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-rw-r--r--src/lights.c108
1 files changed, 108 insertions, 0 deletions
diff --git a/src/lights.c b/src/lights.c
new file mode 100644
index 0000000..381361e
--- /dev/null
+++ b/src/lights.c
@@ -0,0 +1,108 @@
+#include "main.h"
+#include "state.h"
+#include "lua_core.h"
+#include "core.h"
+#include "lights.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+static void checkLightRealloc( int i ) {
+ if ( i == state->lightCount ) {
+ state->lightCount++;
+ }
+
+ if ( state->lightCount == state->lightAlloc ) {
+ state->lightAlloc += ALLOC_PAGE_SIZE;
+ state->lights = realloc( state->lights, state->lightAlloc * sizeof( Light* ) );
+
+ for ( i = state->lightCount; i < state->lightAlloc; i++ ) {
+ state->lights[i] = NULL;
+ }
+ }
+}
+
+bool validLight( size_t id ) {
+ if ( id < 0 || state->lightCount < id || state->lights[ id ] == NULL ) {
+ TraceLog( LOG_WARNING, "%s %d", "Invalid light", id );
+ return false;
+ }
+ else {
+ return true;
+ }
+}
+
+/*
+## Lights - Basics
+*/
+
+/*
+> light = RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
+
+Create a light and get shader locations
+
+- Failure return -1
+- Success return int
+*/
+int llightsCreateLight( lua_State *L ) {
+ if ( !lua_isnumber( L, -5 ) || !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )" );
+ lua_pushinteger( L, -1 );
+ return 1;
+ }
+ size_t shaderId = lua_tointeger( L, -1 );
+ lua_pop( L, 1 );
+ Color color = uluaGetColor( L );
+ lua_pop( L, 1 );
+ Vector3 target = uluaGetVector3( L );
+ lua_pop( L, 1 );
+ Vector3 position = uluaGetVector3( L );
+ lua_pop( L, 1 );
+ int type = lua_tointeger( L, -1 );
+
+ int i = 0;
+
+ for ( i = 0; i < state->lightCount; i++ ) {
+ if ( state->lights[i] == NULL ) {
+ break;
+ }
+ }
+ state->lights[i] = malloc( sizeof( Light ) );
+ *state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
+ lua_pushinteger( L, i );
+ checkLightRealloc( i );
+
+ return 1;
+}
+
+/*
+> success = RL_UpdateLightValues( Shader shader, Light light )
+
+Send light properties to shader
+
+- Failure return false
+- Success return true
+*/
+int llightsUpdateLightValues( lua_State *L ) {
+ if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateLightValues( Shader shader, Light light )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ size_t lightId = lua_tointeger( L, -1 );
+ lua_pop( L, 1 );
+ size_t shaderId = lua_tointeger( L, -1 );
+
+ if ( !validLight( lightId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ if ( !validShader( shaderId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ UpdateLightValues( *state->shaders[ shaderId ], *state->lights[ lightId ] );
+ lua_pushboolean( L, true );
+
+ return 1;
+}