New argument style for rlgl, text, lights and math.
This commit is contained in:
48
src/lights.c
48
src/lights.c
@@ -32,6 +32,20 @@ bool validLight( size_t id ) {
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}
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}
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static int newLight() {
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int i = 0;
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for ( i = 0; i < state->lightCount; i++ ) {
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if ( state->lights[i] == NULL ) {
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break;
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}
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}
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state->lights[i] = malloc( sizeof( Light ) );
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checkLightRealloc( i );
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return i;
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}
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/*
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## Lights - Basics
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*/
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@@ -45,32 +59,21 @@ Create a light and get shader locations
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- Success return int
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*/
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int llightsCreateLight( lua_State *L ) {
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if ( !lua_isnumber( L, -5 ) || !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
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|| !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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size_t shaderId = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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Color color = uluaGetColor( L );
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lua_pop( L, 1 );
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Vector3 target = uluaGetVector3( L );
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lua_pop( L, 1 );
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Vector3 position = uluaGetVector3( L );
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lua_pop( L, 1 );
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int type = lua_tointeger( L, -1 );
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int type = lua_tointeger( L, 1 );
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Vector3 position = uluaGetVector3Index( L, 2 );
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Vector3 target = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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size_t shaderId = lua_tointeger( L, 5 );
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int i = 0;
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for ( i = 0; i < state->lightCount; i++ ) {
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if ( state->lights[i] == NULL ) {
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break;
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}
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}
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state->lights[i] = malloc( sizeof( Light ) );
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int i = newLight();
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*state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
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lua_pushinteger( L, i );
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checkLightRealloc( i );
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return 1;
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}
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@@ -84,14 +87,13 @@ Send light properties to shader
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- Success return true
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*/
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int llightsUpdateLightValues( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.UpdateLightValues( Shader shader, Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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size_t shaderId = lua_tointeger( L, -1 );
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size_t shaderId = lua_tointeger( L, 1 );
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size_t lightId = lua_tointeger( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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