Lights.
This commit is contained in:
46
API.md
46
API.md
@@ -547,6 +547,12 @@ HUEBAR_SELECTOR_HEIGHT
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HUEBAR_SELECTOR_OVERFLOW
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## Globals - LightType
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LIGHT_DIRECTIONAL
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LIGHT_POINT
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## Types
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Raylib structs in Lua
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@@ -1151,6 +1157,24 @@ Get shader attribute location
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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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> 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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> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
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Set shader uniform value ( matrix 4x4 )
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@@ -3953,3 +3977,25 @@ Check icon pixel value
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- Success return bool
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---
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## Lights - Basics
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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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> 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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2
devnotes
2
devnotes
@@ -2,6 +2,7 @@ Current {
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}
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Backlog {
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* Set reguirement for two arguments in Shader load functions.
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* More and better examples
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* Core
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@@ -13,6 +14,7 @@ Backlog {
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* String management. At least TextSplit.
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* Audio
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* Wave
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* Raymath
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* Quaternions
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* Physac
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@@ -142,6 +142,7 @@ local sourceFiles = {
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"src/audio.c",
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"src/rmath.c",
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"src/rgui.c",
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"src/lights.c",
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}
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for _, src in ipairs( sourceFiles ) do
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@@ -2,6 +2,7 @@
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/* Validators. */
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bool validCamera3D( size_t id );
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bool validShader( size_t id );
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/* Window. */
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int lcoreIsWindowReady( lua_State *L );
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int lcoreIsWindowFullscreen( lua_State *L );
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@@ -61,6 +62,8 @@ int lcoreBeginShaderMode( lua_State *L );
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int lcoreEndShaderMode( lua_State *L );
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int lcoreGetShaderLocation( lua_State *L );
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int lcoreGetShaderLocationAttrib( lua_State *L );
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int lcoreSetShaderLocationIndex( lua_State *L );
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int lcoreGetShaderLocationIndex( lua_State *L );
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int lcoreSetShaderValueMatrix( lua_State *L );
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int lcoreSetShaderValueTexture( lua_State *L );
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int lcoreSetShaderValue( lua_State *L );
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7
include/lights.h
Normal file
7
include/lights.h
Normal file
@@ -0,0 +1,7 @@
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#pragma once
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/* Validators. */
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bool validLight( size_t id );
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/* Basics. */
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int llightsCreateLight( lua_State *L );
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int llightsUpdateLightValues( lua_State *L );
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@@ -11,6 +11,8 @@
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#include <string.h>
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#include "raylib.h"
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#include "raymath.h"
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#include "raygui.h"
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#include "rlights.h"
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#include "rlgl.h"
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#include <lua.h>
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#include <lualib.h>
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183
include/rlights.h
Normal file
183
include/rlights.h
Normal file
@@ -0,0 +1,183 @@
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/**********************************************************************************************
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*
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* raylib.lights - Some useful functions to deal with lights data
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*
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* CONFIGURATION:
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*
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* #define RLIGHTS_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light data
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typedef struct {
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int type;
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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// Shader locations
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
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void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
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#ifdef __cplusplus
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}
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#endif
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#endif // RLIGHTS_H
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/***********************************************************************************
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*
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* RLIGHTS IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RLIGHTS_IMPLEMENTATION)
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
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{
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Light light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lightsCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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// Send to shader light color values
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float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
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(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
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}
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#endif // RLIGHTS_IMPLEMENTATION
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@@ -62,6 +62,10 @@ typedef struct {
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Shader **shaders;
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size_t shaderCount;
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size_t shaderAlloc;
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/* Lights. */
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Light **lights;
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size_t lightCount;
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size_t lightAlloc;
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} State;
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extern State *state;
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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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||||
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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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> success = RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
|
||||
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Set shader location index
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||||
|
||||
- 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 )
|
||||
|
||||
|
||||
108
src/lights.c
Normal file
108
src/lights.c
Normal 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;
|
||||
}
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "audio.h"
|
||||
#include "rmath.h"
|
||||
#include "rgui.h"
|
||||
#include "raygui.h"
|
||||
#include "lights.h"
|
||||
|
||||
static void assignGlobalInt( int value, const char *name ) {
|
||||
lua_State *L = state->luaState;
|
||||
@@ -289,6 +289,9 @@ void defineGlobals() {
|
||||
assignGlobalInt( HUEBAR_PADDING, "HUEBAR_PADDING" );
|
||||
assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" );
|
||||
assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" );
|
||||
/* LightType */
|
||||
assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" );
|
||||
assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" );
|
||||
/*DOC_END*/
|
||||
}
|
||||
|
||||
@@ -530,6 +533,8 @@ void luaRegister() {
|
||||
lua_register( L, "RL_EndShaderMode", lcoreEndShaderMode );
|
||||
lua_register( L, "RL_GetShaderLocation", lcoreGetShaderLocation );
|
||||
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_SetShaderValueTexture", lcoreSetShaderValueTexture );
|
||||
lua_register( L, "RL_SetShaderValue", lcoreSetShaderValue );
|
||||
@@ -879,6 +884,10 @@ void luaRegister() {
|
||||
lua_register( L, "RL_GuiSetIconPixel", lguiGuiSetIconPixel );
|
||||
lua_register( L, "RL_GuiClearIconPixel", lguiGuiClearIconPixel );
|
||||
lua_register( L, "RL_GuiCheckIconPixel", lguiGuiCheckIconPixel );
|
||||
/* Lights */
|
||||
/* Basics. */
|
||||
lua_register( L, "RL_CreateLight", llightsCreateLight );
|
||||
lua_register( L, "RL_UpdateLightValues", llightsUpdateLightValues );
|
||||
}
|
||||
|
||||
/* Lua util functions. */
|
||||
|
||||
@@ -1321,7 +1321,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
||||
}
|
||||
}
|
||||
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 );
|
||||
}
|
||||
|
||||
14
src/state.c
14
src/state.c
@@ -61,6 +61,10 @@ bool stateInit( const char *exePath ) {
|
||||
state->shaderAlloc = ALLOC_PAGE_SIZE;
|
||||
state->shaderCount = 0;
|
||||
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++ ) {
|
||||
state->images[i] = NULL;
|
||||
@@ -72,6 +76,7 @@ bool stateInit( const char *exePath ) {
|
||||
state->models[i] = NULL;
|
||||
state->animations[i] = NULL;
|
||||
state->shaders[i] = NULL;
|
||||
state->lights[i] = NULL;
|
||||
|
||||
/* The ones we want to save the first. */
|
||||
if ( 0 < i ) {
|
||||
@@ -152,6 +157,9 @@ void stateFree() {
|
||||
}
|
||||
for ( int i = 0; i < state->materialCount; ++i ) {
|
||||
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] );
|
||||
free( state->materials[i] );
|
||||
}
|
||||
@@ -168,6 +176,11 @@ void stateFree() {
|
||||
free( state->shaders[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->lightCount; ++i ) {
|
||||
if ( state->lights[i] != NULL ) {
|
||||
free( state->lights[i] );
|
||||
}
|
||||
}
|
||||
|
||||
if ( IsAudioDeviceReady() ) {
|
||||
CloseAudioDevice();
|
||||
@@ -190,5 +203,6 @@ void stateFree() {
|
||||
free( state->models );
|
||||
free( state->animations );
|
||||
free( state->shaders );
|
||||
free( state->lights );
|
||||
free( state );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user