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| author | jussi | 2023-10-31 17:15:48 +0200 |
|---|---|---|
| committer | jussi | 2023-10-31 17:15:48 +0200 |
| commit | b9903277bcea27a26fe591d10bdfcc4c2dc03654 (patch) | |
| tree | 3f0ef10571764a11b686cea427a2c490c37cc58e /src/rlgl.c | |
| parent | be39fd96344ee1f4f85ac5c63b4e5f9daf6e5171 (diff) | |
| download | reilua-enhanced-b9903277bcea27a26fe591d10bdfcc4c2dc03654.tar.gz reilua-enhanced-b9903277bcea27a26fe591d10bdfcc4c2dc03654.tar.bz2 reilua-enhanced-b9903277bcea27a26fe591d10bdfcc4c2dc03654.zip | |
Merged uluaGet*Index functions to uluaGet* functions.
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 46 |
1 files changed, 23 insertions, 23 deletions
@@ -57,7 +57,7 @@ int lrlglLoadIdentity( lua_State *L ) { Multiply the current matrix by a translation matrix */ int lrlglTranslatef( lua_State *L ) { - Vector3 translation = uluaGetVector3Index( L, 1 ); + Vector3 translation = uluaGetVector3( L, 1 ); rlTranslatef( translation.x, translation.y, translation.z ); @@ -71,7 +71,7 @@ Multiply the current matrix by a rotation matrix */ int lrlglRotatef( lua_State *L ) { float angle = luaL_checknumber( L, 1 ); - Vector3 rotation = uluaGetVector3Index( L, 2 ); + Vector3 rotation = uluaGetVector3( L, 2 ); rlRotatef( angle, rotation.x, rotation.y, rotation.z ); @@ -84,7 +84,7 @@ int lrlglRotatef( lua_State *L ) { Multiply the current matrix by a scaling matrix */ int lrlglScalef( lua_State *L ) { - Vector3 scale = uluaGetVector3Index( L, 1 ); + Vector3 scale = uluaGetVector3( L, 1 ); rlScalef( scale.x, scale.y, scale.z ); @@ -97,7 +97,7 @@ int lrlglScalef( lua_State *L ) { Multiply the current matrix by another matrix */ int lrlglMultMatrixf( lua_State *L ) { - Matrix matrix = uluaGetMatrixIndex( L, 1 ); + Matrix matrix = uluaGetMatrix( L, 1 ); float matf[16] = { matrix.m0, matrix.m4, matrix.m8, matrix.m12, @@ -153,7 +153,7 @@ Set the viewport area (transformation from normalized device coordinates to wind NOTE: We store current viewport dimensions */ int lrlglViewport( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); rlViewport( rect.x, rect.y, rect.width, rect.height ); @@ -192,7 +192,7 @@ int lrlglEnd( lua_State *L ) { Define one vertex (position) */ int lrlglVertex2f( lua_State *L ) { - Vector2 position = uluaGetVector2Index( L, 1 ); + Vector2 position = uluaGetVector2( L, 1 ); rlVertex2f( position.x, position.y ); @@ -205,7 +205,7 @@ int lrlglVertex2f( lua_State *L ) { Define one vertex (position) */ int lrlglVertex3f( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); rlVertex3f( position.x, position.y, position.z ); @@ -218,7 +218,7 @@ int lrlglVertex3f( lua_State *L ) { Define one vertex (texture coordinate) - 2 float */ int lrlglTexCoord2f( lua_State *L ) { - Vector2 texCoord = uluaGetVector2Index( L, 1 ); + Vector2 texCoord = uluaGetVector2( L, 1 ); rlTexCoord2f( texCoord.x, texCoord.y ); @@ -231,7 +231,7 @@ int lrlglTexCoord2f( lua_State *L ) { Define one vertex (normal) - 3 float */ int lrlglNormal3f( lua_State *L ) { - Vector3 normal = uluaGetVector3Index( L, 1 ); + Vector3 normal = uluaGetVector3( L, 1 ); rlNormal3f( normal.x, normal.y, normal.z ); @@ -244,7 +244,7 @@ int lrlglNormal3f( lua_State *L ) { Define one vertex (color) - 4 byte */ int lrlglColor4ub( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); rlColor4ub( color.r, color.g, color.b, color.a ); @@ -257,7 +257,7 @@ int lrlglColor4ub( lua_State *L ) { Define one vertex (color) - 3 float */ int lrlglColor3f( lua_State *L ) { - Vector3 color = uluaGetVector3Index( L, 1 ); + Vector3 color = uluaGetVector3( L, 1 ); rlColor3f( color.x, color.y, color.z ); @@ -270,7 +270,7 @@ int lrlglColor3f( lua_State *L ) { Define one vertex (color) - 4 float */ int lrlglColor4f( lua_State *L ) { - Vector4 color = uluaGetVector4Index( L, 1 ); + Vector4 color = uluaGetVector4( L, 1 ); rlColor4f( color.x, color.y, color.z, color.w ); @@ -657,7 +657,7 @@ int lrlglDisableScissorTest( lua_State *L ) { Scissor test */ int lrlglScissor( lua_State *L ) { - Rectangle area = uluaGetRectangleIndex( L, 1 ); + Rectangle area = uluaGetRectangle( L, 1 ); rlScissor( area.x, area.y, area.width, area.height ); @@ -773,7 +773,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) { Clear color buffer with color */ int lrlglClearColor( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); rlClearColor( color.r, color.g, color.b, color.a ); @@ -1142,7 +1142,7 @@ Set vertex attribute default value int lrlglSetVertexAttributeDefault( lua_State *L ) { int locIndex = luaL_checkinteger( L, 1 ); int attribType = luaL_checkinteger( L, 3 ); - int count = uluaGetTableLenIndex( L, 2 ); + int count = uluaGetTableLen( L, 2 ); float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; int t = 2; @@ -1231,7 +1231,7 @@ Load texture in GPU - Success return int */ int lrlglLoadTexture( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); int format = luaL_checkinteger( L, 2 ); int mipmapCount = luaL_checkinteger( L, 3 ); @@ -1248,7 +1248,7 @@ Load depth texture/renderbuffer (to be attached to fbo) - Success return int */ int lrlglLoadTextureDepth( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); bool useRenderBuffer = uluaGetBoolean( L, 2 ); lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) ); @@ -1279,7 +1279,7 @@ Load an empty framebuffer - Success return int */ int lrlglLoadFramebuffer( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) ); @@ -1445,7 +1445,7 @@ Set shader value matrix */ int lrlglSetUniformMatrix( lua_State *L ) { int locIndex = luaL_checkinteger( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Matrix mat = uluaGetMatrix( L, 2 ); rlSetUniformMatrix( locIndex, mat ); @@ -1620,7 +1620,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) { Set a custom projection matrix (replaces internal projection matrix) */ int lrlglSetMatrixProjection( lua_State *L ) { - rlSetMatrixProjection( uluaGetMatrixIndex( L, 1 ) ); + rlSetMatrixProjection( uluaGetMatrix( L, 1 ) ); return 0; } @@ -1631,7 +1631,7 @@ int lrlglSetMatrixProjection( lua_State *L ) { Set a custom modelview matrix (replaces internal modelview matrix) */ int lrlglSetMatrixModelview( lua_State *L ) { - rlSetMatrixModelview( uluaGetMatrixIndex( L, 1 ) ); + rlSetMatrixModelview( uluaGetMatrix( L, 1 ) ); return 0; } @@ -1642,7 +1642,7 @@ int lrlglSetMatrixModelview( lua_State *L ) { Set eyes projection matrices for stereo rendering */ int lrlglSetMatrixProjectionStereo( lua_State *L ) { - rlSetMatrixProjectionStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); + rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; } @@ -1653,7 +1653,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) { Set eyes view offsets matrices for stereo rendering */ int lrlglSetMatrixViewOffsetStereo( lua_State *L ) { - rlSetMatrixViewOffsetStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); + rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; } |
