );
|
||||||
Vector3 rotation = uluaGetVector3Index( L, 3 );
|
Vector3 rotation = uluaGetVector3Index( L, 3 );
|
||||||
float zoom = luaL_checknumber( L, 4 );
|
float zoom = luaL_checknumber( L, 4 );
|
||||||
@@ -2491,7 +2491,7 @@ Get a ray trace from mouse position
|
|||||||
*/
|
*/
|
||||||
int lcoreGetMouseRay( lua_State *L ) {
|
int lcoreGetMouseRay( lua_State *L ) {
|
||||||
Vector2 mousePosition = uluaGetVector2Index( L, 1 );
|
Vector2 mousePosition = uluaGetVector2Index( L, 1 );
|
||||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||||
|
|
||||||
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
|
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
|
||||||
|
|
||||||
@@ -2506,7 +2506,7 @@ Get camera transform matrix (view matrix)
|
|||||||
- Success return Matrix
|
- Success return Matrix
|
||||||
*/
|
*/
|
||||||
int lcoreGetCameraMatrix( lua_State *L ) {
|
int lcoreGetCameraMatrix( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
|
|
||||||
uluaPushMatrix( L, GetCameraMatrix( *camera ) );
|
uluaPushMatrix( L, GetCameraMatrix( *camera ) );
|
||||||
|
|
||||||
@@ -2521,7 +2521,7 @@ Get camera 2d transform matrix
|
|||||||
- Success return Matrix
|
- Success return Matrix
|
||||||
*/
|
*/
|
||||||
int lcoreGetCameraMatrix2D( lua_State *L ) {
|
int lcoreGetCameraMatrix2D( lua_State *L ) {
|
||||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||||
|
|
||||||
uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
|
uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
|
||||||
|
|
||||||
@@ -2537,7 +2537,7 @@ Get the screen space position for a 3d world space position
|
|||||||
*/
|
*/
|
||||||
int lcoreGetWorldToScreen( lua_State *L ) {
|
int lcoreGetWorldToScreen( lua_State *L ) {
|
||||||
Vector3 position = uluaGetVector3Index( L, 1 );
|
Vector3 position = uluaGetVector3Index( L, 1 );
|
||||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||||
|
|
||||||
uluaPushVector2( L, GetWorldToScreen( position, *camera ) );
|
uluaPushVector2( L, GetWorldToScreen( position, *camera ) );
|
||||||
|
|
||||||
@@ -2553,7 +2553,7 @@ Get size position for a 3d world space position
|
|||||||
*/
|
*/
|
||||||
int lcoreGetWorldToScreenEx( lua_State *L ) {
|
int lcoreGetWorldToScreenEx( lua_State *L ) {
|
||||||
Vector3 position = uluaGetVector3Index( L, 1 );
|
Vector3 position = uluaGetVector3Index( L, 1 );
|
||||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||||
Vector2 size = uluaGetVector2Index( L, 3 );
|
Vector2 size = uluaGetVector2Index( L, 3 );
|
||||||
|
|
||||||
uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) );
|
uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) );
|
||||||
@@ -2570,7 +2570,7 @@ Get the screen space position for a 2d camera world space position
|
|||||||
*/
|
*/
|
||||||
int lcoreGetWorldToScreen2D( lua_State *L ) {
|
int lcoreGetWorldToScreen2D( lua_State *L ) {
|
||||||
Vector2 position = uluaGetVector2Index( L, 1 );
|
Vector2 position = uluaGetVector2Index( L, 1 );
|
||||||
Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 2 );
|
||||||
|
|
||||||
uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) );
|
uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) );
|
||||||
|
|
||||||
@@ -2586,7 +2586,7 @@ Get the world space position for a 2d camera screen space position
|
|||||||
*/
|
*/
|
||||||
int lcoreGetScreenToWorld2D( lua_State *L ) {
|
int lcoreGetScreenToWorld2D( lua_State *L ) {
|
||||||
Vector2 position = uluaGetVector2Index( L, 1 );
|
Vector2 position = uluaGetVector2Index( L, 1 );
|
||||||
Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" );
|
Camera2D *camera = uluaGetCamera2D( L, 2 );
|
||||||
|
|
||||||
uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) );
|
uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) );
|
||||||
|
|
||||||
|
|||||||
4
src/gl.c
4
src/gl.c
@@ -29,7 +29,7 @@ int lglBlitFramebuffer( lua_State *L ) {
|
|||||||
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
|
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
RenderTexture *srcTex = luaL_checkudata( L, 1, "RenderTexture" );
|
RenderTexture *srcTex = uluaGetRenderTexture( L, 1 );
|
||||||
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
|
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -37,7 +37,7 @@ int lglBlitFramebuffer( lua_State *L ) {
|
|||||||
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
|
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
RenderTexture *dstTex = luaL_checkudata( L, 2, "RenderTexture" );
|
RenderTexture *dstTex = uluaGetRenderTexture( L, 2 );
|
||||||
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
|
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
26
src/lights.c
26
src/lights.c
@@ -23,7 +23,7 @@ int llightsCreateLight( lua_State *L ) {
|
|||||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||||
Vector3 target = uluaGetVector3Index( L, 3 );
|
Vector3 target = uluaGetVector3Index( L, 3 );
|
||||||
Color color = uluaGetColorIndex( L, 4 );
|
Color color = uluaGetColorIndex( L, 4 );
|
||||||
Shader *shader = luaL_checkudata( L, 5, "Shader" );
|
Shader *shader = uluaGetShader( L, 5 );
|
||||||
|
|
||||||
uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
|
uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
|
||||||
|
|
||||||
@@ -36,8 +36,8 @@ int llightsCreateLight( lua_State *L ) {
|
|||||||
Send light properties to shader
|
Send light properties to shader
|
||||||
*/
|
*/
|
||||||
int llightsUpdateLightValues( lua_State *L ) {
|
int llightsUpdateLightValues( lua_State *L ) {
|
||||||
Shader *shader = luaL_checkudata( L, 1, "Shader" );
|
Shader *shader = uluaGetShader( L, 1 );
|
||||||
Light *light = luaL_checkudata( L, 2, "Light" );
|
Light *light = uluaGetLight( L, 2 );
|
||||||
|
|
||||||
UpdateLightValues( *shader, *light );
|
UpdateLightValues( *shader, *light );
|
||||||
|
|
||||||
@@ -50,7 +50,7 @@ int llightsUpdateLightValues( lua_State *L ) {
|
|||||||
Set light type
|
Set light type
|
||||||
*/
|
*/
|
||||||
int llightsSetLightType( lua_State *L ) {
|
int llightsSetLightType( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
int type = luaL_checkinteger( L, 2 );
|
int type = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
light->type = type;
|
light->type = type;
|
||||||
@@ -64,7 +64,7 @@ int llightsSetLightType( lua_State *L ) {
|
|||||||
Set light position
|
Set light position
|
||||||
*/
|
*/
|
||||||
int llightsSetLightPosition( lua_State *L ) {
|
int llightsSetLightPosition( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
light->position = position;
|
light->position = position;
|
||||||
@@ -78,7 +78,7 @@ int llightsSetLightPosition( lua_State *L ) {
|
|||||||
Set light target
|
Set light target
|
||||||
*/
|
*/
|
||||||
int llightsSetLightTarget( lua_State *L ) {
|
int llightsSetLightTarget( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
Vector3 target = uluaGetVector3Index( L, 2 );
|
Vector3 target = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
light->target = target;
|
light->target = target;
|
||||||
@@ -92,7 +92,7 @@ int llightsSetLightTarget( lua_State *L ) {
|
|||||||
Set light color
|
Set light color
|
||||||
*/
|
*/
|
||||||
int llightsSetLightColor( lua_State *L ) {
|
int llightsSetLightColor( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
light->color = color;
|
light->color = color;
|
||||||
@@ -106,7 +106,7 @@ int llightsSetLightColor( lua_State *L ) {
|
|||||||
Set light enabled
|
Set light enabled
|
||||||
*/
|
*/
|
||||||
int llightsSetLightEnabled( lua_State *L ) {
|
int llightsSetLightEnabled( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
bool enabled = uluaGetBoolean( L, 2 );
|
bool enabled = uluaGetBoolean( L, 2 );
|
||||||
|
|
||||||
light->enabled = enabled;
|
light->enabled = enabled;
|
||||||
@@ -122,7 +122,7 @@ Get light type
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int llightsGetLightType( lua_State *L ) {
|
int llightsGetLightType( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, light->type );
|
lua_pushinteger( L, light->type );
|
||||||
|
|
||||||
@@ -137,7 +137,7 @@ Get light position
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int llightsGetLightPosition( lua_State *L ) {
|
int llightsGetLightPosition( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, light->position );
|
uluaPushVector3( L, light->position );
|
||||||
|
|
||||||
@@ -152,7 +152,7 @@ Get light target
|
|||||||
- Success return Vector3
|
- Success return Vector3
|
||||||
*/
|
*/
|
||||||
int llightsGetLightTarget( lua_State *L ) {
|
int llightsGetLightTarget( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
|
|
||||||
uluaPushVector3( L, light->target );
|
uluaPushVector3( L, light->target );
|
||||||
|
|
||||||
@@ -167,7 +167,7 @@ Get light color
|
|||||||
- Success return Color
|
- Success return Color
|
||||||
*/
|
*/
|
||||||
int llightsGetLightColor( lua_State *L ) {
|
int llightsGetLightColor( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
|
|
||||||
uluaPushColor( L, light->color );
|
uluaPushColor( L, light->color );
|
||||||
|
|
||||||
@@ -182,7 +182,7 @@ Get light enabled
|
|||||||
- Success return boolean
|
- Success return boolean
|
||||||
*/
|
*/
|
||||||
int llightsIsLightEnabled( lua_State *L ) {
|
int llightsIsLightEnabled( lua_State *L ) {
|
||||||
Light *light = luaL_checkudata( L, 1, "Light" );
|
Light *light = uluaGetLight( L, 1 );
|
||||||
|
|
||||||
lua_pushboolean( L, light->enabled );
|
lua_pushboolean( L, light->enabled );
|
||||||
|
|
||||||
|
|||||||
196
src/lua_core.c
196
src/lua_core.c
@@ -201,7 +201,6 @@ static int gcMaterial( lua_State *L ) {
|
|||||||
|
|
||||||
// int MAX_MATERIAL_MAPS = 12;
|
// int MAX_MATERIAL_MAPS = 12;
|
||||||
|
|
||||||
|
|
||||||
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
|
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
|
||||||
// if ( material->maps != NULL ) {
|
// if ( material->maps != NULL ) {
|
||||||
// for ( int i = 0; i < MAX_MATERIAL_MAPS; i++ ) {
|
// for ( int i = 0; i < MAX_MATERIAL_MAPS; i++ ) {
|
||||||
@@ -2789,6 +2788,201 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) {
|
|||||||
return npatch;
|
return npatch;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Image* uluaGetImage( lua_State *L, int index ) {
|
||||||
|
Image *image = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
image = (Image*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
image = luaL_checkudata( L, index, "Image" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return image;
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture* uluaGetTexture( lua_State *L, int index ) {
|
||||||
|
Texture *texture = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
texture = (Texture*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
texture = luaL_checkudata( L, index, "Texture" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderTexture* uluaGetRenderTexture( lua_State *L, int index ) {
|
||||||
|
RenderTexture *renderTexture = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
renderTexture = (RenderTexture*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
renderTexture = luaL_checkudata( L, index, "RenderTexture" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return renderTexture;
|
||||||
|
}
|
||||||
|
|
||||||
|
Shader* uluaGetShader( lua_State *L, int index ) {
|
||||||
|
Shader *shader = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
shader = (Shader*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
shader = luaL_checkudata( L, index, "Shader" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mesh* uluaGetMesh( lua_State *L, int index ) {
|
||||||
|
Mesh *mesh = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
mesh = (Mesh*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
mesh = luaL_checkudata( L, index, "Mesh" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera2D* uluaGetCamera2D( lua_State *L, int index ) {
|
||||||
|
Camera2D *camera = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
camera = (Camera2D*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
camera = luaL_checkudata( L, index, "Camera2D" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return camera;
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera3D* uluaGetCamera3D( lua_State *L, int index ) {
|
||||||
|
Camera3D *camera = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
camera = (Camera3D*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
camera = luaL_checkudata( L, index, "Camera3D" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return camera;
|
||||||
|
}
|
||||||
|
|
||||||
|
Font* uluaGetFont( lua_State *L, int index ) {
|
||||||
|
Font *font = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
font = (Font*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
font = luaL_checkudata( L, index, "Font" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return font;
|
||||||
|
}
|
||||||
|
|
||||||
|
Wave* uluaGetWave( lua_State *L, int index ) {
|
||||||
|
Wave *wave = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
wave = (Wave*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
wave = luaL_checkudata( L, index, "Wave" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return wave;
|
||||||
|
}
|
||||||
|
|
||||||
|
Sound* uluaGetSound( lua_State *L, int index ) {
|
||||||
|
Sound *sound = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
sound = (Sound*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
sound = luaL_checkudata( L, index, "Sound" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return sound;
|
||||||
|
}
|
||||||
|
|
||||||
|
Music* uluaGetMusic( lua_State *L, int index ) {
|
||||||
|
Music *music = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
music = (Music*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
music = luaL_checkudata( L, index, "Music" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return music;
|
||||||
|
}
|
||||||
|
|
||||||
|
Light* uluaGetLight( lua_State *L, int index ) {
|
||||||
|
Light *light = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
light = (Light*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
light = luaL_checkudata( L, index, "Light" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
Material* uluaGetMaterial( lua_State *L, int index ) {
|
||||||
|
Material *material = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
material = (Material*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
material = luaL_checkudata( L, index, "Material" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return material;
|
||||||
|
}
|
||||||
|
|
||||||
|
Model* uluaGetModel( lua_State *L, int index ) {
|
||||||
|
Model *model = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
model = (Model*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
model = luaL_checkudata( L, index, "Model" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return model;
|
||||||
|
}
|
||||||
|
|
||||||
|
ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) {
|
||||||
|
ModelAnimation *anim = NULL;
|
||||||
|
|
||||||
|
if ( lua_islightuserdata( L, index ) ) {
|
||||||
|
anim = (ModelAnimation*)lua_touserdata( L, index );
|
||||||
|
}
|
||||||
|
else if ( lua_isuserdata( L, index ) ) {
|
||||||
|
anim = luaL_checkudata( L, index, "ModelAnimation" );
|
||||||
|
}
|
||||||
|
|
||||||
|
return anim;
|
||||||
|
}
|
||||||
|
|
||||||
/* Push types. */
|
/* Push types. */
|
||||||
|
|
||||||
void uluaPushColor( lua_State *L, Color color ) {
|
void uluaPushColor( lua_State *L, Color color ) {
|
||||||
|
|||||||
98
src/models.c
98
src/models.c
@@ -396,7 +396,7 @@ int lmodelsDrawPlane( lua_State *L ) {
|
|||||||
Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0).
|
Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0).
|
||||||
*/
|
*/
|
||||||
int lmodelDrawQuad3DTexture( lua_State *L ) {
|
int lmodelDrawQuad3DTexture( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
/* Vertices. */
|
/* Vertices. */
|
||||||
Vector3 vertices[4] = { 0 };
|
Vector3 vertices[4] = { 0 };
|
||||||
@@ -634,7 +634,7 @@ Generate heightmap mesh from image data
|
|||||||
- Success return Mesh
|
- Success return Mesh
|
||||||
*/
|
*/
|
||||||
int lmodelsGenMeshHeightmap( lua_State *L ) {
|
int lmodelsGenMeshHeightmap( lua_State *L ) {
|
||||||
Image *heightmap = luaL_checkudata( L, 1, "Image" );
|
Image *heightmap = uluaGetImage( L, 1 );
|
||||||
Vector3 size = uluaGetVector3Index( L, 2 );
|
Vector3 size = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
|
uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
|
||||||
@@ -805,7 +805,7 @@ Update mesh vertex data in GPU.
|
|||||||
Note! Mainly intented to be used with custom meshes.
|
Note! Mainly intented to be used with custom meshes.
|
||||||
*/
|
*/
|
||||||
int lmodelsUpdateMesh( lua_State *L ) {
|
int lmodelsUpdateMesh( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
luaL_checktype( L, 2, LUA_TTABLE );
|
luaL_checktype( L, 2, LUA_TTABLE );
|
||||||
|
|
||||||
int t = 2;
|
int t = 2;
|
||||||
@@ -929,8 +929,8 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
|||||||
Draw a 3d mesh with material and transform
|
Draw a 3d mesh with material and transform
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawMesh( lua_State *L ) {
|
int lmodelsDrawMesh( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
Material *material = luaL_checkudata( L, 2, "Material" );
|
Material *material = uluaGetMaterial( L, 2 );
|
||||||
Matrix matrix = uluaGetMatrixIndex( L, 3 );
|
Matrix matrix = uluaGetMatrixIndex( L, 3 );
|
||||||
|
|
||||||
DrawMesh( *mesh, *material, matrix );
|
DrawMesh( *mesh, *material, matrix );
|
||||||
@@ -944,8 +944,8 @@ int lmodelsDrawMesh( lua_State *L ) {
|
|||||||
Draw multiple mesh instances with material and different transforms
|
Draw multiple mesh instances with material and different transforms
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawMeshInstanced( lua_State *L ) {
|
int lmodelsDrawMeshInstanced( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
Material *material = luaL_checkudata( L, 2, "Material" );
|
Material *material = uluaGetMaterial( L, 2 );
|
||||||
luaL_checktype( L, 3, LUA_TTABLE );
|
luaL_checktype( L, 3, LUA_TTABLE );
|
||||||
int instances = luaL_checkinteger( L, 4 );
|
int instances = luaL_checkinteger( L, 4 );
|
||||||
|
|
||||||
@@ -976,7 +976,7 @@ NOTE: Currently only works on custom mesh
|
|||||||
- Success return true
|
- Success return true
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMeshColor( lua_State *L ) {
|
int lmodelsSetMeshColor( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
if ( mesh->colors == NULL ) {
|
if ( mesh->colors == NULL ) {
|
||||||
@@ -1007,7 +1007,7 @@ Export mesh data to file, returns true on success
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int lmodelsExportMesh( lua_State *L ) {
|
int lmodelsExportMesh( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
|
|
||||||
lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) );
|
lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) );
|
||||||
|
|
||||||
@@ -1022,7 +1022,7 @@ Compute mesh bounding box limits
|
|||||||
- Success return BoundingBox
|
- Success return BoundingBox
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMeshBoundingBox( lua_State *L ) {
|
int lmodelsGetMeshBoundingBox( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
|
|
||||||
uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) );
|
uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) );
|
||||||
|
|
||||||
@@ -1035,7 +1035,7 @@ int lmodelsGetMeshBoundingBox( lua_State *L ) {
|
|||||||
Compute mesh tangents
|
Compute mesh tangents
|
||||||
*/
|
*/
|
||||||
int lmodelsGenMeshTangents( lua_State *L ) {
|
int lmodelsGenMeshTangents( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
|
|
||||||
GenMeshTangents( mesh );
|
GenMeshTangents( mesh );
|
||||||
|
|
||||||
@@ -1097,7 +1097,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
|||||||
|
|
||||||
while ( lua_next( L, t4 ) != 0 ) {
|
while ( lua_next( L, t4 ) != 0 ) {
|
||||||
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||||
Texture *texture = luaL_checkudata( L, lua_gettop( L ), "Texture" );
|
Texture *texture = uluaGetTexture( L, lua_gettop( L ) );
|
||||||
material.maps[map].texture = *texture;
|
material.maps[map].texture = *texture;
|
||||||
printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id );
|
printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id );
|
||||||
}
|
}
|
||||||
@@ -1134,7 +1134,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||||
Shader *shader = luaL_checkudata( L, lua_gettop( L ), "Shader" );
|
Shader *shader = uluaGetShader( L, lua_gettop( L ) );
|
||||||
material.shader = *shader;
|
material.shader = *shader;
|
||||||
}
|
}
|
||||||
lua_pop( L, 1 );
|
lua_pop( L, 1 );
|
||||||
@@ -1145,14 +1145,14 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
|
> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
|
||||||
|
|
||||||
Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
|
Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMaterialTexture( lua_State *L ) {
|
int lmodelsSetMaterialTexture( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
Texture *texture = luaL_checkudata( L, 3, "Texture" );
|
Texture *texture = uluaGetTexture( L, 3 );
|
||||||
|
|
||||||
SetMaterialTexture( material, mapType, *texture );
|
SetMaterialTexture( material, mapType, *texture );
|
||||||
|
|
||||||
@@ -1165,7 +1165,7 @@ int lmodelsSetMaterialTexture( lua_State *L ) {
|
|||||||
Set color for a material map type
|
Set color for a material map type
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMaterialColor( lua_State *L ) {
|
int lmodelsSetMaterialColor( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
Color color = uluaGetColorIndex( L, 3 );
|
Color color = uluaGetColorIndex( L, 3 );
|
||||||
|
|
||||||
@@ -1180,7 +1180,7 @@ int lmodelsSetMaterialColor( lua_State *L ) {
|
|||||||
Set value for a material map type
|
Set value for a material map type
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMaterialValue( lua_State *L ) {
|
int lmodelsSetMaterialValue( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
float value = luaL_checknumber( L, 3 );
|
float value = luaL_checknumber( L, 3 );
|
||||||
|
|
||||||
@@ -1195,8 +1195,8 @@ int lmodelsSetMaterialValue( lua_State *L ) {
|
|||||||
Set shader for material
|
Set shader for material
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMaterialShader( lua_State *L ) {
|
int lmodelsSetMaterialShader( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
Shader *shader = luaL_checkudata( L, 2, "Shader" );
|
Shader *shader = uluaGetShader( L, 2 );
|
||||||
|
|
||||||
material->shader = *shader;
|
material->shader = *shader;
|
||||||
|
|
||||||
@@ -1209,7 +1209,7 @@ int lmodelsSetMaterialShader( lua_State *L ) {
|
|||||||
Set material generic parameters (if required)
|
Set material generic parameters (if required)
|
||||||
*/
|
*/
|
||||||
int lmodelsSetMaterialParams( lua_State *L ) {
|
int lmodelsSetMaterialParams( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
|
|
||||||
size_t len = uluaGetTableLenIndex( L, 2 );
|
size_t len = uluaGetTableLenIndex( L, 2 );
|
||||||
|
|
||||||
@@ -1241,7 +1241,7 @@ Get texture from material map type. Returns -1 if no texture
|
|||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMaterialTexture( lua_State *L ) {
|
int lmodelsGetMaterialTexture( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
uluaPushTexture( L, material->maps[ mapType ].texture );
|
uluaPushTexture( L, material->maps[ mapType ].texture );
|
||||||
@@ -1257,7 +1257,7 @@ Get color from material map type
|
|||||||
- Success return Color
|
- Success return Color
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMaterialColor( lua_State *L ) {
|
int lmodelsGetMaterialColor( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
uluaPushColor( L, material->maps[ mapType ].color );
|
uluaPushColor( L, material->maps[ mapType ].color );
|
||||||
@@ -1273,7 +1273,7 @@ Get color from material map type
|
|||||||
- Success return float
|
- Success return float
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMaterialValue( lua_State *L ) {
|
int lmodelsGetMaterialValue( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
int mapType = luaL_checkinteger( L, 2 );
|
int mapType = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
lua_pushnumber( L, material->maps[ mapType ].value );
|
lua_pushnumber( L, material->maps[ mapType ].value );
|
||||||
@@ -1286,12 +1286,12 @@ int lmodelsGetMaterialValue( lua_State *L ) {
|
|||||||
|
|
||||||
Get material shader
|
Get material shader
|
||||||
|
|
||||||
- Success return Shader
|
- Success return Shader. Returns as lightuserdata
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMaterialShader( lua_State *L ) {
|
int lmodelsGetMaterialShader( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
|
|
||||||
uluaPushShader( L, material->shader );
|
lua_pushlightuserdata( L, &material->shader );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@@ -1304,7 +1304,7 @@ Get material parameters
|
|||||||
- Success return float{}
|
- Success return float{}
|
||||||
*/
|
*/
|
||||||
int lmodelsGetMaterialParams( lua_State *L ) {
|
int lmodelsGetMaterialParams( lua_State *L ) {
|
||||||
Material *material = luaL_checkudata( L, 1, "Material" );
|
Material *material = uluaGetMaterial( L, 1 );
|
||||||
|
|
||||||
Vector4 params = {
|
Vector4 params = {
|
||||||
material->params[0],
|
material->params[0],
|
||||||
@@ -1349,7 +1349,7 @@ Load model from generated mesh (Default material)
|
|||||||
- Success return Model
|
- Success return Model
|
||||||
*/
|
*/
|
||||||
int lmodelsLoadModelFromMesh( lua_State *L ) {
|
int lmodelsLoadModelFromMesh( lua_State *L ) {
|
||||||
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||||
|
|
||||||
uluaPushModel( L, LoadModelFromMesh( *mesh ) );
|
uluaPushModel( L, LoadModelFromMesh( *mesh ) );
|
||||||
|
|
||||||
@@ -1362,7 +1362,7 @@ int lmodelsLoadModelFromMesh( lua_State *L ) {
|
|||||||
Draw a model (With texture if set)
|
Draw a model (With texture if set)
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawModel( lua_State *L ) {
|
int lmodelsDrawModel( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||||
float scale = luaL_checknumber( L, 3 );
|
float scale = luaL_checknumber( L, 3 );
|
||||||
Color tint = uluaGetColorIndex( L, 4 );
|
Color tint = uluaGetColorIndex( L, 4 );
|
||||||
@@ -1378,7 +1378,7 @@ int lmodelsDrawModel( lua_State *L ) {
|
|||||||
Draw a model with extended parameters
|
Draw a model with extended parameters
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawModelEx( lua_State *L ) {
|
int lmodelsDrawModelEx( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||||
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
|
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
|
||||||
float rotationAngle = luaL_checknumber( L, 4 );
|
float rotationAngle = luaL_checknumber( L, 4 );
|
||||||
@@ -1396,9 +1396,9 @@ int lmodelsDrawModelEx( lua_State *L ) {
|
|||||||
Copies material to model material. (Model material is the material id in models.)
|
Copies material to model material. (Model material is the material id in models.)
|
||||||
*/
|
*/
|
||||||
int lmodelsSetModelMaterial( lua_State *L ) {
|
int lmodelsSetModelMaterial( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
int modelMaterialId = luaL_checkinteger( L, 2 );
|
int modelMaterialId = luaL_checkinteger( L, 2 );
|
||||||
Material *material = luaL_checkudata( L, 3, "Material" );
|
Material *material = uluaGetMaterial( L, 3 );
|
||||||
|
|
||||||
/* Copy material data instead of using pointer. Pointer would result in double free error. */
|
/* Copy material data instead of using pointer. Pointer would result in double free error. */
|
||||||
model->materials[ modelMaterialId ].shader = material->shader;
|
model->materials[ modelMaterialId ].shader = material->shader;
|
||||||
@@ -1427,7 +1427,7 @@ int lmodelsSetModelMaterial( lua_State *L ) {
|
|||||||
Set material for a mesh (Mesh and material on this model)
|
Set material for a mesh (Mesh and material on this model)
|
||||||
*/
|
*/
|
||||||
int lmodelsSetModelMeshMaterial( lua_State *L ) {
|
int lmodelsSetModelMeshMaterial( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
int meshId = luaL_checkinteger( L, 2 );
|
int meshId = luaL_checkinteger( L, 2 );
|
||||||
int materialId = luaL_checkinteger( L, 3 );
|
int materialId = luaL_checkinteger( L, 3 );
|
||||||
|
|
||||||
@@ -1442,8 +1442,8 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
|
|||||||
Draw a billboard texture
|
Draw a billboard texture
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawBillboard( lua_State *L ) {
|
int lmodelsDrawBillboard( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Texture *texture = luaL_checkudata( L, 2, "Texture" );
|
Texture *texture = uluaGetTexture( L, 2 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 3 );
|
Vector3 position = uluaGetVector3Index( L, 3 );
|
||||||
float size = luaL_checknumber( L, 4 );
|
float size = luaL_checknumber( L, 4 );
|
||||||
Color tint = uluaGetColorIndex( L, 5 );
|
Color tint = uluaGetColorIndex( L, 5 );
|
||||||
@@ -1459,8 +1459,8 @@ int lmodelsDrawBillboard( lua_State *L ) {
|
|||||||
Draw a billboard texture defined by source
|
Draw a billboard texture defined by source
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawBillboardRec( lua_State *L ) {
|
int lmodelsDrawBillboardRec( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Texture *texture = luaL_checkudata( L, 2, "Texture" );
|
Texture *texture = uluaGetTexture( L, 2 );
|
||||||
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 4 );
|
Vector3 position = uluaGetVector3Index( L, 4 );
|
||||||
Vector2 size = uluaGetVector2Index( L, 5 );
|
Vector2 size = uluaGetVector2Index( L, 5 );
|
||||||
@@ -1477,8 +1477,8 @@ int lmodelsDrawBillboardRec( lua_State *L ) {
|
|||||||
Draw a billboard texture defined by source and rotation
|
Draw a billboard texture defined by source and rotation
|
||||||
*/
|
*/
|
||||||
int lmodelsDrawBillboardPro( lua_State *L ) {
|
int lmodelsDrawBillboardPro( lua_State *L ) {
|
||||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||||
Texture *texture = luaL_checkudata( L, 2, "Texture" );
|
Texture *texture = uluaGetTexture( L, 2 );
|
||||||
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
||||||
Vector3 position = uluaGetVector3Index( L, 4 );
|
Vector3 position = uluaGetVector3Index( L, 4 );
|
||||||
Vector3 up = uluaGetVector3Index( L, 5 );
|
Vector3 up = uluaGetVector3Index( L, 5 );
|
||||||
@@ -1498,7 +1498,7 @@ int lmodelsDrawBillboardPro( lua_State *L ) {
|
|||||||
Set model transform matrix
|
Set model transform matrix
|
||||||
*/
|
*/
|
||||||
int lmodelsSetModelTransform( lua_State *L ) {
|
int lmodelsSetModelTransform( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
Matrix transform = uluaGetMatrixIndex( L, 2 );
|
Matrix transform = uluaGetMatrixIndex( L, 2 );
|
||||||
|
|
||||||
model->transform = transform;
|
model->transform = transform;
|
||||||
@@ -1514,7 +1514,7 @@ Get model transform matrix
|
|||||||
- Success return Matrix
|
- Success return Matrix
|
||||||
*/
|
*/
|
||||||
int lmodelsGetModelTransform( lua_State *L ) {
|
int lmodelsGetModelTransform( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
|
|
||||||
uluaPushMatrix( L, model->transform );
|
uluaPushMatrix( L, model->transform );
|
||||||
|
|
||||||
@@ -1559,8 +1559,8 @@ int lmodelsLoadModelAnimations( lua_State *L ) {
|
|||||||
Update model animation pose
|
Update model animation pose
|
||||||
*/
|
*/
|
||||||
int lmodelsUpdateModelAnimation( lua_State *L ) {
|
int lmodelsUpdateModelAnimation( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" );
|
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 2 );
|
||||||
int frame = luaL_checkinteger( L, 3 );
|
int frame = luaL_checkinteger( L, 3 );
|
||||||
|
|
||||||
UpdateModelAnimation( *model, *modelAnimation, frame );
|
UpdateModelAnimation( *model, *modelAnimation, frame );
|
||||||
@@ -1576,8 +1576,8 @@ Check model animation skeleton match
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int lmodelsIsModelAnimationValid( lua_State *L ) {
|
int lmodelsIsModelAnimationValid( lua_State *L ) {
|
||||||
Model *model = luaL_checkudata( L, 1, "Model" );
|
Model *model = uluaGetModel( L, 1 );
|
||||||
ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" );
|
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 2 );
|
||||||
|
|
||||||
lua_pushboolean( L, IsModelAnimationValid( *model, *modelAnimation ) );
|
lua_pushboolean( L, IsModelAnimationValid( *model, *modelAnimation ) );
|
||||||
|
|
||||||
@@ -1592,7 +1592,7 @@ Return modelAnimation bone count
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lmodelsGetModelAnimationBoneCount( lua_State *L ) {
|
int lmodelsGetModelAnimationBoneCount( lua_State *L ) {
|
||||||
ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
|
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, modelAnimation->boneCount );
|
lua_pushinteger( L, modelAnimation->boneCount );
|
||||||
|
|
||||||
@@ -1607,7 +1607,7 @@ Return modelAnimation frame count
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
|
int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
|
||||||
ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
|
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, modelAnimation->frameCount );
|
lua_pushinteger( L, modelAnimation->frameCount );
|
||||||
|
|
||||||
@@ -1711,7 +1711,7 @@ Get collision info between ray and mesh
|
|||||||
*/
|
*/
|
||||||
int lmodelsGetRayCollisionMesh( lua_State *L ) {
|
int lmodelsGetRayCollisionMesh( lua_State *L ) {
|
||||||
Ray ray = uluaGetRayIndex( L, 1 );
|
Ray ray = uluaGetRayIndex( L, 1 );
|
||||||
Mesh *mesh = luaL_checkudata( L, 2, "Mesh" );
|
Mesh *mesh = uluaGetMesh( L, 2 );
|
||||||
Matrix transform = uluaGetMatrixIndex( L, 3 );
|
Matrix transform = uluaGetMatrixIndex( L, 3 );
|
||||||
|
|
||||||
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
|
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
|
||||||
|
|||||||
@@ -116,7 +116,7 @@ int lguiGuiGetState( lua_State *L ) {
|
|||||||
Set gui custom font (global state)
|
Set gui custom font (global state)
|
||||||
*/
|
*/
|
||||||
int lguiGuiSetFont( lua_State *L ) {
|
int lguiGuiSetFont( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
|
|
||||||
GuiSetFont( *font );
|
GuiSetFont( *font );
|
||||||
|
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ NOTE: It can be useful when using basic shapes and one single font,
|
|||||||
defining a font char white rectangle would allow drawing everything in a single draw call
|
defining a font char white rectangle would allow drawing everything in a single draw call
|
||||||
*/
|
*/
|
||||||
int lshapesSetShapesTexture( lua_State *L ) {
|
int lshapesSetShapesTexture( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Rectangle source = uluaGetRectangleIndex( L, 2 );
|
Rectangle source = uluaGetRectangleIndex( L, 2 );
|
||||||
|
|
||||||
SetShapesTexture( *texture, source );
|
SetShapesTexture( *texture, source );
|
||||||
|
|||||||
16
src/text.c
16
src/text.c
@@ -87,7 +87,7 @@ Load font from Image ( XNA style)
|
|||||||
- Success return Font
|
- Success return Font
|
||||||
*/
|
*/
|
||||||
int ltextLoadFontFromImage( lua_State *L ) {
|
int ltextLoadFontFromImage( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color key = uluaGetColorIndex( L, 2 );
|
Color key = uluaGetColorIndex( L, 2 );
|
||||||
int firstChar = luaL_checkinteger( L, 3 );
|
int firstChar = luaL_checkinteger( L, 3 );
|
||||||
|
|
||||||
@@ -119,7 +119,7 @@ int ltextDrawFPS( lua_State *L ) {
|
|||||||
Draw text using font and additional parameters
|
Draw text using font and additional parameters
|
||||||
*/
|
*/
|
||||||
int ltextDrawText( lua_State *L ) {
|
int ltextDrawText( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
Vector2 position = uluaGetVector2Index( L, 3 );
|
Vector2 position = uluaGetVector2Index( L, 3 );
|
||||||
float fontSize = luaL_checknumber( L, 4 );
|
float fontSize = luaL_checknumber( L, 4 );
|
||||||
float spacing = luaL_checknumber( L, 5 );
|
float spacing = luaL_checknumber( L, 5 );
|
||||||
@@ -136,7 +136,7 @@ int ltextDrawText( lua_State *L ) {
|
|||||||
Draw text using Font and pro parameters (rotation)
|
Draw text using Font and pro parameters (rotation)
|
||||||
*/
|
*/
|
||||||
int ltextDrawTextPro( lua_State *L ) {
|
int ltextDrawTextPro( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
Vector2 position = uluaGetVector2Index( L, 3 );
|
Vector2 position = uluaGetVector2Index( L, 3 );
|
||||||
Vector2 origin = uluaGetVector2Index( L, 4 );
|
Vector2 origin = uluaGetVector2Index( L, 4 );
|
||||||
float rotation = luaL_checknumber( L, 5 );
|
float rotation = luaL_checknumber( L, 5 );
|
||||||
@@ -161,7 +161,7 @@ Measure string size for Font
|
|||||||
- Success return Vector2
|
- Success return Vector2
|
||||||
*/
|
*/
|
||||||
int ltextMeasureText( lua_State *L ) {
|
int ltextMeasureText( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
float fontSize = luaL_checknumber( L, 3 );
|
float fontSize = luaL_checknumber( L, 3 );
|
||||||
float spacing = luaL_checknumber( L, 4 );
|
float spacing = luaL_checknumber( L, 4 );
|
||||||
|
|
||||||
@@ -178,7 +178,7 @@ Get font base size (default chars height)
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltextGetFontBaseSize( lua_State *L ) {
|
int ltextGetFontBaseSize( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, font->baseSize );
|
lua_pushinteger( L, font->baseSize );
|
||||||
|
|
||||||
@@ -193,7 +193,7 @@ Get font number of glyph characters
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltextGetFontGlyphCount( lua_State *L ) {
|
int ltextGetFontGlyphCount( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, font->glyphCount );
|
lua_pushinteger( L, font->glyphCount );
|
||||||
|
|
||||||
@@ -208,7 +208,7 @@ Get font padding around the glyph characters
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltextGetFontGlyphPadding( lua_State *L ) {
|
int ltextGetFontGlyphPadding( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, font->glyphPadding );
|
lua_pushinteger( L, font->glyphPadding );
|
||||||
|
|
||||||
@@ -223,7 +223,7 @@ Get font texture atlas containing the glyphs.
|
|||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int ltextGetFontTexture( lua_State *L ) {
|
int ltextGetFontTexture( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
|
|
||||||
uluaPushTexture( L, font->texture );
|
uluaPushTexture( L, font->texture );
|
||||||
|
|
||||||
|
|||||||
155
src/textures.c
155
src/textures.c
@@ -28,14 +28,14 @@ int ltexturesLoadImage( lua_State *L ) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
> image = RL.LoadImageFromTexture( Texture2D texture )
|
> image = RL.LoadImageFromTexture( Texture texture )
|
||||||
|
|
||||||
Load image from GPU texture data
|
Load image from GPU texture data
|
||||||
|
|
||||||
- Success return Image
|
- Success return Image
|
||||||
*/
|
*/
|
||||||
int ltexturesLoadImageFromTexture( lua_State *L ) {
|
int ltexturesLoadImageFromTexture( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
uluaPushImage( L, LoadImageFromTexture( *texture ) );
|
uluaPushImage( L, LoadImageFromTexture( *texture ) );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -62,7 +62,7 @@ Export image data to file, returns true on success
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int ltexturesExportImage( lua_State *L ) {
|
int ltexturesExportImage( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) );
|
lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -76,7 +76,7 @@ Export image as code file defining an array of bytes, returns true on success
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int ltexturesExportImageAsCode( lua_State *L ) {
|
int ltexturesExportImageAsCode( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) );
|
lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@@ -248,7 +248,7 @@ Create an image duplicate (useful for transformations)
|
|||||||
- Success return Image
|
- Success return Image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageCopy( lua_State *L ) {
|
int ltexturesImageCopy( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
uluaPushImage( L, ImageCopy( *image ) );
|
uluaPushImage( L, ImageCopy( *image ) );
|
||||||
|
|
||||||
@@ -263,7 +263,7 @@ Create an image from another image piece
|
|||||||
- Success return Image
|
- Success return Image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageFromImage( lua_State *L ) {
|
int ltexturesImageFromImage( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
||||||
|
|
||||||
uluaPushImage( L, ImageFromImage( *image, rec ) );
|
uluaPushImage( L, ImageFromImage( *image, rec ) );
|
||||||
@@ -279,7 +279,7 @@ Create an image from text (custom sprite font)
|
|||||||
- Success return Image
|
- Success return Image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageText( lua_State *L ) {
|
int ltexturesImageText( lua_State *L ) {
|
||||||
Font *font = luaL_checkudata( L, 1, "Font" );
|
Font *font = uluaGetFont( L, 1 );
|
||||||
float fontSize = lua_tonumber( L, 3 );
|
float fontSize = lua_tonumber( L, 3 );
|
||||||
float spacing = lua_tonumber( L, 4 );
|
float spacing = lua_tonumber( L, 4 );
|
||||||
Color tint = uluaGetColorIndex( L, 5 );
|
Color tint = uluaGetColorIndex( L, 5 );
|
||||||
@@ -295,7 +295,7 @@ int ltexturesImageText( lua_State *L ) {
|
|||||||
Convert image data to desired format
|
Convert image data to desired format
|
||||||
*/
|
*/
|
||||||
int ltexturesImageFormat( lua_State *L ) {
|
int ltexturesImageFormat( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
int newFormat = luaL_checkinteger( L, 2 );
|
int newFormat = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
ImageFormat( image, newFormat );
|
ImageFormat( image, newFormat );
|
||||||
@@ -309,7 +309,7 @@ int ltexturesImageFormat( lua_State *L ) {
|
|||||||
Convert image to POT (power-of-two)
|
Convert image to POT (power-of-two)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageToPOT( lua_State *L ) {
|
int ltexturesImageToPOT( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color fill = uluaGetColorIndex( L, 2 );
|
Color fill = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
ImageToPOT( image, fill );
|
ImageToPOT( image, fill );
|
||||||
@@ -323,7 +323,7 @@ int ltexturesImageToPOT( lua_State *L ) {
|
|||||||
Crop an image to a defined rectangle
|
Crop an image to a defined rectangle
|
||||||
*/
|
*/
|
||||||
int ltexturesImageCrop( lua_State *L ) {
|
int ltexturesImageCrop( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Rectangle crop = uluaGetRectangleIndex( L, 2 );
|
Rectangle crop = uluaGetRectangleIndex( L, 2 );
|
||||||
|
|
||||||
ImageCrop( image, crop );
|
ImageCrop( image, crop );
|
||||||
@@ -337,7 +337,7 @@ int ltexturesImageCrop( lua_State *L ) {
|
|||||||
Crop image depending on alpha value
|
Crop image depending on alpha value
|
||||||
*/
|
*/
|
||||||
int ltexturesImageAlphaCrop( lua_State *L ) {
|
int ltexturesImageAlphaCrop( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
float threshold = lua_tonumber( L, 2 );
|
float threshold = lua_tonumber( L, 2 );
|
||||||
|
|
||||||
ImageAlphaCrop( image, threshold );
|
ImageAlphaCrop( image, threshold );
|
||||||
@@ -351,7 +351,7 @@ int ltexturesImageAlphaCrop( lua_State *L ) {
|
|||||||
Clear alpha channel to desired color
|
Clear alpha channel to desired color
|
||||||
*/
|
*/
|
||||||
int ltexturesImageAlphaClear( lua_State *L ) {
|
int ltexturesImageAlphaClear( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
float threshold = lua_tonumber( L, 3 );
|
float threshold = lua_tonumber( L, 3 );
|
||||||
|
|
||||||
@@ -366,8 +366,8 @@ int ltexturesImageAlphaClear( lua_State *L ) {
|
|||||||
Apply alpha mask to image
|
Apply alpha mask to image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageAlphaMask( lua_State *L ) {
|
int ltexturesImageAlphaMask( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Image *alphaMask = luaL_checkudata( L, 2, "Image" );
|
Image *alphaMask = uluaGetImage( L, 2 );
|
||||||
|
|
||||||
ImageAlphaMask( image, *alphaMask );
|
ImageAlphaMask( image, *alphaMask );
|
||||||
|
|
||||||
@@ -380,7 +380,7 @@ int ltexturesImageAlphaMask( lua_State *L ) {
|
|||||||
Premultiply alpha channel
|
Premultiply alpha channel
|
||||||
*/
|
*/
|
||||||
int ltexturesImageAlphaPremultiply( lua_State *L ) {
|
int ltexturesImageAlphaPremultiply( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageAlphaPremultiply( image );
|
ImageAlphaPremultiply( image );
|
||||||
|
|
||||||
@@ -393,7 +393,7 @@ int ltexturesImageAlphaPremultiply( lua_State *L ) {
|
|||||||
Apply Gaussian blur using a box blur approximation
|
Apply Gaussian blur using a box blur approximation
|
||||||
*/
|
*/
|
||||||
int ltexturesImageBlurGaussian( lua_State *L ) {
|
int ltexturesImageBlurGaussian( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
int blurSize = luaL_checkinteger( L, 2 );
|
int blurSize = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
ImageBlurGaussian( image, blurSize );
|
ImageBlurGaussian( image, blurSize );
|
||||||
@@ -407,7 +407,7 @@ int ltexturesImageBlurGaussian( lua_State *L ) {
|
|||||||
Resize image (Bicubic scaling algorithm)
|
Resize image (Bicubic scaling algorithm)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageResize( lua_State *L ) {
|
int ltexturesImageResize( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 size = uluaGetVector2Index( L, 2 );
|
Vector2 size = uluaGetVector2Index( L, 2 );
|
||||||
|
|
||||||
ImageResize( image, (int)size.x, (int)size.y );
|
ImageResize( image, (int)size.x, (int)size.y );
|
||||||
@@ -421,7 +421,7 @@ int ltexturesImageResize( lua_State *L ) {
|
|||||||
Resize image (Nearest-Neighbor scaling algorithm)
|
Resize image (Nearest-Neighbor scaling algorithm)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageResizeNN( lua_State *L ) {
|
int ltexturesImageResizeNN( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 size = uluaGetVector2Index( L, 2 );
|
Vector2 size = uluaGetVector2Index( L, 2 );
|
||||||
|
|
||||||
ImageResizeNN( image, (int)size.x, (int)size.y );
|
ImageResizeNN( image, (int)size.x, (int)size.y );
|
||||||
@@ -435,7 +435,7 @@ int ltexturesImageResizeNN( lua_State *L ) {
|
|||||||
Resize canvas and fill with color
|
Resize canvas and fill with color
|
||||||
*/
|
*/
|
||||||
int ltexturesImageResizeCanvas( lua_State *L ) {
|
int ltexturesImageResizeCanvas( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 size = uluaGetVector2Index( L, 2 );
|
Vector2 size = uluaGetVector2Index( L, 2 );
|
||||||
Vector2 offset = uluaGetVector2Index( L, 3 );
|
Vector2 offset = uluaGetVector2Index( L, 3 );
|
||||||
Color fill = uluaGetColorIndex( L, 4 );
|
Color fill = uluaGetColorIndex( L, 4 );
|
||||||
@@ -451,7 +451,7 @@ int ltexturesImageResizeCanvas( lua_State *L ) {
|
|||||||
Generate all mipmap levels for a provided image
|
Generate all mipmap levels for a provided image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageMipmaps( lua_State *L ) {
|
int ltexturesImageMipmaps( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageMipmaps( image );
|
ImageMipmaps( image );
|
||||||
|
|
||||||
@@ -464,7 +464,7 @@ int ltexturesImageMipmaps( lua_State *L ) {
|
|||||||
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDither( lua_State *L ) {
|
int ltexturesImageDither( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color bpp = uluaGetColorIndex( L, 2 );
|
Color bpp = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a );
|
ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a );
|
||||||
@@ -478,7 +478,7 @@ int ltexturesImageDither( lua_State *L ) {
|
|||||||
Flip image vertically
|
Flip image vertically
|
||||||
*/
|
*/
|
||||||
int ltexturesImageFlipVertical( lua_State *L ) {
|
int ltexturesImageFlipVertical( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageFlipVertical( image );
|
ImageFlipVertical( image );
|
||||||
|
|
||||||
@@ -491,7 +491,7 @@ int ltexturesImageFlipVertical( lua_State *L ) {
|
|||||||
Flip image horizontally
|
Flip image horizontally
|
||||||
*/
|
*/
|
||||||
int ltexturesImageFlipHorizontal( lua_State *L ) {
|
int ltexturesImageFlipHorizontal( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageFlipHorizontal( image );
|
ImageFlipHorizontal( image );
|
||||||
|
|
||||||
@@ -504,7 +504,7 @@ int ltexturesImageFlipHorizontal( lua_State *L ) {
|
|||||||
Rotate image clockwise 90deg
|
Rotate image clockwise 90deg
|
||||||
*/
|
*/
|
||||||
int ltexturesImageRotateCW( lua_State *L ) {
|
int ltexturesImageRotateCW( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageRotateCW( image );
|
ImageRotateCW( image );
|
||||||
|
|
||||||
@@ -517,7 +517,7 @@ int ltexturesImageRotateCW( lua_State *L ) {
|
|||||||
Rotate image counter-clockwise 90deg
|
Rotate image counter-clockwise 90deg
|
||||||
*/
|
*/
|
||||||
int ltexturesImageRotateCCW( lua_State *L ) {
|
int ltexturesImageRotateCCW( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageRotateCCW( image );
|
ImageRotateCCW( image );
|
||||||
|
|
||||||
@@ -530,7 +530,7 @@ int ltexturesImageRotateCCW( lua_State *L ) {
|
|||||||
Modify image color: tint
|
Modify image color: tint
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorTint( lua_State *L ) {
|
int ltexturesImageColorTint( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
ImageColorTint( image, color );
|
ImageColorTint( image, color );
|
||||||
@@ -544,7 +544,7 @@ int ltexturesImageColorTint( lua_State *L ) {
|
|||||||
Modify image color: invert
|
Modify image color: invert
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorInvert( lua_State *L ) {
|
int ltexturesImageColorInvert( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageColorInvert( image );
|
ImageColorInvert( image );
|
||||||
|
|
||||||
@@ -557,7 +557,7 @@ int ltexturesImageColorInvert( lua_State *L ) {
|
|||||||
Modify image color: grayscale
|
Modify image color: grayscale
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorGrayscale( lua_State *L ) {
|
int ltexturesImageColorGrayscale( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
ImageColorGrayscale( image );
|
ImageColorGrayscale( image );
|
||||||
|
|
||||||
@@ -570,7 +570,7 @@ int ltexturesImageColorGrayscale( lua_State *L ) {
|
|||||||
Modify image color: contrast (-100 to 100)
|
Modify image color: contrast (-100 to 100)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorContrast( lua_State *L ) {
|
int ltexturesImageColorContrast( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
float contrast = luaL_checkinteger( L, 2 );
|
float contrast = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
ImageColorContrast( image, contrast );
|
ImageColorContrast( image, contrast );
|
||||||
@@ -584,7 +584,7 @@ int ltexturesImageColorContrast( lua_State *L ) {
|
|||||||
Modify image color: brightness (-255 to 255)
|
Modify image color: brightness (-255 to 255)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorBrightness( lua_State *L ) {
|
int ltexturesImageColorBrightness( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
int brightness = luaL_checkinteger( L, 2 );
|
int brightness = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
ImageColorBrightness( image, brightness );
|
ImageColorBrightness( image, brightness );
|
||||||
@@ -598,7 +598,7 @@ int ltexturesImageColorBrightness( lua_State *L ) {
|
|||||||
Modify image color: replace color
|
Modify image color: replace color
|
||||||
*/
|
*/
|
||||||
int ltexturesImageColorReplace( lua_State *L ) {
|
int ltexturesImageColorReplace( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
Color replace = uluaGetColorIndex( L, 3 );
|
Color replace = uluaGetColorIndex( L, 3 );
|
||||||
|
|
||||||
@@ -615,7 +615,7 @@ Load color data from image as a Color array (RGBA - 32bit)
|
|||||||
- Success return Color{}
|
- Success return Color{}
|
||||||
*/
|
*/
|
||||||
int ltexturesLoadImageColors( lua_State *L ) {
|
int ltexturesLoadImageColors( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
int colorCount = image->width * image->height;
|
int colorCount = image->width * image->height;
|
||||||
Color *colors = LoadImageColors( *image );
|
Color *colors = LoadImageColors( *image );
|
||||||
@@ -639,7 +639,7 @@ Load colors palette from image as a Color array (RGBA - 32bit)
|
|||||||
- Success return Color{}
|
- Success return Color{}
|
||||||
*/
|
*/
|
||||||
int ltexturesLoadImagePalette( lua_State *L ) {
|
int ltexturesLoadImagePalette( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
int maxPaletteSize = luaL_checkinteger( L, 2 );
|
int maxPaletteSize = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
int colorCount = 0;
|
int colorCount = 0;
|
||||||
@@ -664,7 +664,7 @@ Get image alpha border rectangle
|
|||||||
- Success return Rectangle
|
- Success return Rectangle
|
||||||
*/
|
*/
|
||||||
int ltexturesGetImageAlphaBorder( lua_State *L ) {
|
int ltexturesGetImageAlphaBorder( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
float threshold = luaL_checknumber( L, 2 );
|
float threshold = luaL_checknumber( L, 2 );
|
||||||
|
|
||||||
uluaPushRectangle( L, GetImageAlphaBorder( *image, threshold ) );
|
uluaPushRectangle( L, GetImageAlphaBorder( *image, threshold ) );
|
||||||
@@ -680,7 +680,7 @@ Get image pixel color at (x, y) position
|
|||||||
- Success return Color
|
- Success return Color
|
||||||
*/
|
*/
|
||||||
int ltexturesGetImageColor( lua_State *L ) {
|
int ltexturesGetImageColor( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 pixelPos = uluaGetVector2Index( L, 2 );
|
Vector2 pixelPos = uluaGetVector2Index( L, 2 );
|
||||||
|
|
||||||
uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) );
|
uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) );
|
||||||
@@ -698,7 +698,7 @@ int ltexturesGetImageColor( lua_State *L ) {
|
|||||||
Clear image background with given color
|
Clear image background with given color
|
||||||
*/
|
*/
|
||||||
int ltexturesImageClearBackground( lua_State *L ) {
|
int ltexturesImageClearBackground( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Color color = uluaGetColorIndex( L, 2 );
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
ImageClearBackground( image, color );
|
ImageClearBackground( image, color );
|
||||||
@@ -712,7 +712,7 @@ int ltexturesImageClearBackground( lua_State *L ) {
|
|||||||
Draw pixel within an image
|
Draw pixel within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawPixel( lua_State *L ) {
|
int ltexturesImageDrawPixel( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 position = uluaGetVector2Index( L, 2 );
|
Vector2 position = uluaGetVector2Index( L, 2 );
|
||||||
Color color = uluaGetColorIndex( L, 3 );
|
Color color = uluaGetColorIndex( L, 3 );
|
||||||
|
|
||||||
@@ -727,7 +727,7 @@ int ltexturesImageDrawPixel( lua_State *L ) {
|
|||||||
Draw line within an image
|
Draw line within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawLine( lua_State *L ) {
|
int ltexturesImageDrawLine( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 start = uluaGetVector2Index( L, 2 );
|
Vector2 start = uluaGetVector2Index( L, 2 );
|
||||||
Vector2 end = uluaGetVector2Index( L, 3 );
|
Vector2 end = uluaGetVector2Index( L, 3 );
|
||||||
Color color = uluaGetColorIndex( L, 4 );
|
Color color = uluaGetColorIndex( L, 4 );
|
||||||
@@ -743,7 +743,7 @@ int ltexturesImageDrawLine( lua_State *L ) {
|
|||||||
Draw circle within an image
|
Draw circle within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawCircle( lua_State *L ) {
|
int ltexturesImageDrawCircle( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 center = uluaGetVector2Index( L, 2 );
|
Vector2 center = uluaGetVector2Index( L, 2 );
|
||||||
int radius = luaL_checkinteger( L, 3 );
|
int radius = luaL_checkinteger( L, 3 );
|
||||||
Color color = uluaGetColorIndex( L, 4 );
|
Color color = uluaGetColorIndex( L, 4 );
|
||||||
@@ -759,7 +759,7 @@ int ltexturesImageDrawCircle( lua_State *L ) {
|
|||||||
Draw circle outline within an image
|
Draw circle outline within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawCircleLines( lua_State *L ) {
|
int ltexturesImageDrawCircleLines( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Vector2 center = uluaGetVector2Index( L, 2 );
|
Vector2 center = uluaGetVector2Index( L, 2 );
|
||||||
int radius = luaL_checkinteger( L, 3 );
|
int radius = luaL_checkinteger( L, 3 );
|
||||||
Color color = uluaGetColorIndex( L, 4 );
|
Color color = uluaGetColorIndex( L, 4 );
|
||||||
@@ -775,7 +775,7 @@ int ltexturesImageDrawCircleLines( lua_State *L ) {
|
|||||||
Draw rectangle within an image
|
Draw rectangle within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawRectangle( lua_State *L ) {
|
int ltexturesImageDrawRectangle( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
||||||
Color color = uluaGetColorIndex( L, 3 );
|
Color color = uluaGetColorIndex( L, 3 );
|
||||||
|
|
||||||
@@ -790,7 +790,7 @@ int ltexturesImageDrawRectangle( lua_State *L ) {
|
|||||||
Draw rectangle lines within an image
|
Draw rectangle lines within an image
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawRectangleLines( lua_State *L ) {
|
int ltexturesImageDrawRectangleLines( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
||||||
int thick = luaL_checkinteger( L, 3 );
|
int thick = luaL_checkinteger( L, 3 );
|
||||||
Color color = uluaGetColorIndex( L, 4 );
|
Color color = uluaGetColorIndex( L, 4 );
|
||||||
@@ -806,8 +806,8 @@ int ltexturesImageDrawRectangleLines( lua_State *L ) {
|
|||||||
Draw a source image within a destination image (Tint applied to source)
|
Draw a source image within a destination image (Tint applied to source)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDraw( lua_State *L ) {
|
int ltexturesImageDraw( lua_State *L ) {
|
||||||
Image *imageDstId = luaL_checkudata( L, 1, "Image" );
|
Image *imageDstId = uluaGetImage( L, 1 );
|
||||||
Image *imageSrcId = luaL_checkudata( L, 2, "Image" );
|
Image *imageSrcId = uluaGetImage( L, 2 );
|
||||||
Rectangle srcRec = uluaGetRectangleIndex( L, 3 );
|
Rectangle srcRec = uluaGetRectangleIndex( L, 3 );
|
||||||
Rectangle dstRec = uluaGetRectangleIndex( L, 4 );
|
Rectangle dstRec = uluaGetRectangleIndex( L, 4 );
|
||||||
Color tint = uluaGetColorIndex( L, 5 );
|
Color tint = uluaGetColorIndex( L, 5 );
|
||||||
@@ -823,8 +823,8 @@ int ltexturesImageDraw( lua_State *L ) {
|
|||||||
Draw text (Custom sprite font) within an image (Destination)
|
Draw text (Custom sprite font) within an image (Destination)
|
||||||
*/
|
*/
|
||||||
int ltexturesImageDrawTextEx( lua_State *L ) {
|
int ltexturesImageDrawTextEx( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
Font *font = luaL_checkudata( L, 2, "Font" );
|
Font *font = uluaGetFont( L, 2 );
|
||||||
Vector2 position = uluaGetVector2Index( L, 4 );
|
Vector2 position = uluaGetVector2Index( L, 4 );
|
||||||
float fontSize = luaL_checknumber( L, 5 );
|
float fontSize = luaL_checknumber( L, 5 );
|
||||||
float spacing = luaL_checknumber( L, 6 );
|
float spacing = luaL_checknumber( L, 6 );
|
||||||
@@ -847,7 +847,7 @@ Get image size
|
|||||||
- Success return Vector2
|
- Success return Vector2
|
||||||
*/
|
*/
|
||||||
int ltexturesGetImageSize( lua_State *L ) {
|
int ltexturesGetImageSize( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
uluaPushVector2( L, (Vector2){ image->width, image->height } );
|
uluaPushVector2( L, (Vector2){ image->width, image->height } );
|
||||||
|
|
||||||
@@ -862,7 +862,7 @@ Get image mipmaps. Mipmap levels, 1 by default
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetImageMipmaps( lua_State *L ) {
|
int ltexturesGetImageMipmaps( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, image->mipmaps );
|
lua_pushinteger( L, image->mipmaps );
|
||||||
|
|
||||||
@@ -877,7 +877,7 @@ Get image data format (PixelFormat type)
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetImageFormat( lua_State *L ) {
|
int ltexturesGetImageFormat( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, image->format );
|
lua_pushinteger( L, image->format );
|
||||||
|
|
||||||
@@ -916,7 +916,7 @@ Load texture from image data
|
|||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int ltexturesLoadTextureFromImage( lua_State *L ) {
|
int ltexturesLoadTextureFromImage( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
|
|
||||||
uluaPushTexture( L, LoadTextureFromImage( *image ) );
|
uluaPushTexture( L, LoadTextureFromImage( *image ) );
|
||||||
|
|
||||||
@@ -931,7 +931,7 @@ Load cubemap from image, multiple image cubemap layouts supported
|
|||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int ltexturesLoadTextureCubemap( lua_State *L ) {
|
int ltexturesLoadTextureCubemap( lua_State *L ) {
|
||||||
Image *image = luaL_checkudata( L, 1, "Image" );
|
Image *image = uluaGetImage( L, 1 );
|
||||||
int layout = luaL_checkinteger( L, 2 );
|
int layout = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
uluaPushTexture( L, LoadTextureCubemap( *image, layout ) );
|
uluaPushTexture( L, LoadTextureCubemap( *image, layout ) );
|
||||||
@@ -949,7 +949,7 @@ Load Texture from data
|
|||||||
int ltexturesLoadTextureFromData( lua_State *L ) {
|
int ltexturesLoadTextureFromData( lua_State *L ) {
|
||||||
luaL_checktype( L, 1, LUA_TTABLE );
|
luaL_checktype( L, 1, LUA_TTABLE );
|
||||||
|
|
||||||
Texture2D texture = { 0 };
|
Texture texture = { 0 };
|
||||||
|
|
||||||
int t = 1;
|
int t = 1;
|
||||||
lua_pushnil( L );
|
lua_pushnil( L );
|
||||||
@@ -1012,11 +1012,11 @@ int ltexturesLoadRenderTextureFromData( lua_State *L ) {
|
|||||||
renTexture.id = (unsigned int)luaL_checkinteger( L, -1 );
|
renTexture.id = (unsigned int)luaL_checkinteger( L, -1 );
|
||||||
}
|
}
|
||||||
else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||||
Texture *texture = luaL_checkudata( L, -1, "Texture" );
|
Texture *texture = uluaGetTexture( L, -1 );
|
||||||
renTexture.texture = *texture;
|
renTexture.texture = *texture;
|
||||||
}
|
}
|
||||||
else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||||
Texture *depth = luaL_checkudata( L, -1, "Texture" );
|
Texture *depth = uluaGetTexture( L, -1 );
|
||||||
renTexture.depth = *depth;
|
renTexture.depth = *depth;
|
||||||
}
|
}
|
||||||
lua_pop( L, 1 );
|
lua_pop( L, 1 );
|
||||||
@@ -1026,7 +1026,6 @@ int ltexturesLoadRenderTextureFromData( lua_State *L ) {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
> isReady = RL.IsTextureReady( Texture texture )
|
> isReady = RL.IsTextureReady( Texture texture )
|
||||||
|
|
||||||
@@ -1035,7 +1034,7 @@ Check if a texture is ready
|
|||||||
- Success return bool
|
- Success return bool
|
||||||
*/
|
*/
|
||||||
int ltexturesIsTextureReady( lua_State *L ) {
|
int ltexturesIsTextureReady( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
lua_pushboolean( L, IsTextureReady( *texture ) );
|
lua_pushboolean( L, IsTextureReady( *texture ) );
|
||||||
|
|
||||||
@@ -1049,7 +1048,7 @@ Update GPU texture with new data
|
|||||||
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||||
*/
|
*/
|
||||||
int ltexturesUpdateTexture( lua_State *L ) {
|
int ltexturesUpdateTexture( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
size_t len = uluaGetTableLenIndex( L, 2 );
|
size_t len = uluaGetTableLenIndex( L, 2 );
|
||||||
|
|
||||||
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
|
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
|
||||||
@@ -1087,7 +1086,7 @@ Update GPU texture rectangle with new data
|
|||||||
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
|
||||||
*/
|
*/
|
||||||
int ltexturesUpdateTextureRec( lua_State *L ) {
|
int ltexturesUpdateTextureRec( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
Rectangle rec = uluaGetRectangleIndex( L, 2 );
|
||||||
size_t len = uluaGetTableLenIndex( L, 3 );
|
size_t len = uluaGetTableLenIndex( L, 3 );
|
||||||
|
|
||||||
@@ -1131,7 +1130,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
|
|||||||
Draw a Texture2D
|
Draw a Texture2D
|
||||||
*/
|
*/
|
||||||
int ltexturesDrawTexture( lua_State *L ) {
|
int ltexturesDrawTexture( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Vector2 pos = uluaGetVector2Index( L, 2 );
|
Vector2 pos = uluaGetVector2Index( L, 2 );
|
||||||
Color color = uluaGetColorIndex( L, 3 );
|
Color color = uluaGetColorIndex( L, 3 );
|
||||||
|
|
||||||
@@ -1145,7 +1144,7 @@ int ltexturesDrawTexture( lua_State *L ) {
|
|||||||
Draw a part of a texture defined by a rectangle
|
Draw a part of a texture defined by a rectangle
|
||||||
*/
|
*/
|
||||||
int ltexturesDrawTextureRec( lua_State *L ) {
|
int ltexturesDrawTextureRec( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
|
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
|
||||||
Vector2 pos = uluaGetVector2Index( L, 3 );
|
Vector2 pos = uluaGetVector2Index( L, 3 );
|
||||||
Color tint = uluaGetColorIndex( L, 4 );
|
Color tint = uluaGetColorIndex( L, 4 );
|
||||||
@@ -1160,7 +1159,7 @@ int ltexturesDrawTextureRec( lua_State *L ) {
|
|||||||
Draw a part of a texture defined by a rectangle with "pro" parameters
|
Draw a part of a texture defined by a rectangle with "pro" parameters
|
||||||
*/
|
*/
|
||||||
int ltexturesDrawTexturePro( lua_State *L ) {
|
int ltexturesDrawTexturePro( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
|
Rectangle srcRect = uluaGetRectangleIndex( L, 2 );
|
||||||
Rectangle dstRect = uluaGetRectangleIndex( L, 3 );
|
Rectangle dstRect = uluaGetRectangleIndex( L, 3 );
|
||||||
Vector2 origin = uluaGetVector2Index( L, 4 );
|
Vector2 origin = uluaGetVector2Index( L, 4 );
|
||||||
@@ -1178,7 +1177,7 @@ int ltexturesDrawTexturePro( lua_State *L ) {
|
|||||||
Draws a texture (or part of it) that stretches or shrinks nicely
|
Draws a texture (or part of it) that stretches or shrinks nicely
|
||||||
*/
|
*/
|
||||||
int ltexturesDrawTextureNPatch( lua_State *L ) {
|
int ltexturesDrawTextureNPatch( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
NPatchInfo nPatchInfo = uluaGetNPatchInfoIndex( L, 2 );
|
NPatchInfo nPatchInfo = uluaGetNPatchInfoIndex( L, 2 );
|
||||||
Rectangle dest = uluaGetRectangleIndex( L, 3 );
|
Rectangle dest = uluaGetRectangleIndex( L, 3 );
|
||||||
Vector2 origin = uluaGetVector2Index( L, 4 );
|
Vector2 origin = uluaGetVector2Index( L, 4 );
|
||||||
@@ -1196,7 +1195,7 @@ int ltexturesDrawTextureNPatch( lua_State *L ) {
|
|||||||
Begin drawing to render texture
|
Begin drawing to render texture
|
||||||
*/
|
*/
|
||||||
int ltexturesBeginTextureMode( lua_State *L ) {
|
int ltexturesBeginTextureMode( lua_State *L ) {
|
||||||
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
|
RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 );
|
||||||
|
|
||||||
BeginTextureMode( *renderTexture );
|
BeginTextureMode( *renderTexture );
|
||||||
|
|
||||||
@@ -1224,7 +1223,7 @@ int ltexturesEndTextureMode( lua_State *L ) {
|
|||||||
Generate GPU mipmaps for a texture
|
Generate GPU mipmaps for a texture
|
||||||
*/
|
*/
|
||||||
int ltexturesGenTextureMipmaps( lua_State *L ) {
|
int ltexturesGenTextureMipmaps( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
GenTextureMipmaps( texture );
|
GenTextureMipmaps( texture );
|
||||||
|
|
||||||
@@ -1237,7 +1236,7 @@ int ltexturesGenTextureMipmaps( lua_State *L ) {
|
|||||||
Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...)
|
Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...)
|
||||||
*/
|
*/
|
||||||
int ltexturesSetTextureFilter( lua_State *L ) {
|
int ltexturesSetTextureFilter( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
int filter = luaL_checkinteger( L, 2 );
|
int filter = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
SetTextureFilter( *texture, filter );
|
SetTextureFilter( *texture, filter );
|
||||||
@@ -1251,7 +1250,7 @@ int ltexturesSetTextureFilter( lua_State *L ) {
|
|||||||
Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...)
|
Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...)
|
||||||
*/
|
*/
|
||||||
int ltexturesSetTextureWrap( lua_State *L ) {
|
int ltexturesSetTextureWrap( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
int wrap = luaL_checkinteger( L, 2 );
|
int wrap = luaL_checkinteger( L, 2 );
|
||||||
|
|
||||||
SetTextureWrap( *texture, wrap );
|
SetTextureWrap( *texture, wrap );
|
||||||
@@ -1267,7 +1266,7 @@ Get OpenGL texture id
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetTextureId( lua_State *L ) {
|
int ltexturesGetTextureId( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, texture->id );
|
lua_pushinteger( L, texture->id );
|
||||||
|
|
||||||
@@ -1282,7 +1281,7 @@ Get texture size
|
|||||||
- Success return Vector2
|
- Success return Vector2
|
||||||
*/
|
*/
|
||||||
int ltexturesGetTextureSize( lua_State *L ) {
|
int ltexturesGetTextureSize( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
uluaPushVector2( L, (Vector2){ texture->width, texture->height } );
|
uluaPushVector2( L, (Vector2){ texture->width, texture->height } );
|
||||||
|
|
||||||
@@ -1297,7 +1296,7 @@ Get texture mipmaps. Mipmap levels, 1 by default
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetTextureMipmaps( lua_State *L ) {
|
int ltexturesGetTextureMipmaps( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, texture->mipmaps );
|
lua_pushinteger( L, texture->mipmaps );
|
||||||
|
|
||||||
@@ -1312,7 +1311,7 @@ Get texture data format (PixelFormat type)
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetTextureFormat( lua_State *L ) {
|
int ltexturesGetTextureFormat( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, texture->format );
|
lua_pushinteger( L, texture->format );
|
||||||
|
|
||||||
@@ -1331,7 +1330,7 @@ Get OpenGL framebuffer object id
|
|||||||
- Success return int
|
- Success return int
|
||||||
*/
|
*/
|
||||||
int ltexturesGetRenderTextureId( lua_State *L ) {
|
int ltexturesGetRenderTextureId( lua_State *L ) {
|
||||||
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
|
RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 );
|
||||||
|
|
||||||
lua_pushinteger( L, renderTexture->id );
|
lua_pushinteger( L, renderTexture->id );
|
||||||
|
|
||||||
@@ -1341,14 +1340,14 @@ int ltexturesGetRenderTextureId( lua_State *L ) {
|
|||||||
/*
|
/*
|
||||||
> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
|
> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
|
||||||
|
|
||||||
Get color buffer attachment texture
|
Get color buffer attachment texture. Returns as lightuserdata
|
||||||
|
|
||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int ltexturesGetRenderTextureTexture( lua_State *L ) {
|
int ltexturesGetRenderTextureTexture( lua_State *L ) {
|
||||||
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
|
RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 );
|
||||||
|
|
||||||
uluaPushTexture( L, renderTexture->texture );
|
lua_pushlightuserdata( L, &renderTexture->texture );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@@ -1356,14 +1355,14 @@ int ltexturesGetRenderTextureTexture( lua_State *L ) {
|
|||||||
/*
|
/*
|
||||||
> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
|
> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
|
||||||
|
|
||||||
Get depth buffer attachment texture
|
Get depth buffer attachment texture. Returns as lightuserdata
|
||||||
|
|
||||||
- Success return Texture
|
- Success return Texture
|
||||||
*/
|
*/
|
||||||
int ltexturesGetRenderTextureDepthTexture( lua_State *L ) {
|
int ltexturesGetRenderTextureDepthTexture( lua_State *L ) {
|
||||||
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
|
RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 );
|
||||||
|
|
||||||
uluaPushTexture( L, renderTexture->depth );
|
lua_pushlightuserdata( L, &renderTexture->depth );
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@@ -1569,7 +1568,7 @@ Get pixel color from source texture
|
|||||||
- Success return Color
|
- Success return Color
|
||||||
*/
|
*/
|
||||||
int ltexturesGetPixelColor( lua_State *L ) {
|
int ltexturesGetPixelColor( lua_State *L ) {
|
||||||
Texture *texture = luaL_checkudata( L, 1, "Texture" );
|
Texture *texture = uluaGetTexture( L, 1 );
|
||||||
Vector2 pos = uluaGetVector2Index( L, 2 );
|
Vector2 pos = uluaGetVector2Index( L, 2 );
|
||||||
Image srcImage = LoadImageFromTexture( *texture );
|
Image srcImage = LoadImageFromTexture( *texture );
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user