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Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c171
1 files changed, 154 insertions, 17 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 8fba3a1..4a13c81 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -928,7 +928,7 @@ Load a vertex buffer attribute
- Success return int
*/
int lrlglLoadVertexBuffer( lua_State *L ) {
- Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
@@ -944,7 +944,7 @@ Load a new attributes element buffer
- Success return int
*/
int lrlglLoadVertexBufferElement( lua_State *L ) {
- Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
@@ -959,7 +959,7 @@ Update GPU buffer with new data
*/
int lrlglUpdateVertexBuffer( lua_State *L ) {
int bufferId = luaL_checkinteger( L, 1 );
- Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset );
@@ -974,7 +974,7 @@ Update vertex buffer elements with new data
*/
int lrlglUpdateVertexBufferElements( lua_State *L ) {
int bufferId = luaL_checkinteger( L, 1 );
- Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset );
@@ -1083,7 +1083,7 @@ Draw vertex array elements
int lrlglDrawVertexArrayElements( lua_State *L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
- Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 3 );
rlDrawVertexArrayElements( offset, count, buffer->data );
@@ -1113,7 +1113,7 @@ Draw vertex array elements instanced
int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
- Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
+ Buffer *buffer = uluaGetBuffer( L, 3 );
int instances = luaL_checkinteger( L, 4 );
rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances );
@@ -1238,23 +1238,160 @@ int lrlglUnloadFramebuffer( lua_State *L ) {
*/
/*
-> success = RL.rlLoadShaderCode( string vsCode, string fsCode )
+> shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
Load shader from code strings
-- Failure return nil
- Success return int
*/
-// int lrlglUnloadFramebuffer( lua_State *L ) {
-// if ( !lua_isstring( L, 1 ) || !lua_isstring( L, 2 ) ) {
-// TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadShaderCode( string vsCode, string fsCode )" );
-// lua_pushnil( L );
-// return 1;
-// }
-// lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
+int lrlglLoadShaderCode( lua_State *L ) {
+ lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
-// return 1;
-// }
+ return 1;
+}
+
+/*
+> shaderId = RL.rlCompileShader( string shaderCode, int type )
+
+Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
+
+- Success return int
+*/
+int lrlglCompileShader( lua_State *L ) {
+ int type = luaL_checkinteger( L, 2 );
+
+ lua_pushinteger( L, rlCompileShader( luaL_checkstring( L, 1 ), type ) );
+
+ return 1;
+}
+
+/*
+> shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
+
+Load custom shader program
+
+- Success return int
+*/
+int lrlglLoadShaderProgram( lua_State *L ) {
+ unsigned int vShaderId = (unsigned int)luaL_checkinteger( L, 1 );
+ unsigned int fShaderId = (unsigned int)luaL_checkinteger( L, 2 );
+
+ lua_pushinteger( L, rlLoadShaderProgram( vShaderId, fShaderId ) );
+
+ return 1;
+}
+
+/*
+> RL.rlUnloadShaderProgram( int id )
+
+Unload shader program
+*/
+int lrlglUnloadShaderProgram( lua_State *L ) {
+ unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
+
+ rlUnloadShaderProgram( id );
+
+ return 0;
+}
+
+/*
+> location = RL.rlGetLocationUniform( int shaderId, string uniformName )
+
+Get shader location uniform
+
+- Success return int
+*/
+int lrlglGetLocationUniform( lua_State *L ) {
+ unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
+
+ lua_pushinteger( L, rlGetLocationUniform( shaderId, luaL_checkstring( L, 2 ) ) );
+
+ return 1;
+}
+
+/*
+> location = RL.rlGetLocationAttrib( int shaderId, string attribName )
+
+Get shader location attribute
+
+- Success return int
+*/
+int lrlglGetLocationAttrib( lua_State *L ) {
+ unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
+
+ lua_pushinteger( L, rlGetLocationAttrib( shaderId, luaL_checkstring( L, 2 ) ) );
+
+ return 1;
+}
+
+/*
+> RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
+
+Set shader value uniform
+*/
+int lrlglSetUniform( lua_State *L ) {
+ int locIndex = luaL_checkinteger( L, 1 );
+ Buffer *value = uluaGetBuffer( L, 2 );
+ int uniformType = luaL_checkinteger( L, 3 );
+ int count = luaL_checkinteger( L, 4 );
+
+ rlSetUniform( locIndex, value->data, uniformType, count );
+
+ return 0;
+}
+
+/*
+> RL.rlSetUniformMatrix( int locIndex, Matrix mat )
+
+Set shader value matrix
+*/
+int lrlglSetUniformMatrix( lua_State *L ) {
+ int locIndex = luaL_checkinteger( L, 1 );
+ Matrix mat = uluaGetMatrixIndex( L, 2 );
+
+ rlSetUniformMatrix( locIndex, mat );
+
+ return 0;
+}
+
+/*
+> RL.rlSetUniformSampler( int locIndex, int textureId )
+
+Set shader value sampler
+*/
+int lrlglSetUniformSampler( lua_State *L ) {
+ int locIndex = luaL_checkinteger( L, 1 );
+ unsigned int textureId = (unsigned int)luaL_checkinteger( L, 2 );
+
+ rlSetUniformSampler( locIndex, textureId );
+
+ return 0;
+}
+
+/*
+> RL.rlSetShader( int id, int{} locs )
+
+Set shader currently active (id and locations)
+*/
+int lrlglSetShader( lua_State *L ) {
+ unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
+
+ int t = 2, i = 0;
+ lua_pushnil( L );
+
+ while ( lua_next( L, t ) != 0 ) {
+ if ( lua_isnumber( L, -1 ) ) {
+ if ( i < RL_MAX_SHADER_LOCATIONS ) {
+ state->RLGLcurrentShaderLocs[i] = lua_tointeger( L, -1 );
+ }
+ }
+ i++;
+ lua_pop( L, 1 );
+ }
+ rlSetShader( id, state->RLGLcurrentShaderLocs );
+
+ return 0;
+}
/*
## RLGL - Matrix state management