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-rw-r--r--src/lights.c33
1 files changed, 7 insertions, 26 deletions
diff --git a/src/lights.c b/src/lights.c
index a7caf2c..1a7e0c7 100644
--- a/src/lights.c
+++ b/src/lights.c
@@ -59,54 +59,35 @@ Create a light and get shader locations
- Success return int
*/
int llightsCreateLight( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
- || !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- int type = lua_tointeger( L, 1 );
+ int type = luaL_checkinteger( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 );
Vector3 target = uluaGetVector3Index( L, 3 );
Color color = uluaGetColorIndex( L, 4 );
- size_t shaderId = lua_tointeger( L, 5 );
+ Shader *shader = luaL_checkudata( L, 5, "Shader" );
int i = newLight();
- *state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
+ *state->lights[i] = CreateLight( type, position, target, color, *shader );
lua_pushinteger( L, i );
return 1;
}
/*
-> success = RL.UpdateLightValues( Shader shader, Light light )
+> 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, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UpdateLightValues( Shader shader, Light light )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t shaderId = lua_tointeger( L, 1 );
+ Shader *shader = luaL_checkudata( L, 1, "Shader" );
size_t lightId = lua_tointeger( L, 2 );
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 );
+ UpdateLightValues( *shader, *state->lights[ lightId ] );
- return 1;
+ return 0;
}
/*