This commit is contained in:
jussi
2022-04-05 01:38:03 +03:00
parent 2a46afbf91
commit fbfe1e0cb6
13 changed files with 458 additions and 11 deletions

46
API.md
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@@ -547,6 +547,12 @@ HUEBAR_SELECTOR_HEIGHT
HUEBAR_SELECTOR_OVERFLOW HUEBAR_SELECTOR_OVERFLOW
## Globals - LightType
LIGHT_DIRECTIONAL
LIGHT_POINT
## Types ## Types
Raylib structs in Lua Raylib structs in Lua
@@ -1151,6 +1157,24 @@ Get shader attribute location
--- ---
> success = RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
Set shader location index
- Failure return false
- Success return true
---
> location = RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )
Get shader location index
- Failure return false
- Success return int
---
> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat ) > success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
Set shader uniform value ( matrix 4x4 ) Set shader uniform value ( matrix 4x4 )
@@ -3953,3 +3977,25 @@ Check icon pixel value
- Success return bool - Success return bool
--- ---
## Lights - Basics
---
> light = RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
Create a light and get shader locations
- Failure return -1
- Success return int
---
> success = RL_UpdateLightValues( Shader shader, Light light )
Send light properties to shader
- Failure return false
- Success return true
---

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@@ -2,6 +2,7 @@ Current {
} }
Backlog { Backlog {
* Set reguirement for two arguments in Shader load functions.
* More and better examples * More and better examples
* Core * Core
@@ -13,6 +14,7 @@ Backlog {
* String management. At least TextSplit. * String management. At least TextSplit.
* Audio * Audio
* Wave * Wave
* Raymath * Raymath
* Quaternions * Quaternions
* Physac * Physac

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@@ -142,6 +142,7 @@ local sourceFiles = {
"src/audio.c", "src/audio.c",
"src/rmath.c", "src/rmath.c",
"src/rgui.c", "src/rgui.c",
"src/lights.c",
} }
for _, src in ipairs( sourceFiles ) do for _, src in ipairs( sourceFiles ) do

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@@ -2,6 +2,7 @@
/* Validators. */ /* Validators. */
bool validCamera3D( size_t id ); bool validCamera3D( size_t id );
bool validShader( size_t id );
/* Window. */ /* Window. */
int lcoreIsWindowReady( lua_State *L ); int lcoreIsWindowReady( lua_State *L );
int lcoreIsWindowFullscreen( lua_State *L ); int lcoreIsWindowFullscreen( lua_State *L );
@@ -61,6 +62,8 @@ int lcoreBeginShaderMode( lua_State *L );
int lcoreEndShaderMode( lua_State *L ); int lcoreEndShaderMode( lua_State *L );
int lcoreGetShaderLocation( lua_State *L ); int lcoreGetShaderLocation( lua_State *L );
int lcoreGetShaderLocationAttrib( lua_State *L ); int lcoreGetShaderLocationAttrib( lua_State *L );
int lcoreSetShaderLocationIndex( lua_State *L );
int lcoreGetShaderLocationIndex( lua_State *L );
int lcoreSetShaderValueMatrix( lua_State *L ); int lcoreSetShaderValueMatrix( lua_State *L );
int lcoreSetShaderValueTexture( lua_State *L ); int lcoreSetShaderValueTexture( lua_State *L );
int lcoreSetShaderValue( lua_State *L ); int lcoreSetShaderValue( lua_State *L );

7
include/lights.h Normal file
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@@ -0,0 +1,7 @@
#pragma once
/* Validators. */
bool validLight( size_t id );
/* Basics. */
int llightsCreateLight( lua_State *L );
int llightsUpdateLightValues( lua_State *L );

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@@ -11,6 +11,8 @@
#include <string.h> #include <string.h>
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#include "raygui.h"
#include "rlights.h"
#include "rlgl.h" #include "rlgl.h"
#include <lua.h> #include <lua.h>
#include <lualib.h> #include <lualib.h>

183
include/rlights.h Normal file
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@@ -0,0 +1,183 @@
/**********************************************************************************************
*
* raylib.lights - Some useful functions to deal with lights data
*
* CONFIGURATION:
*
* #define RLIGHTS_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLIGHTS_H
#define RLIGHTS_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Light data
typedef struct {
int type;
Vector3 position;
Vector3 target;
Color color;
bool enabled;
// Shader locations
int enabledLoc;
int typeLoc;
int posLoc;
int targetLoc;
int colorLoc;
} Light;
// Light type
typedef enum {
LIGHT_DIRECTIONAL,
LIGHT_POINT
} LightType;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
#ifdef __cplusplus
}
#endif
#endif // RLIGHTS_H
/***********************************************************************************
*
* RLIGHTS IMPLEMENTATION
*
************************************************************************************/
#if defined(RLIGHTS_IMPLEMENTATION)
#include "raylib.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static int lightsCount = 0; // Current amount of created lights
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Create a light and get shader locations
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
{
Light light = { 0 };
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = position;
light.target = target;
light.color = color;
// TODO: Below code doesn't look good to me,
// it assumes a specific shader naming and structure
// Probably this implementation could be improved
char enabledName[32] = "lights[x].enabled\0";
char typeName[32] = "lights[x].type\0";
char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0";
// Set location name [x] depending on lights count
enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount;
targetName[7] = '0' + lightsCount;
colorName[7] = '0' + lightsCount;
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
// Send light properties to shader
// NOTE: Light shader locations should be available
void UpdateLightValues(Shader shader, Light light)
{
// Send to shader light enabled state and type
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
// Send to shader light color values
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
}
#endif // RLIGHTS_IMPLEMENTATION

View File

@@ -62,6 +62,10 @@ typedef struct {
Shader **shaders; Shader **shaders;
size_t shaderCount; size_t shaderCount;
size_t shaderAlloc; size_t shaderAlloc;
/* Lights. */
Light **lights;
size_t lightCount;
size_t lightAlloc;
} State; } State;
extern State *state; extern State *state;

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@@ -44,7 +44,7 @@ bool validCamera3D( size_t id ) {
} }
} }
static inline bool validShader( size_t id ) { bool validShader( size_t id ) {
if ( id < 0 || state->shaderCount < id || state->shaders[ id ] == NULL ) { if ( id < 0 || state->shaderCount < id || state->shaders[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid shader", id ); TraceLog( LOG_WARNING, "%s %d", "Invalid shader", id );
return false; return false;
@@ -859,8 +859,8 @@ int lcoreLoadShader( lua_State *L ) {
} }
state->shaders[i] = malloc( sizeof( Shader ) ); state->shaders[i] = malloc( sizeof( Shader ) );
// *state->shaders[i] = LoadShader( lua_tostring( L, -2 ), lua_tostring( L, -1 ) ); // *state->shaders[i] = LoadShader( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
// *state->shaders[i] = LoadShader( vsFileName, fsFileName ); *state->shaders[i] = LoadShader( vsFileName, fsFileName );
*state->shaders[i] = LoadShader( 0, fsFileName ); // *state->shaders[i] = LoadShader( 0, fsFileName );
lua_pushinteger( L, i ); lua_pushinteger( L, i );
checkShaderRealloc( i ); checkShaderRealloc( i );
@@ -876,13 +876,23 @@ Load shader from code strings and bind default locations
- Success return int - Success return int
*/ */
//TODO Should also allow only one shader.
int lcoreLoadShaderFromMemory( lua_State *L ) { int lcoreLoadShaderFromMemory( lua_State *L ) {
if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) { // if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" ); // TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
lua_pushinteger( L, -1 ); // lua_pushinteger( L, -1 );
return 1; // return 1;
// }
char fs[ STRING_LEN ] = { '\0' };
char vs[ STRING_LEN ] = { '\0' };
if ( lua_isstring( L, -1 ) ) {
strcpy( fs, lua_tostring( L, -1 ) );
} }
if ( lua_isstring( L, -2 ) ) {
strcpy( vs, lua_tostring( L, -2 ) );
}
int i = 0; int i = 0;
for ( i = 0; i < state->shaderCount; i++ ) { for ( i = 0; i < state->shaderCount; i++ ) {
@@ -891,7 +901,8 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
} }
} }
state->shaders[i] = malloc( sizeof( Shader ) ); state->shaders[i] = malloc( sizeof( Shader ) );
*state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) ); // *state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
*state->shaders[i] = LoadShaderFromMemory( vs, fs );
lua_pushinteger( L, i ); lua_pushinteger( L, i );
checkShaderRealloc( i ); checkShaderRealloc( i );
@@ -985,6 +996,63 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) {
return 1; return 1;
} }
/*
> success = RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
Set shader location index
- Failure return false
- Success return true
*/
int lcoreSetShaderLocationIndex( lua_State *L ) {
if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )" );
lua_pushboolean( L, false );
return 1;
}
int location = lua_tointeger( L, -1 );
lua_pop( L, 1 );
int shaderLocationIndex = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->shaders[ shaderId ]->locs[ shaderLocationIndex ] = location;
lua_pushboolean( L, true );
return 1;
}
/*
> location = RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )
Get shader location index
- Failure return false
- Success return int
*/
int lcoreGetShaderLocationIndex( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )" );
lua_pushboolean( L, false );
return 1;
}
int shaderLocationIndex = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, state->shaders[ shaderId ]->locs[ shaderLocationIndex ] );
return 1;
}
/* /*
> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat ) > success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )

108
src/lights.c Normal file
View File

@@ -0,0 +1,108 @@
#include "main.h"
#include "state.h"
#include "lua_core.h"
#include "core.h"
#include "lights.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
static void checkLightRealloc( int i ) {
if ( i == state->lightCount ) {
state->lightCount++;
}
if ( state->lightCount == state->lightAlloc ) {
state->lightAlloc += ALLOC_PAGE_SIZE;
state->lights = realloc( state->lights, state->lightAlloc * sizeof( Light* ) );
for ( i = state->lightCount; i < state->lightAlloc; i++ ) {
state->lights[i] = NULL;
}
}
}
bool validLight( size_t id ) {
if ( id < 0 || state->lightCount < id || state->lights[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid light", id );
return false;
}
else {
return true;
}
}
/*
## Lights - Basics
*/
/*
> light = RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
Create a light and get shader locations
- Failure return -1
- Success return int
*/
int llightsCreateLight( lua_State *L ) {
if ( !lua_isnumber( L, -5 ) || !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )" );
lua_pushinteger( L, -1 );
return 1;
}
size_t shaderId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 target = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
lua_pop( L, 1 );
int type = lua_tointeger( L, -1 );
int i = 0;
for ( i = 0; i < state->lightCount; i++ ) {
if ( state->lights[i] == NULL ) {
break;
}
}
state->lights[i] = malloc( sizeof( Light ) );
*state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
lua_pushinteger( L, i );
checkLightRealloc( i );
return 1;
}
/*
> success = RL_UpdateLightValues( Shader shader, Light light )
Send light properties to shader
- Failure return false
- Success return true
*/
int llightsUpdateLightValues( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateLightValues( Shader shader, Light light )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
UpdateLightValues( *state->shaders[ shaderId ], *state->lights[ lightId ] );
lua_pushboolean( L, true );
return 1;
}

View File

@@ -9,7 +9,7 @@
#include "audio.h" #include "audio.h"
#include "rmath.h" #include "rmath.h"
#include "rgui.h" #include "rgui.h"
#include "raygui.h" #include "lights.h"
static void assignGlobalInt( int value, const char *name ) { static void assignGlobalInt( int value, const char *name ) {
lua_State *L = state->luaState; lua_State *L = state->luaState;
@@ -289,6 +289,9 @@ void defineGlobals() {
assignGlobalInt( HUEBAR_PADDING, "HUEBAR_PADDING" ); assignGlobalInt( HUEBAR_PADDING, "HUEBAR_PADDING" );
assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" ); assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" );
assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" ); assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" );
/* LightType */
assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" );
assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" );
/*DOC_END*/ /*DOC_END*/
} }
@@ -530,6 +533,8 @@ void luaRegister() {
lua_register( L, "RL_EndShaderMode", lcoreEndShaderMode ); lua_register( L, "RL_EndShaderMode", lcoreEndShaderMode );
lua_register( L, "RL_GetShaderLocation", lcoreGetShaderLocation ); lua_register( L, "RL_GetShaderLocation", lcoreGetShaderLocation );
lua_register( L, "RL_GetShaderLocationAttrib", lcoreGetShaderLocationAttrib ); lua_register( L, "RL_GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
lua_register( L, "RL_SetShaderLocationIndex", lcoreSetShaderLocationIndex );
lua_register( L, "RL_GetShaderLocationIndex", lcoreGetShaderLocationIndex );
lua_register( L, "RL_SetShaderValueMatrix", lcoreSetShaderValueMatrix ); lua_register( L, "RL_SetShaderValueMatrix", lcoreSetShaderValueMatrix );
lua_register( L, "RL_SetShaderValueTexture", lcoreSetShaderValueTexture ); lua_register( L, "RL_SetShaderValueTexture", lcoreSetShaderValueTexture );
lua_register( L, "RL_SetShaderValue", lcoreSetShaderValue ); lua_register( L, "RL_SetShaderValue", lcoreSetShaderValue );
@@ -879,6 +884,10 @@ void luaRegister() {
lua_register( L, "RL_GuiSetIconPixel", lguiGuiSetIconPixel ); lua_register( L, "RL_GuiSetIconPixel", lguiGuiSetIconPixel );
lua_register( L, "RL_GuiClearIconPixel", lguiGuiClearIconPixel ); lua_register( L, "RL_GuiClearIconPixel", lguiGuiClearIconPixel );
lua_register( L, "RL_GuiCheckIconPixel", lguiGuiCheckIconPixel ); lua_register( L, "RL_GuiCheckIconPixel", lguiGuiCheckIconPixel );
/* Lights */
/* Basics. */
lua_register( L, "RL_CreateLight", llightsCreateLight );
lua_register( L, "RL_UpdateLightValues", llightsUpdateLightValues );
} }
/* Lua util functions. */ /* Lua util functions. */

View File

@@ -1321,7 +1321,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
} }
} }
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) { else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
/* TODO Shader when implemented. */ state->materials[i]->shader = *state->shaders[ lua_tointeger( L, -1 ) ];
} }
lua_pop( L, 1 ); lua_pop( L, 1 );
} }

View File

@@ -61,6 +61,10 @@ bool stateInit( const char *exePath ) {
state->shaderAlloc = ALLOC_PAGE_SIZE; state->shaderAlloc = ALLOC_PAGE_SIZE;
state->shaderCount = 0; state->shaderCount = 0;
state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) ); state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
/* Lights. */
state->lightAlloc = ALLOC_PAGE_SIZE;
state->lightCount = 0;
state->lights = malloc( state->lightAlloc * sizeof( Light* ) );
for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) { for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
state->images[i] = NULL; state->images[i] = NULL;
@@ -72,6 +76,7 @@ bool stateInit( const char *exePath ) {
state->models[i] = NULL; state->models[i] = NULL;
state->animations[i] = NULL; state->animations[i] = NULL;
state->shaders[i] = NULL; state->shaders[i] = NULL;
state->lights[i] = NULL;
/* The ones we want to save the first. */ /* The ones we want to save the first. */
if ( 0 < i ) { if ( 0 < i ) {
@@ -152,6 +157,9 @@ void stateFree() {
} }
for ( int i = 0; i < state->materialCount; ++i ) { for ( int i = 0; i < state->materialCount; ++i ) {
if ( state->materials[i] != NULL ) { if ( state->materials[i] != NULL ) {
/* Prevent unloading shader that would result in double free when freeing shaders. */
state->materials[i]->shader.id = rlGetShaderIdDefault();
UnloadMaterial( *state->materials[i] ); UnloadMaterial( *state->materials[i] );
free( state->materials[i] ); free( state->materials[i] );
} }
@@ -168,6 +176,11 @@ void stateFree() {
free( state->shaders[i] ); free( state->shaders[i] );
} }
} }
for ( int i = 0; i < state->lightCount; ++i ) {
if ( state->lights[i] != NULL ) {
free( state->lights[i] );
}
}
if ( IsAudioDeviceReady() ) { if ( IsAudioDeviceReady() ) {
CloseAudioDevice(); CloseAudioDevice();
@@ -190,5 +203,6 @@ void stateFree() {
free( state->models ); free( state->models );
free( state->animations ); free( state->animations );
free( state->shaders ); free( state->shaders );
free( state->lights );
free( state ); free( state );
} }