Lights.
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108
src/lights.c
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108
src/lights.c
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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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