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-rw-r--r--API.md90
-rw-r--r--ReiLua_API.lua75
-rw-r--r--changelog1
-rw-r--r--devnotes4
-rw-r--r--examples/basic_lighting/main.lua140
-rw-r--r--examples/free_camera3d/main.lua1
-rw-r--r--examples/resources/lib/raygui.lua5
-rw-r--r--examples/resources/shaders/glsl330/base.fs25
-rw-r--r--examples/resources/shaders/glsl330/base.vs26
-rw-r--r--examples/resources/shaders/glsl330/lighting.vs32
-rw-r--r--include/lights.h10
-rw-r--r--src/lights.c260
-rw-r--r--src/lua_core.c10
13 files changed, 674 insertions, 5 deletions
diff --git a/API.md b/API.md
index d3cfdb4..bea07de 100644
--- a/API.md
+++ b/API.md
@@ -6520,6 +6520,96 @@ Send light properties to shader
---
+> success = RL.SetLightType( Light light, int type )
+
+Set light type
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.SetLightPosition( Light light, Vector3 position )
+
+Set light position
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.SetLightTarget( Light light, Vector3 target )
+
+Set light target
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.SetLightColor( Light light, Color color )
+
+Set light color
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.SetLightEnabled( Light light, bool enabled )
+
+Set light enabled
+
+- Failure return false
+- Success return true
+
+---
+
+> type = RL.GetLightType( Light light )
+
+Get light type
+
+- Failure return false
+- Success return int
+
+---
+
+> position = RL.GetLightPosition( Light light )
+
+Get light position
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> target = RL.GetLightTarget( Light light )
+
+Get light target
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> color = RL.GetLightColor( Light light )
+
+Get light color
+
+- Failure return false
+- Success return Color
+
+---
+
+> enabled = RL.IsLightEnabled( Light light )
+
+Get light enabled
+
+- Failure return nil
+- Success return boolean
+
+---
+
## RLGL - General render state
---
diff --git a/ReiLua_API.lua b/ReiLua_API.lua
index 0ace7f4..54ab8ba 100644
--- a/ReiLua_API.lua
+++ b/ReiLua_API.lua
@@ -5335,6 +5335,81 @@ function RL.CreateLight( type, position, target, color, shader ) end
---@return any success
function RL.UpdateLightValues( shader, light ) end
+---Set light type
+---- Failure return false
+---- Success return true
+---@param light any
+---@param type integer
+---@return any success
+function RL.SetLightType( light, type ) end
+
+---Set light position
+---- Failure return false
+---- Success return true
+---@param light any
+---@param position table
+---@return any success
+function RL.SetLightPosition( light, position ) end
+
+---Set light target
+---- Failure return false
+---- Success return true
+---@param light any
+---@param target table
+---@return any success
+function RL.SetLightTarget( light, target ) end
+
+---Set light color
+---- Failure return false
+---- Success return true
+---@param light any
+---@param color table
+---@return any success
+function RL.SetLightColor( light, color ) end
+
+---Set light enabled
+---- Failure return false
+---- Success return true
+---@param light any
+---@param enabled boolean
+---@return any success
+function RL.SetLightEnabled( light, enabled ) end
+
+---Get light type
+---- Failure return false
+---- Success return int
+---@param light any
+---@return any type
+function RL.GetLightType( light ) end
+
+---Get light position
+---- Failure return false
+---- Success return Vector3
+---@param light any
+---@return any position
+function RL.GetLightPosition( light ) end
+
+---Get light target
+---- Failure return false
+---- Success return Vector3
+---@param light any
+---@return any target
+function RL.GetLightTarget( light ) end
+
+---Get light color
+---- Failure return false
+---- Success return Color
+---@param light any
+---@return any color
+function RL.GetLightColor( light ) end
+
+---Get light enabled
+---- Failure return nil
+---- Success return boolean
+---@param light any
+---@return any enabled
+function RL.IsLightEnabled( light ) end
+
-- RLGL - General render state
---Enable color blending
diff --git a/changelog b/changelog
index 75facb0..586eb57 100644
--- a/changelog
+++ b/changelog
@@ -13,6 +13,7 @@ KEY CHANGES:
- CHANGED: Can now have multiple Music objects like other Raylib objects instead of just one.
- CHANGED: Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
- ADDED: Material getter functions.
+ - ADDED: Light property functions.
Detailed changes:
- FIXED: uluaGetRay was looking for integers instead of tables.
diff --git a/devnotes b/devnotes
index 9dd7344..5e6d655 100644
--- a/devnotes
+++ b/devnotes
@@ -1,11 +1,9 @@
Current {
- * Review GenMeshCustom indices.
}
Backlog {
* Platformer example physics process for true framerate independence.
* Extend color lib functionality.
- * Tilemap clib. Fast tilemap draw and clib example.
* IsWaveReady and other Is* ready functions.
* Text
@@ -23,7 +21,7 @@ Backlog {
* ImageBlurGaussian
* Models
* LoadMaterials
- * DrawBillboardPro
+
* Needs Testing
* UpdateTexture
* UpdateTextureRec
diff --git a/examples/basic_lighting/main.lua b/examples/basic_lighting/main.lua
new file mode 100644
index 0000000..5db21b3
--- /dev/null
+++ b/examples/basic_lighting/main.lua
@@ -0,0 +1,140 @@
+-- Based on raylib [shaders] example - basic lighting by Chris Camacho (@codifies)
+-- https://github.com/TSnake41/raylib-lua/blob/master/examples/textures_bunnymark.lua
+
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Util = require( "utillib" )
+Vec2 = require( "vector2" )
+Vec3 = require( "vector3" )
+Cam3D = require( "camera3d" )
+
+local monitor = 0
+local camera = {}
+
+local plane = -1
+local cube = -1
+local material = -1
+local shader = -1
+local lights = {}
+
+function RL.init()
+ local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
+ local winSize = Vec2:new( 1028, 720 )
+
+ RL.SetWindowTitle( "Simple Lighting" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
+
+ -- Define the camera to look into our 3d world.
+ camera = Cam3D:new()
+
+ camera:setPosition( { 0, 4, 12 } )
+ camera:setTarget( { 0, 0, 0 } )
+ camera:setUp( { 0, 1, 0 } )
+ -- camera.mode = camera.MODES.ORBITAL
+ camera.mode = camera.MODES.FIRST_PERSON
+
+ RL.HideCursor()
+
+ -- Generate meshes.
+ plane = RL.GenMeshPlane( 10, 10, 3, 3 )
+ cube = RL.GenMeshCube( { 2, 4, 2 } )
+
+ -- Load basic lighting shader.
+ -- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+
+ -- Shader folders.
+ local glslDir = {
+ -- [ RL.RL_OPENGL_11 ] = "glsl100",
+ -- [ RL.RL_OPENGL_21 ] = "glsl120",
+ [ RL.RL_OPENGL_33 ] = "glsl330",
+ [ RL.RL_OPENGL_43 ] = "glsl330",
+ -- [ RL.RL_OPENGL_ES_20 ] = "glsl120",
+ }
+ local prefix = RL.GetBasePath().."../resources/shaders/"..glslDir[ RL.rlGetVersion() ].."/"
+
+ shader = RL.LoadShader( prefix.."lighting.vs", prefix.."lighting.fs" )
+
+ -- Get some required shader locations.
+ local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
+ --[[
+ NOTE: "matModel" location name is automatically assigned on shader loading,
+ no need to get the location again if using that uniform name.
+ ]]--
+
+ -- Ambient light level (some basic lighting).
+ local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
+ RL.SetShaderValue( shader, ambientLoc, { 0.1, 0.1, 0.1, 1.0 }, RL.SHADER_UNIFORM_VEC4 )
+
+ -- Create material.
+ local materialData = {
+ shader = shader,
+ maps = {
+ {
+ RL.MATERIAL_MAP_ALBEDO,
+ {
+ color = RL.WHITE,
+ },
+ },
+ },
+ }
+ material = RL.CreateMaterial( materialData )
+
+ -- Create lights.
+ table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, -2 }, RL.Vector3Zero(), RL.YELLOW, shader ) )
+ table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, 2 }, RL.Vector3Zero(), RL.RED, shader ) )
+ table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, 2 }, RL.Vector3Zero(), RL.GREEN, shader ) )
+ table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
+end
+
+function RL.process( delta )
+ camera:process( delta )
+
+ -- Check key inputs to enable/disable lights.
+ if RL.IsKeyPressed( RL.KEY_Y ) then
+ RL.SetLightEnabled( lights[1], not RL.IsLightEnabled( lights[1] ) )
+ end
+ if RL.IsKeyPressed( RL.KEY_R ) then
+ RL.SetLightEnabled( lights[2], not RL.IsLightEnabled( lights[2] ) )
+ end
+ if RL.IsKeyPressed( RL.KEY_G ) then
+ RL.SetLightEnabled( lights[3], not RL.IsLightEnabled( lights[3] ) )
+ end
+ if RL.IsKeyPressed( RL.KEY_B ) then
+ RL.SetLightEnabled( lights[4], not RL.IsLightEnabled( lights[4] ) )
+ end
+
+ -- Update light values (actually, only enable/disable them).
+ for _, light in ipairs( lights ) do
+ RL.UpdateLightValues( shader, light )
+ end
+end
+
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+
+ -- Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }).
+ local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
+ RL.SetShaderValue( shader, loc, camera:getPosition():arr(), RL.SHADER_UNIFORM_VEC3 )
+
+ camera:beginMode3D()
+ RL.DrawMesh( plane, material, RL.MatrixIdentity() )
+ RL.DrawMesh( cube, material, RL.MatrixIdentity() )
+
+ -- Draw spheres to show where the lights are.
+ for _, light in ipairs( lights ) do
+ if RL.IsLightEnabled( light ) then
+ RL.DrawSphereEx( RL.GetLightPosition( light ), 0.2, 8, 8, RL.GetLightColor( light ) )
+ else
+ RL.DrawSphereWires( RL.GetLightPosition( light ), 0.2, 8, 8, RL.ColorAlpha( RL.GetLightColor( light ), 0.3 ) )
+ end
+ end
+
+ camera:endMode3D()
+
+ RL.DrawText( 0, "Use keys [Y][R][G][B] to toggle lights", { 10, 10 }, 20, 4, RL.DARKGRAY )
+end
diff --git a/examples/free_camera3d/main.lua b/examples/free_camera3d/main.lua
index 0945daf..be3195c 100644
--- a/examples/free_camera3d/main.lua
+++ b/examples/free_camera3d/main.lua
@@ -27,7 +27,6 @@ function RL.init()
camera:setUp( { 0, 1, 0 } )
-- camera.mode = camera.MODES.ORBITAL
camera.mode = camera.MODES.FREE
- -- camera.mode = camera.MODES.FIRST_PERSON
end
function RL.process( delta )
diff --git a/examples/resources/lib/raygui.lua b/examples/resources/lib/raygui.lua
index 1ebb3f0..69f5694 100644
--- a/examples/resources/lib/raygui.lua
+++ b/examples/resources/lib/raygui.lua
@@ -47,7 +47,7 @@ end
-- Raygui.
-Raygui = {
+local Raygui = {
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
elements = {},
@@ -64,6 +64,9 @@ function Raygui.process()
return
end
+ -- Focused is 0 if not over any element.
+ Raygui.focused = 0
+
for i = #Raygui.elements, 1, -1 do
local element = Raygui.elements[i]
diff --git a/examples/resources/shaders/glsl330/base.fs b/examples/resources/shaders/glsl330/base.fs
new file mode 100644
index 0000000..6b50062
--- /dev/null
+++ b/examples/resources/shaders/glsl330/base.fs
@@ -0,0 +1,25 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // NOTE: Implement here your fragment shader code
+
+ finalColor = texelColor*colDiffuse;
+}
+
diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs
new file mode 100644
index 0000000..8cc2abb
--- /dev/null
+++ b/examples/resources/shaders/glsl330/base.vs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/lighting.vs b/examples/resources/shaders/glsl330/lighting.vs
new file mode 100644
index 0000000..f8ec45f
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lighting.vs
@@ -0,0 +1,32 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/include/lights.h b/include/lights.h
index 2b483b3..1268d86 100644
--- a/include/lights.h
+++ b/include/lights.h
@@ -5,3 +5,13 @@ bool validLight( size_t id );
/* Basics. */
int llightsCreateLight( lua_State *L );
int llightsUpdateLightValues( lua_State *L );
+int llightsSetLightType( lua_State *L );
+int llightsSetLightPosition( lua_State *L );
+int llightsSetLightTarget( lua_State *L );
+int llightsSetLightColor( lua_State *L );
+int llightsSetLightEnabled( lua_State *L );
+int llightsGetLightType( lua_State *L );
+int llightsGetLightPosition( lua_State *L );
+int llightsGetLightTarget( lua_State *L );
+int llightsGetLightColor( lua_State *L );
+int llightsIsLightEnabled( lua_State *L );
diff --git a/src/lights.c b/src/lights.c
index 180cbd1..70ac011 100644
--- a/src/lights.c
+++ b/src/lights.c
@@ -108,3 +108,263 @@ int llightsUpdateLightValues( lua_State *L ) {
return 1;
}
+
+/*
+> success = RL.SetLightType( Light light, int type )
+
+Set light type
+
+- Failure return false
+- Success return true
+*/
+int llightsSetLightType( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+ int type = lua_tointeger( L, 2 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->lights[ lightId ]->type = type;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> success = RL.SetLightPosition( Light light, Vector3 position )
+
+Set light position
+
+- Failure return false
+- Success return true
+*/
+int llightsSetLightPosition( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+ Vector3 position = uluaGetVector3Index( L, 2 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->lights[ lightId ]->position = position;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> success = RL.SetLightTarget( Light light, Vector3 target )
+
+Set light target
+
+- Failure return false
+- Success return true
+*/
+int llightsSetLightTarget( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+ Vector3 target = uluaGetVector3Index( L, 2 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->lights[ lightId ]->target = target;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> success = RL.SetLightColor( Light light, Color color )
+
+Set light color
+
+- Failure return false
+- Success return true
+*/
+int llightsSetLightColor( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+ Color color = uluaGetColorIndex( L, 2 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->lights[ lightId ]->color = color;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> success = RL.SetLightEnabled( Light light, bool enabled )
+
+Set light enabled
+
+- Failure return false
+- Success return true
+*/
+int llightsSetLightEnabled( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+ bool enabled = lua_toboolean( L, 2 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->lights[ lightId ]->enabled = enabled;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> type = RL.GetLightType( Light light )
+
+Get light type
+
+- Failure return false
+- Success return int
+*/
+int llightsGetLightType( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightType( Light light )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ lua_pushinteger( L, state->lights[ lightId ]->type );
+
+ return 1;
+}
+
+/*
+> position = RL.GetLightPosition( Light light )
+
+Get light position
+
+- Failure return false
+- Success return Vector3
+*/
+int llightsGetLightPosition( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightPosition( Light light )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ uluaPushVector3( L, state->lights[ lightId ]->position );
+
+ return 1;
+}
+
+/*
+> target = RL.GetLightTarget( Light light )
+
+Get light target
+
+- Failure return false
+- Success return Vector3
+*/
+int llightsGetLightTarget( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightTarget( Light light )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ uluaPushVector3( L, state->lights[ lightId ]->target );
+
+ return 1;
+}
+
+/*
+> color = RL.GetLightColor( Light light )
+
+Get light color
+
+- Failure return false
+- Success return Color
+*/
+int llightsGetLightColor( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightColor( Light light )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ uluaPushColor( L, state->lights[ lightId ]->color );
+
+ return 1;
+}
+
+/*
+> enabled = RL.IsLightEnabled( Light light )
+
+Get light enabled
+
+- Failure return nil
+- Success return boolean
+*/
+int llightsIsLightEnabled( lua_State *L ) {
+ if ( !lua_isnumber( L, 1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
+ lua_pushnil( L );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, 1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushnil( L );
+ return 1;
+ }
+ lua_pushboolean( L, state->lights[ lightId ]->enabled );
+
+ return 1;
+}
diff --git a/src/lua_core.c b/src/lua_core.c
index a65c95a..e14395c 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -1358,6 +1358,16 @@ void luaRegister() {
/* Basics. */
assingGlobalFunction( "CreateLight", llightsCreateLight );
assingGlobalFunction( "UpdateLightValues", llightsUpdateLightValues );
+ assingGlobalFunction( "SetLightType", llightsSetLightType );
+ assingGlobalFunction( "SetLightPosition", llightsSetLightPosition );
+ assingGlobalFunction( "SetLightTarget", llightsSetLightTarget );
+ assingGlobalFunction( "SetLightColor", llightsSetLightColor );
+ assingGlobalFunction( "SetLightEnabled", llightsSetLightEnabled );
+ assingGlobalFunction( "GetLightType", llightsGetLightType );
+ assingGlobalFunction( "GetLightPosition", llightsGetLightPosition );
+ assingGlobalFunction( "GetLightTarget", llightsGetLightTarget );
+ assingGlobalFunction( "GetLightColor", llightsGetLightColor );
+ assingGlobalFunction( "IsLightEnabled", llightsIsLightEnabled );
/* RLGL */
/* General render state. */