Lights.
This commit is contained in:
86
src/core.c
86
src/core.c
@@ -44,7 +44,7 @@ bool validCamera3D( size_t id ) {
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}
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}
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static inline bool validShader( size_t id ) {
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bool validShader( size_t id ) {
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if ( id < 0 || state->shaderCount < id || state->shaders[ id ] == NULL ) {
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TraceLog( LOG_WARNING, "%s %d", "Invalid shader", id );
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return false;
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@@ -859,8 +859,8 @@ int lcoreLoadShader( lua_State *L ) {
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}
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state->shaders[i] = malloc( sizeof( Shader ) );
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// *state->shaders[i] = LoadShader( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
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// *state->shaders[i] = LoadShader( vsFileName, fsFileName );
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*state->shaders[i] = LoadShader( 0, fsFileName );
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*state->shaders[i] = LoadShader( vsFileName, fsFileName );
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// *state->shaders[i] = LoadShader( 0, fsFileName );
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lua_pushinteger( L, i );
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checkShaderRealloc( i );
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@@ -876,13 +876,23 @@ Load shader from code strings and bind default locations
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- Success return int
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*/
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//TODO Should also allow only one shader.
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int lcoreLoadShaderFromMemory( lua_State *L ) {
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if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
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lua_pushinteger( L, -1 );
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return 1;
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// if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
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// TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
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// lua_pushinteger( L, -1 );
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// return 1;
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// }
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char fs[ STRING_LEN ] = { '\0' };
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char vs[ STRING_LEN ] = { '\0' };
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if ( lua_isstring( L, -1 ) ) {
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strcpy( fs, lua_tostring( L, -1 ) );
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}
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if ( lua_isstring( L, -2 ) ) {
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strcpy( vs, lua_tostring( L, -2 ) );
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}
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int i = 0;
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for ( i = 0; i < state->shaderCount; i++ ) {
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@@ -891,7 +901,8 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
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}
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}
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state->shaders[i] = malloc( sizeof( Shader ) );
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*state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
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// *state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
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*state->shaders[i] = LoadShaderFromMemory( vs, fs );
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lua_pushinteger( L, i );
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checkShaderRealloc( i );
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@@ -985,6 +996,63 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
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Set shader location index
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- Failure return false
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- Success return true
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*/
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int lcoreSetShaderLocationIndex( lua_State *L ) {
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if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int location = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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int shaderLocationIndex = 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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if ( !validShader( shaderId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->shaders[ shaderId ]->locs[ shaderLocationIndex ] = location;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> location = RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )
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Get shader location index
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- Failure return false
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- Success return int
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*/
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int lcoreGetShaderLocationIndex( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int shaderLocationIndex = 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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if ( !validShader( shaderId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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lua_pushinteger( L, state->shaders[ shaderId ]->locs[ shaderLocationIndex ] );
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return 1;
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}
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/*
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> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
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108
src/lights.c
Normal file
108
src/lights.c
Normal file
@@ -0,0 +1,108 @@
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#include "main.h"
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#include "state.h"
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#include "lua_core.h"
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#include "core.h"
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#include "lights.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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static void checkLightRealloc( int i ) {
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if ( i == state->lightCount ) {
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state->lightCount++;
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}
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if ( state->lightCount == state->lightAlloc ) {
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state->lightAlloc += ALLOC_PAGE_SIZE;
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state->lights = realloc( state->lights, state->lightAlloc * sizeof( Light* ) );
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for ( i = state->lightCount; i < state->lightAlloc; i++ ) {
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state->lights[i] = NULL;
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}
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}
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}
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bool validLight( size_t id ) {
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if ( id < 0 || state->lightCount < id || state->lights[ id ] == NULL ) {
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TraceLog( LOG_WARNING, "%s %d", "Invalid light", id );
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return false;
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}
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else {
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return true;
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}
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}
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/*
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## Lights - Basics
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*/
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/*
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> light = RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
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Create a light and get shader locations
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- Failure return -1
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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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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 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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*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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/*
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> success = RL_UpdateLightValues( Shader shader, Light light )
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Send light properties to shader
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- Failure return false
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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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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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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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if ( !validShader( shaderId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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UpdateLightValues( *state->shaders[ shaderId ], *state->lights[ lightId ] );
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lua_pushboolean( L, true );
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return 1;
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}
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@@ -9,7 +9,7 @@
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#include "audio.h"
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#include "rmath.h"
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#include "rgui.h"
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#include "raygui.h"
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#include "lights.h"
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static void assignGlobalInt( int value, const char *name ) {
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lua_State *L = state->luaState;
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@@ -289,6 +289,9 @@ void defineGlobals() {
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assignGlobalInt( HUEBAR_PADDING, "HUEBAR_PADDING" );
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assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" );
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assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" );
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/* LightType */
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assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" );
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assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" );
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/*DOC_END*/
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}
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@@ -530,6 +533,8 @@ void luaRegister() {
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lua_register( L, "RL_EndShaderMode", lcoreEndShaderMode );
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lua_register( L, "RL_GetShaderLocation", lcoreGetShaderLocation );
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lua_register( L, "RL_GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
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lua_register( L, "RL_SetShaderLocationIndex", lcoreSetShaderLocationIndex );
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lua_register( L, "RL_GetShaderLocationIndex", lcoreGetShaderLocationIndex );
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lua_register( L, "RL_SetShaderValueMatrix", lcoreSetShaderValueMatrix );
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lua_register( L, "RL_SetShaderValueTexture", lcoreSetShaderValueTexture );
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lua_register( L, "RL_SetShaderValue", lcoreSetShaderValue );
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@@ -879,6 +884,10 @@ void luaRegister() {
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lua_register( L, "RL_GuiSetIconPixel", lguiGuiSetIconPixel );
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lua_register( L, "RL_GuiClearIconPixel", lguiGuiClearIconPixel );
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lua_register( L, "RL_GuiCheckIconPixel", lguiGuiCheckIconPixel );
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/* Lights */
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/* Basics. */
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lua_register( L, "RL_CreateLight", llightsCreateLight );
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lua_register( L, "RL_UpdateLightValues", llightsUpdateLightValues );
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}
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/* Lua util functions. */
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@@ -1321,7 +1321,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
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}
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}
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else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
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/* TODO Shader when implemented. */
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state->materials[i]->shader = *state->shaders[ lua_tointeger( L, -1 ) ];
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}
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lua_pop( L, 1 );
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}
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14
src/state.c
14
src/state.c
@@ -61,6 +61,10 @@ bool stateInit( const char *exePath ) {
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state->shaderAlloc = ALLOC_PAGE_SIZE;
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state->shaderCount = 0;
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state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
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/* Lights. */
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state->lightAlloc = ALLOC_PAGE_SIZE;
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state->lightCount = 0;
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state->lights = malloc( state->lightAlloc * sizeof( Light* ) );
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for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
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state->images[i] = NULL;
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@@ -72,6 +76,7 @@ bool stateInit( const char *exePath ) {
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state->models[i] = NULL;
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state->animations[i] = NULL;
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state->shaders[i] = NULL;
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state->lights[i] = NULL;
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/* The ones we want to save the first. */
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if ( 0 < i ) {
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@@ -152,6 +157,9 @@ void stateFree() {
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}
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for ( int i = 0; i < state->materialCount; ++i ) {
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if ( state->materials[i] != NULL ) {
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/* Prevent unloading shader that would result in double free when freeing shaders. */
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state->materials[i]->shader.id = rlGetShaderIdDefault();
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UnloadMaterial( *state->materials[i] );
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free( state->materials[i] );
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}
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@@ -168,6 +176,11 @@ void stateFree() {
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free( state->shaders[i] );
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}
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}
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for ( int i = 0; i < state->lightCount; ++i ) {
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if ( state->lights[i] != NULL ) {
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free( state->lights[i] );
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}
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}
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if ( IsAudioDeviceReady() ) {
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CloseAudioDevice();
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@@ -190,5 +203,6 @@ void stateFree() {
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free( state->models );
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free( state->animations );
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free( state->shaders );
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free( state->lights );
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free( state );
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}
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