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authorjussi2023-04-06 12:31:37 +0300
committerjussi2023-04-06 12:31:37 +0300
commit2526c9732e7ea35bc9ed3e43a4db77b7e6364c5a (patch)
tree825775577403d9341045571adb266173513c4bbd /examples/shaders/main.lua
parent198a74c0aa27389c062c47bc29187c58a9d6c4a1 (diff)
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All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
Diffstat (limited to 'examples/shaders/main.lua')
-rw-r--r--examples/shaders/main.lua70
1 files changed, 35 insertions, 35 deletions
diff --git a/examples/shaders/main.lua b/examples/shaders/main.lua
index a91f1ee..e5f59ed 100644
--- a/examples/shaders/main.lua
+++ b/examples/shaders/main.lua
@@ -8,27 +8,27 @@ local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
local secondsLoc
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
-
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
-
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
- textureSize = RL_GetTextureSize( texture )
- shader = RL_LoadShader( nil, RL_GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
-
- secondsLoc = RL_GetShaderLocation( shader, "secondes" )
- local sizeLoc = RL_GetShaderLocation( shader, "size" )
- local freqXLoc = RL_GetShaderLocation( shader, "freqX" )
- local freqYLoc = RL_GetShaderLocation( shader, "freqY" )
- local ampXLoc = RL_GetShaderLocation( shader, "ampX" )
- local ampYLoc = RL_GetShaderLocation( shader, "ampY" )
- local speedXLoc = RL_GetShaderLocation( shader, "speedX" )
- local speedYLoc = RL_GetShaderLocation( shader, "speedY" )
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
+
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
+ textureSize = RL.GetTextureSize( texture )
+ shader = RL.LoadShader( nil, RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
+
+ secondsLoc = RL.GetShaderLocation( shader, "secondes" )
+ local sizeLoc = RL.GetShaderLocation( shader, "size" )
+ local freqXLoc = RL.GetShaderLocation( shader, "freqX" )
+ local freqYLoc = RL.GetShaderLocation( shader, "freqY" )
+ local ampXLoc = RL.GetShaderLocation( shader, "ampX" )
+ local ampYLoc = RL.GetShaderLocation( shader, "ampY" )
+ local speedXLoc = RL.GetShaderLocation( shader, "speedX" )
+ local speedYLoc = RL.GetShaderLocation( shader, "speedY" )
local freqX = 25.0
local freqY = 25.0
@@ -37,25 +37,25 @@ function init()
local speedX = 8.0
local speedY = 8.0
- RL_SetShaderValue( shader, sizeLoc, textureSize, SHADER_UNIFORM_VEC2 )
- RL_SetShaderValue( shader, freqXLoc, { freqX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, freqYLoc, { freqY }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, ampXLoc, { ampX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, ampYLoc, { ampY }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, speedXLoc, { speedX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, speedYLoc, { speedY }, SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, sizeLoc, textureSize, RL.SHADER_UNIFORM_VEC2 )
+ RL.SetShaderValue( shader, freqXLoc, { freqX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, freqYLoc, { freqY }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, ampXLoc, { ampX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, ampYLoc, { ampY }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, speedXLoc, { speedX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, speedYLoc, { speedY }, RL.SHADER_UNIFORM_FLOAT )
end
local seconds = 0.0
-function draw()
- seconds = seconds + RL_GetFrameTime();
+function RL.draw()
+ seconds = seconds + RL.GetFrameTime();
- RL_SetShaderValue( shader, secondsLoc, { seconds }, SHADER_UNIFORM_FLOAT );
+ RL.SetShaderValue( shader, secondsLoc, { seconds }, RL.SHADER_UNIFORM_FLOAT );
- RL_ClearBackground( { 100, 150, 100 } )
+ RL.ClearBackground( { 100, 150, 100 } )
- RL_BeginShaderMode( shader )
- RL_DrawTexture( texture, { 0, 0 }, WHITE );
- RL_EndShaderMode()
+ RL.BeginShaderMode( shader )
+ RL.DrawTexture( texture, { 0, 0 }, RL.WHITE );
+ RL.EndShaderMode()
end