Light property functions and basic light example.
This commit is contained in:
90
API.md
90
API.md
@@ -6520,6 +6520,96 @@ Send light properties to shader
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---
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---
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> success = RL.SetLightType( Light light, int type )
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Set light type
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- Failure return false
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- Success return true
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---
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> success = RL.SetLightPosition( Light light, Vector3 position )
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Set light position
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- Failure return false
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- Success return true
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---
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> success = RL.SetLightTarget( Light light, Vector3 target )
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Set light target
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- Failure return false
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- Success return true
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---
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> success = RL.SetLightColor( Light light, Color color )
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Set light color
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- Failure return false
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- Success return true
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---
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> success = RL.SetLightEnabled( Light light, bool enabled )
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Set light enabled
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- Failure return false
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- Success return true
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---
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> type = RL.GetLightType( Light light )
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Get light type
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- Failure return false
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- Success return int
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---
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> position = RL.GetLightPosition( Light light )
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Get light position
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- Failure return false
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- Success return Vector3
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---
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> target = RL.GetLightTarget( Light light )
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Get light target
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- Failure return false
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- Success return Vector3
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---
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> color = RL.GetLightColor( Light light )
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Get light color
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- Failure return false
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- Success return Color
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---
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> enabled = RL.IsLightEnabled( Light light )
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Get light enabled
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- Failure return nil
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- Success return boolean
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---
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## RLGL - General render state
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## RLGL - General render state
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---
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---
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@@ -5335,6 +5335,81 @@ function RL.CreateLight( type, position, target, color, shader ) end
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---@return any success
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---@return any success
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function RL.UpdateLightValues( shader, light ) end
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function RL.UpdateLightValues( shader, light ) end
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---Set light type
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---- Failure return false
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---- Success return true
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---@param light any
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---@param type integer
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---@return any success
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function RL.SetLightType( light, type ) end
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---Set light position
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---- Failure return false
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---- Success return true
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---@param light any
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---@param position table
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---@return any success
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function RL.SetLightPosition( light, position ) end
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---Set light target
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---- Failure return false
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---- Success return true
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---@param light any
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---@param target table
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---@return any success
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function RL.SetLightTarget( light, target ) end
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---Set light color
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---- Failure return false
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---- Success return true
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---@param light any
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---@param color table
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---@return any success
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function RL.SetLightColor( light, color ) end
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---Set light enabled
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---- Failure return false
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---- Success return true
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---@param light any
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---@param enabled boolean
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---@return any success
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function RL.SetLightEnabled( light, enabled ) end
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---Get light type
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---- Failure return false
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---- Success return int
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---@param light any
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---@return any type
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function RL.GetLightType( light ) end
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---Get light position
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---- Failure return false
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---- Success return Vector3
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---@param light any
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---@return any position
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function RL.GetLightPosition( light ) end
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---Get light target
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---- Failure return false
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---- Success return Vector3
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---@param light any
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---@return any target
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function RL.GetLightTarget( light ) end
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---Get light color
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---- Failure return false
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---- Success return Color
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---@param light any
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---@return any color
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function RL.GetLightColor( light ) end
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---Get light enabled
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---- Failure return nil
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---- Success return boolean
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---@param light any
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---@return any enabled
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function RL.IsLightEnabled( light ) end
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-- RLGL - General render state
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-- RLGL - General render state
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---Enable color blending
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---Enable color blending
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@@ -13,6 +13,7 @@ KEY CHANGES:
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- CHANGED: Can now have multiple Music objects like other Raylib objects instead of just one.
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- CHANGED: Can now have multiple Music objects like other Raylib objects instead of just one.
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- CHANGED: Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
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- CHANGED: Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
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- ADDED: Material getter functions.
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- ADDED: Material getter functions.
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- ADDED: Light property functions.
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Detailed changes:
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Detailed changes:
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- FIXED: uluaGetRay was looking for integers instead of tables.
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- FIXED: uluaGetRay was looking for integers instead of tables.
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4
devnotes
4
devnotes
@@ -1,11 +1,9 @@
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Current {
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Current {
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* Review GenMeshCustom indices.
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}
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}
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Backlog {
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Backlog {
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* Platformer example physics process for true framerate independence.
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* Platformer example physics process for true framerate independence.
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* Extend color lib functionality.
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* Extend color lib functionality.
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* Tilemap clib. Fast tilemap draw and clib example.
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* IsWaveReady and other Is* ready functions.
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* IsWaveReady and other Is* ready functions.
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* Text
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* Text
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@@ -23,7 +21,7 @@ Backlog {
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* ImageBlurGaussian
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* ImageBlurGaussian
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* Models
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* Models
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* LoadMaterials
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* LoadMaterials
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* DrawBillboardPro
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* Needs Testing
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* Needs Testing
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* UpdateTexture
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* UpdateTexture
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* UpdateTextureRec
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* UpdateTextureRec
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140
examples/basic_lighting/main.lua
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140
examples/basic_lighting/main.lua
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@@ -0,0 +1,140 @@
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-- Based on raylib [shaders] example - basic lighting by Chris Camacho (@codifies)
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-- https://github.com/TSnake41/raylib-lua/blob/master/examples/textures_bunnymark.lua
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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Vec3 = require( "vector3" )
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Cam3D = require( "camera3d" )
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local monitor = 0
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local camera = {}
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local plane = -1
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local cube = -1
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local material = -1
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local shader = -1
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local lights = {}
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function RL.init()
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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local winSize = Vec2:new( 1028, 720 )
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RL.SetWindowTitle( "Simple Lighting" )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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-- Define the camera to look into our 3d world.
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camera = Cam3D:new()
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camera:setPosition( { 0, 4, 12 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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-- camera.mode = camera.MODES.ORBITAL
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camera.mode = camera.MODES.FIRST_PERSON
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RL.HideCursor()
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-- Generate meshes.
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plane = RL.GenMeshPlane( 10, 10, 3, 3 )
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cube = RL.GenMeshCube( { 2, 4, 2 } )
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-- Load basic lighting shader.
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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-- Shader folders.
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local glslDir = {
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-- [ RL.RL_OPENGL_11 ] = "glsl100",
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-- [ RL.RL_OPENGL_21 ] = "glsl120",
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[ RL.RL_OPENGL_33 ] = "glsl330",
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[ RL.RL_OPENGL_43 ] = "glsl330",
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-- [ RL.RL_OPENGL_ES_20 ] = "glsl120",
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}
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local prefix = RL.GetBasePath().."../resources/shaders/"..glslDir[ RL.rlGetVersion() ].."/"
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shader = RL.LoadShader( prefix.."lighting.vs", prefix.."lighting.fs" )
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-- Get some required shader locations.
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local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
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RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
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--[[
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NOTE: "matModel" location name is automatically assigned on shader loading,
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no need to get the location again if using that uniform name.
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]]--
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-- Ambient light level (some basic lighting).
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local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
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RL.SetShaderValue( shader, ambientLoc, { 0.1, 0.1, 0.1, 1.0 }, RL.SHADER_UNIFORM_VEC4 )
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-- Create material.
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local materialData = {
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shader = shader,
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maps = {
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{
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RL.MATERIAL_MAP_ALBEDO,
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{
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color = RL.WHITE,
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},
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},
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},
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}
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material = RL.CreateMaterial( materialData )
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-- Create lights.
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, -2 }, RL.Vector3Zero(), RL.YELLOW, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, 2 }, RL.Vector3Zero(), RL.RED, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, 2 }, RL.Vector3Zero(), RL.GREEN, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
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end
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function RL.process( delta )
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camera:process( delta )
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-- Check key inputs to enable/disable lights.
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if RL.IsKeyPressed( RL.KEY_Y ) then
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RL.SetLightEnabled( lights[1], not RL.IsLightEnabled( lights[1] ) )
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end
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if RL.IsKeyPressed( RL.KEY_R ) then
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RL.SetLightEnabled( lights[2], not RL.IsLightEnabled( lights[2] ) )
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end
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if RL.IsKeyPressed( RL.KEY_G ) then
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RL.SetLightEnabled( lights[3], not RL.IsLightEnabled( lights[3] ) )
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end
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if RL.IsKeyPressed( RL.KEY_B ) then
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RL.SetLightEnabled( lights[4], not RL.IsLightEnabled( lights[4] ) )
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end
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-- Update light values (actually, only enable/disable them).
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for _, light in ipairs( lights ) do
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RL.UpdateLightValues( shader, light )
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end
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end
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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-- Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }).
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local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
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RL.SetShaderValue( shader, loc, camera:getPosition():arr(), RL.SHADER_UNIFORM_VEC3 )
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camera:beginMode3D()
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RL.DrawMesh( plane, material, RL.MatrixIdentity() )
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RL.DrawMesh( cube, material, RL.MatrixIdentity() )
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-- Draw spheres to show where the lights are.
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for _, light in ipairs( lights ) do
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if RL.IsLightEnabled( light ) then
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RL.DrawSphereEx( RL.GetLightPosition( light ), 0.2, 8, 8, RL.GetLightColor( light ) )
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else
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RL.DrawSphereWires( RL.GetLightPosition( light ), 0.2, 8, 8, RL.ColorAlpha( RL.GetLightColor( light ), 0.3 ) )
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end
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end
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camera:endMode3D()
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RL.DrawText( 0, "Use keys [Y][R][G][B] to toggle lights", { 10, 10 }, 20, 4, RL.DARKGRAY )
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end
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@@ -27,7 +27,6 @@ function RL.init()
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camera:setUp( { 0, 1, 0 } )
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camera:setUp( { 0, 1, 0 } )
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-- camera.mode = camera.MODES.ORBITAL
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-- camera.mode = camera.MODES.ORBITAL
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camera.mode = camera.MODES.FREE
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camera.mode = camera.MODES.FREE
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-- camera.mode = camera.MODES.FIRST_PERSON
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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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@@ -47,7 +47,7 @@ end
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-- Raygui.
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-- Raygui.
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Raygui = {
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local Raygui = {
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RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
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RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
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elements = {},
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elements = {},
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@@ -64,6 +64,9 @@ function Raygui.process()
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return
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return
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end
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end
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-- Focused is 0 if not over any element.
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Raygui.focused = 0
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for i = #Raygui.elements, 1, -1 do
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for i = #Raygui.elements, 1, -1 do
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local element = Raygui.elements[i]
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local element = Raygui.elements[i]
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25
examples/resources/shaders/glsl330/base.fs
Normal file
25
examples/resources/shaders/glsl330/base.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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||||||
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// NOTE: Implement here your fragment shader code
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finalColor = texelColor*colDiffuse;
|
||||||
|
}
|
||||||
|
|
||||||
26
examples/resources/shaders/glsl330/base.vs
Normal file
26
examples/resources/shaders/glsl330/base.vs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
in vec2 vertexTexCoord;
|
||||||
|
in vec3 vertexNormal;
|
||||||
|
in vec4 vertexColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 mvp;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
out vec2 fragTexCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Send vertex attributes to fragment shader
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
fragColor = vertexColor;
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
||||||
32
examples/resources/shaders/glsl330/lighting.vs
Normal file
32
examples/resources/shaders/glsl330/lighting.vs
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
in vec2 vertexTexCoord;
|
||||||
|
in vec3 vertexNormal;
|
||||||
|
in vec4 vertexColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 mvp;
|
||||||
|
uniform mat4 matModel;
|
||||||
|
uniform mat4 matNormal;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
out vec3 fragPosition;
|
||||||
|
out vec2 fragTexCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
out vec3 fragNormal;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Send vertex attributes to fragment shader
|
||||||
|
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
fragColor = vertexColor;
|
||||||
|
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
||||||
@@ -5,3 +5,13 @@ bool validLight( size_t id );
|
|||||||
/* Basics. */
|
/* Basics. */
|
||||||
int llightsCreateLight( lua_State *L );
|
int llightsCreateLight( lua_State *L );
|
||||||
int llightsUpdateLightValues( lua_State *L );
|
int llightsUpdateLightValues( lua_State *L );
|
||||||
|
int llightsSetLightType( lua_State *L );
|
||||||
|
int llightsSetLightPosition( lua_State *L );
|
||||||
|
int llightsSetLightTarget( lua_State *L );
|
||||||
|
int llightsSetLightColor( lua_State *L );
|
||||||
|
int llightsSetLightEnabled( lua_State *L );
|
||||||
|
int llightsGetLightType( lua_State *L );
|
||||||
|
int llightsGetLightPosition( lua_State *L );
|
||||||
|
int llightsGetLightTarget( lua_State *L );
|
||||||
|
int llightsGetLightColor( lua_State *L );
|
||||||
|
int llightsIsLightEnabled( lua_State *L );
|
||||||
|
|||||||
260
src/lights.c
260
src/lights.c
@@ -108,3 +108,263 @@ int llightsUpdateLightValues( lua_State *L ) {
|
|||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> success = RL.SetLightType( Light light, int type )
|
||||||
|
|
||||||
|
Set light type
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return true
|
||||||
|
*/
|
||||||
|
int llightsSetLightType( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
int type = lua_tointeger( L, 2 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
state->lights[ lightId ]->type = type;
|
||||||
|
lua_pushboolean( L, true );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> success = RL.SetLightPosition( Light light, Vector3 position )
|
||||||
|
|
||||||
|
Set light position
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return true
|
||||||
|
*/
|
||||||
|
int llightsSetLightPosition( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
state->lights[ lightId ]->position = position;
|
||||||
|
lua_pushboolean( L, true );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> success = RL.SetLightTarget( Light light, Vector3 target )
|
||||||
|
|
||||||
|
Set light target
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return true
|
||||||
|
*/
|
||||||
|
int llightsSetLightTarget( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
Vector3 target = uluaGetVector3Index( L, 2 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
state->lights[ lightId ]->target = target;
|
||||||
|
lua_pushboolean( L, true );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> success = RL.SetLightColor( Light light, Color color )
|
||||||
|
|
||||||
|
Set light color
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return true
|
||||||
|
*/
|
||||||
|
int llightsSetLightColor( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
Color color = uluaGetColorIndex( L, 2 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
state->lights[ lightId ]->color = color;
|
||||||
|
lua_pushboolean( L, true );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> success = RL.SetLightEnabled( Light light, bool enabled )
|
||||||
|
|
||||||
|
Set light enabled
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return true
|
||||||
|
*/
|
||||||
|
int llightsSetLightEnabled( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
bool enabled = lua_toboolean( L, 2 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
state->lights[ lightId ]->enabled = enabled;
|
||||||
|
lua_pushboolean( L, true );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> type = RL.GetLightType( Light light )
|
||||||
|
|
||||||
|
Get light type
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return int
|
||||||
|
*/
|
||||||
|
int llightsGetLightType( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightType( Light light )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
lua_pushinteger( L, state->lights[ lightId ]->type );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> position = RL.GetLightPosition( Light light )
|
||||||
|
|
||||||
|
Get light position
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return Vector3
|
||||||
|
*/
|
||||||
|
int llightsGetLightPosition( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightPosition( Light light )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
uluaPushVector3( L, state->lights[ lightId ]->position );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> target = RL.GetLightTarget( Light light )
|
||||||
|
|
||||||
|
Get light target
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return Vector3
|
||||||
|
*/
|
||||||
|
int llightsGetLightTarget( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightTarget( Light light )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
uluaPushVector3( L, state->lights[ lightId ]->target );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> color = RL.GetLightColor( Light light )
|
||||||
|
|
||||||
|
Get light color
|
||||||
|
|
||||||
|
- Failure return false
|
||||||
|
- Success return Color
|
||||||
|
*/
|
||||||
|
int llightsGetLightColor( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightColor( Light light )" );
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushboolean( L, false );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
uluaPushColor( L, state->lights[ lightId ]->color );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
> enabled = RL.IsLightEnabled( Light light )
|
||||||
|
|
||||||
|
Get light enabled
|
||||||
|
|
||||||
|
- Failure return nil
|
||||||
|
- Success return boolean
|
||||||
|
*/
|
||||||
|
int llightsIsLightEnabled( lua_State *L ) {
|
||||||
|
if ( !lua_isnumber( L, 1 ) ) {
|
||||||
|
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
|
||||||
|
lua_pushnil( L );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
size_t lightId = lua_tointeger( L, 1 );
|
||||||
|
|
||||||
|
if ( !validLight( lightId ) ) {
|
||||||
|
lua_pushnil( L );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
lua_pushboolean( L, state->lights[ lightId ]->enabled );
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|||||||
@@ -1358,6 +1358,16 @@ void luaRegister() {
|
|||||||
/* Basics. */
|
/* Basics. */
|
||||||
assingGlobalFunction( "CreateLight", llightsCreateLight );
|
assingGlobalFunction( "CreateLight", llightsCreateLight );
|
||||||
assingGlobalFunction( "UpdateLightValues", llightsUpdateLightValues );
|
assingGlobalFunction( "UpdateLightValues", llightsUpdateLightValues );
|
||||||
|
assingGlobalFunction( "SetLightType", llightsSetLightType );
|
||||||
|
assingGlobalFunction( "SetLightPosition", llightsSetLightPosition );
|
||||||
|
assingGlobalFunction( "SetLightTarget", llightsSetLightTarget );
|
||||||
|
assingGlobalFunction( "SetLightColor", llightsSetLightColor );
|
||||||
|
assingGlobalFunction( "SetLightEnabled", llightsSetLightEnabled );
|
||||||
|
assingGlobalFunction( "GetLightType", llightsGetLightType );
|
||||||
|
assingGlobalFunction( "GetLightPosition", llightsGetLightPosition );
|
||||||
|
assingGlobalFunction( "GetLightTarget", llightsGetLightTarget );
|
||||||
|
assingGlobalFunction( "GetLightColor", llightsGetLightColor );
|
||||||
|
assingGlobalFunction( "IsLightEnabled", llightsIsLightEnabled );
|
||||||
|
|
||||||
/* RLGL */
|
/* RLGL */
|
||||||
/* General render state. */
|
/* General render state. */
|
||||||
|
|||||||
Reference in New Issue
Block a user