New object types for Wave, Sound, Music and Light.
This commit is contained in:
233
src/lights.c
233
src/lights.c
@@ -7,45 +7,6 @@
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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( state->logLevelInvalid, "%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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static int newLight() {
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int i = 0;
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for ( i = 0; i < state->lightCount; i++ ) {
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if ( state->lights[i] == NULL ) {
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break;
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}
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}
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state->lights[i] = malloc( sizeof( Light ) );
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checkLightRealloc( i );
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return i;
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}
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/*
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## Lights - Basics
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*/
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@@ -55,8 +16,7 @@ static int newLight() {
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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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- Success return Light
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*/
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int llightsCreateLight( lua_State *L ) {
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int type = luaL_checkinteger( L, 1 );
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@@ -65,9 +25,7 @@ int llightsCreateLight( lua_State *L ) {
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Color color = uluaGetColorIndex( L, 4 );
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Shader *shader = luaL_checkudata( L, 5, "Shader" );
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int i = newLight();
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*state->lights[i] = CreateLight( type, position, target, color, *shader );
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lua_pushinteger( L, i );
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uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
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return 1;
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}
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@@ -79,150 +37,81 @@ Send light properties to shader
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*/
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int llightsUpdateLightValues( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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size_t lightId = lua_tointeger( L, 2 );
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Light *light = luaL_checkudata( L, 2, "Light" );
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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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UpdateLightValues( *shader, *state->lights[ lightId ] );
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UpdateLightValues( *shader, *light );
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return 0;
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}
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/*
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> success = RL.SetLightType( Light light, int type )
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> RL.SetLightType( Light light, int type )
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Set light type
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- Failure return false
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- Success return true
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*/
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int llightsSetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
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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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int type = lua_tointeger( L, 2 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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int type = luaL_checkinteger( L, 2 );
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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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state->lights[ lightId ]->type = type;
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lua_pushboolean( L, true );
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light->type = type;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightPosition( Light light, Vector3 position )
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> RL.SetLightPosition( Light light, Vector3 position )
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Set light position
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- Failure return false
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- Success return true
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*/
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int llightsSetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
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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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Light *light = luaL_checkudata( L, 1, "Light" );
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Vector3 position = uluaGetVector3Index( L, 2 );
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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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state->lights[ lightId ]->position = position;
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lua_pushboolean( L, true );
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light->position = position;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightTarget( Light light, Vector3 target )
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> RL.SetLightTarget( Light light, Vector3 target )
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Set light target
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- Failure return false
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- Success return true
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*/
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int llightsSetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
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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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Light *light = luaL_checkudata( L, 1, "Light" );
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Vector3 target = uluaGetVector3Index( L, 2 );
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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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state->lights[ lightId ]->target = target;
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lua_pushboolean( L, true );
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light->target = target;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightColor( Light light, Color color )
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> RL.SetLightColor( Light light, Color color )
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Set light color
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- Failure return false
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- Success return true
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*/
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int llightsSetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
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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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Light *light = luaL_checkudata( L, 1, "Light" );
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Color color = uluaGetColorIndex( L, 2 );
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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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state->lights[ lightId ]->color = color;
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lua_pushboolean( L, true );
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light->color = color;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightEnabled( Light light, bool enabled )
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> RL.SetLightEnabled( Light light, bool enabled )
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Set light enabled
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- Failure return false
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- Success return true
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*/
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int llightsSetLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
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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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bool enabled = lua_toboolean( L, 2 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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bool enabled = uluaGetBoolean( L, 2 );
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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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state->lights[ lightId ]->enabled = enabled;
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lua_pushboolean( L, true );
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light->enabled = enabled;
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return 1;
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return 0;
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}
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/*
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@@ -230,22 +119,12 @@ int llightsSetLightEnabled( lua_State *L ) {
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Get light type
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- Failure return false
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- Success return int
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*/
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int llightsGetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightType( 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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Light *light = luaL_checkudata( L, 1, "Light" );
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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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lua_pushinteger( L, state->lights[ lightId ]->type );
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lua_pushinteger( L, light->type );
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return 1;
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}
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@@ -255,22 +134,12 @@ int llightsGetLightType( lua_State *L ) {
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Get light position
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightPosition( 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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Light *light = luaL_checkudata( L, 1, "Light" );
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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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uluaPushVector3( L, state->lights[ lightId ]->position );
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uluaPushVector3( L, light->position );
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return 1;
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}
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@@ -280,22 +149,12 @@ int llightsGetLightPosition( lua_State *L ) {
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Get light target
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightTarget( 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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Light *light = luaL_checkudata( L, 1, "Light" );
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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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uluaPushVector3( L, state->lights[ lightId ]->target );
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uluaPushVector3( L, light->target );
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return 1;
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}
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@@ -305,22 +164,12 @@ int llightsGetLightTarget( lua_State *L ) {
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Get light color
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- Failure return false
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- Success return Color
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*/
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int llightsGetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightColor( 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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Light *light = luaL_checkudata( L, 1, "Light" );
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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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uluaPushColor( L, state->lights[ lightId ]->color );
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uluaPushColor( L, light->color );
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return 1;
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}
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@@ -330,22 +179,12 @@ int llightsGetLightColor( lua_State *L ) {
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Get light enabled
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- Failure return nil
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- Success return boolean
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*/
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int llightsIsLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
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lua_pushnil( L );
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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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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, state->lights[ lightId ]->enabled );
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lua_pushboolean( L, light->enabled );
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return 1;
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}
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