371 lines
8.2 KiB
C
371 lines
8.2 KiB
C
#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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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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/*
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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, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
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|| !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) ) {
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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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int type = lua_tointeger( L, 1 );
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Vector3 position = uluaGetVector3Index( L, 2 );
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Vector3 target = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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size_t shaderId = lua_tointeger( L, 5 );
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int i = newLight();
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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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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, 1 ) || !lua_isnumber( L, 2 ) ) {
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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 shaderId = lua_tointeger( L, 1 );
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size_t lightId = lua_tointeger( 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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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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/*
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> success = 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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> success = 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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> success = 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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> success = 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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> success = 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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> type = RL.GetLightType( Light light )
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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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> position = RL.GetLightPosition( Light light )
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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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> target = RL.GetLightTarget( Light light )
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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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> color = RL.GetLightColor( Light light )
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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( LOG_WARNING, "%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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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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return 1;
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}
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/*
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> enabled = RL.IsLightEnabled( Light light )
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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( LOG_WARNING, "%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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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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return 1;
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}
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