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Diffstat (limited to 'examples/rlgl/main.lua')
| -rw-r--r-- | examples/rlgl/main.lua | 83 |
1 files changed, 0 insertions, 83 deletions
diff --git a/examples/rlgl/main.lua b/examples/rlgl/main.lua deleted file mode 100644 index 4b59419..0000000 --- a/examples/rlgl/main.lua +++ /dev/null @@ -1,83 +0,0 @@ --- Work In Progress! - -local monitor = 0 -local texture = -1 -local triSize = 32.0 -local vertices = { - 0.0, 0.0, 0.0, - 0.0, 0.0, triSize, - triSize, 0.0, triSize -} -local colors = { - 255, 0, 0, - 0, 255, 0, - 0, 0, 255 -} - -local VBO_VERTEX_POS = 0 -local VBO_COLOR_POS = 1 - -local mesh = { - vaoId = -1, - vboIds = { - vertices = -1, - colors = -1, - } -} - -local function uploadMesh() - mesh.vaoId = RL.rlLoadVertexArray() - - RL.rlEnableVertexArray( mesh.vaoId ) - - -- Vertices. - local vertexBuffer = RL.LoadBuffer( vertices, RL.BUFFER_FLOAT ) - mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertexBuffer, false ) - RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 ) - RL.rlEnableVertexAttribute( VBO_VERTEX_POS ) - - -- Colors. - local colorBuffer = RL.LoadBuffer( colors, RL.BUFFER_UNSIGNED_CHAR ) - mesh.vboIds.colors = RL.rlLoadVertexBuffer( colorBuffer, false ) - RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 ) - RL.rlEnableVertexAttribute( VBO_COLOR_POS ) - - RL.rlDisableVertexArray() - - print( "\nMesh:" ) - print( "\tvaoId: "..mesh.vaoId ) - print( "\tvboIds.vertices: "..mesh.vboIds.vertices ) - print( "\tvboIds.colors: "..mesh.vboIds.colors ) -end - -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 } ) - - uploadMesh() -end - -local function drawMesh() -end - -function RL.draw() - RL.ClearBackground( { 100, 150, 100 } ) -end - --- You need to manually free resources. -function RL.exit() - if 0 <= mesh.vaoId then - RL.rlUnloadVertexArray( mesh.vaoId ) - end - - for _, vboId in pairs( mesh.vboIds ) do - if 0 <= vboId then - RL.rlUnloadVertexBuffer( vboId ) - end - end -end
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