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-rw-r--r--src/lights.c48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/lights.c b/src/lights.c
index b82ba8d..180cbd1 100644
--- a/src/lights.c
+++ b/src/lights.c
@@ -32,6 +32,20 @@ bool validLight( size_t id ) {
}
}
+static int newLight() {
+ int i = 0;
+
+ for ( i = 0; i < state->lightCount; i++ ) {
+ if ( state->lights[i] == NULL ) {
+ break;
+ }
+ }
+ state->lights[i] = malloc( sizeof( Light ) );
+ checkLightRealloc( i );
+
+ return i;
+}
+
/*
## Lights - Basics
*/
@@ -45,32 +59,21 @@ Create a light and get shader locations
- 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 ) ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
+ || !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) ) {
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;
+ int type = lua_tointeger( L, 1 );
+ Vector3 position = uluaGetVector3Index( L, 2 );
+ Vector3 target = uluaGetVector3Index( L, 3 );
+ Color color = uluaGetColorIndex( L, 4 );
+ size_t shaderId = lua_tointeger( L, 5 );
- for ( i = 0; i < state->lightCount; i++ ) {
- if ( state->lights[i] == NULL ) {
- break;
- }
- }
- state->lights[i] = malloc( sizeof( Light ) );
+ int i = newLight();
*state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
lua_pushinteger( L, i );
- checkLightRealloc( i );
return 1;
}
@@ -84,14 +87,13 @@ Send light properties to shader
- Success return true
*/
int llightsUpdateLightValues( lua_State *L ) {
- if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
+ if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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 );
+ size_t shaderId = lua_tointeger( L, 1 );
+ size_t lightId = lua_tointeger( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );