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-rw-r--r--src/core.c86
-rw-r--r--src/lights.c108
-rw-r--r--src/lua_core.c11
-rw-r--r--src/models.c2
-rw-r--r--src/state.c14
5 files changed, 210 insertions, 11 deletions
diff --git a/src/core.c b/src/core.c
index 74e6607..c6b585b 100644
--- a/src/core.c
+++ b/src/core.c
@@ -44,7 +44,7 @@ bool validCamera3D( size_t id ) {
}
}
-static inline bool validShader( size_t id ) {
+bool validShader( size_t id ) {
if ( id < 0 || state->shaderCount < id || state->shaders[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid shader", id );
return false;
@@ -859,8 +859,8 @@ int lcoreLoadShader( lua_State *L ) {
}
state->shaders[i] = malloc( sizeof( Shader ) );
// *state->shaders[i] = LoadShader( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
- // *state->shaders[i] = LoadShader( vsFileName, fsFileName );
- *state->shaders[i] = LoadShader( 0, fsFileName );
+ *state->shaders[i] = LoadShader( vsFileName, fsFileName );
+ // *state->shaders[i] = LoadShader( 0, fsFileName );
lua_pushinteger( L, i );
checkShaderRealloc( i );
@@ -876,13 +876,23 @@ Load shader from code strings and bind default locations
- Success return int
*/
-//TODO Should also allow only one shader.
int lcoreLoadShaderFromMemory( lua_State *L ) {
- if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
- TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
- lua_pushinteger( L, -1 );
- return 1;
+ // if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
+ // TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
+ // lua_pushinteger( L, -1 );
+ // return 1;
+ // }
+
+ char fs[ STRING_LEN ] = { '\0' };
+ char vs[ STRING_LEN ] = { '\0' };
+
+ if ( lua_isstring( L, -1 ) ) {
+ strcpy( fs, lua_tostring( L, -1 ) );
+ }
+ if ( lua_isstring( L, -2 ) ) {
+ strcpy( vs, lua_tostring( L, -2 ) );
}
+
int i = 0;
for ( i = 0; i < state->shaderCount; i++ ) {
@@ -891,7 +901,8 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
}
}
state->shaders[i] = malloc( sizeof( Shader ) );
- *state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
+ // *state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
+ *state->shaders[i] = LoadShaderFromMemory( vs, fs );
lua_pushinteger( L, i );
checkShaderRealloc( i );
@@ -986,6 +997,63 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) {
}
/*
+> success = RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
+
+Set shader location index
+
+- Failure return false
+- Success return true
+*/
+int lcoreSetShaderLocationIndex( lua_State *L ) {
+ if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ int location = lua_tointeger( L, -1 );
+ lua_pop( L, 1 );
+ int shaderLocationIndex = lua_tointeger( L, -1 );
+ lua_pop( L, 1 );
+ size_t shaderId = lua_tointeger( L, -1 );
+
+ if ( !validShader( shaderId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ state->shaders[ shaderId ]->locs[ shaderLocationIndex ] = location;
+ lua_pushboolean( L, true );
+
+ return 1;
+}
+
+/*
+> location = RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )
+
+Get shader location index
+
+- Failure return false
+- Success return int
+*/
+int lcoreGetShaderLocationIndex( lua_State *L ) {
+ if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
+ TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetShaderLocationIndex( Shader shader, int shaderLocationIndex )" );
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ int shaderLocationIndex = lua_tointeger( L, -1 );
+ lua_pop( L, 1 );
+ size_t shaderId = lua_tointeger( L, -1 );
+
+ if ( !validShader( shaderId ) ) {
+ lua_pushboolean( L, false );
+ return 1;
+ }
+ lua_pushinteger( L, state->shaders[ shaderId ]->locs[ shaderLocationIndex ] );
+
+ return 1;
+}
+
+/*
> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
Set shader uniform value ( matrix 4x4 )
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;
+}
diff --git a/src/lua_core.c b/src/lua_core.c
index 25cce86..09a4094 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -9,7 +9,7 @@
#include "audio.h"
#include "rmath.h"
#include "rgui.h"
-#include "raygui.h"
+#include "lights.h"
static void assignGlobalInt( int value, const char *name ) {
lua_State *L = state->luaState;
@@ -289,6 +289,9 @@ void defineGlobals() {
assignGlobalInt( HUEBAR_PADDING, "HUEBAR_PADDING" );
assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" );
assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" );
+ /* LightType */
+ assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" );
+ assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" );
/*DOC_END*/
}
@@ -530,6 +533,8 @@ void luaRegister() {
lua_register( L, "RL_EndShaderMode", lcoreEndShaderMode );
lua_register( L, "RL_GetShaderLocation", lcoreGetShaderLocation );
lua_register( L, "RL_GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
+ lua_register( L, "RL_SetShaderLocationIndex", lcoreSetShaderLocationIndex );
+ lua_register( L, "RL_GetShaderLocationIndex", lcoreGetShaderLocationIndex );
lua_register( L, "RL_SetShaderValueMatrix", lcoreSetShaderValueMatrix );
lua_register( L, "RL_SetShaderValueTexture", lcoreSetShaderValueTexture );
lua_register( L, "RL_SetShaderValue", lcoreSetShaderValue );
@@ -879,6 +884,10 @@ void luaRegister() {
lua_register( L, "RL_GuiSetIconPixel", lguiGuiSetIconPixel );
lua_register( L, "RL_GuiClearIconPixel", lguiGuiClearIconPixel );
lua_register( L, "RL_GuiCheckIconPixel", lguiGuiCheckIconPixel );
+ /* Lights */
+ /* Basics. */
+ lua_register( L, "RL_CreateLight", llightsCreateLight );
+ lua_register( L, "RL_UpdateLightValues", llightsUpdateLightValues );
}
/* Lua util functions. */
diff --git a/src/models.c b/src/models.c
index 483d0f8..3fe2e45 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1321,7 +1321,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
}
}
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
- /* TODO Shader when implemented. */
+ state->materials[i]->shader = *state->shaders[ lua_tointeger( L, -1 ) ];
}
lua_pop( L, 1 );
}
diff --git a/src/state.c b/src/state.c
index d9b2ad4..cd7629b 100644
--- a/src/state.c
+++ b/src/state.c
@@ -61,6 +61,10 @@ bool stateInit( const char *exePath ) {
state->shaderAlloc = ALLOC_PAGE_SIZE;
state->shaderCount = 0;
state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
+ /* Lights. */
+ state->lightAlloc = ALLOC_PAGE_SIZE;
+ state->lightCount = 0;
+ state->lights = malloc( state->lightAlloc * sizeof( Light* ) );
for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
state->images[i] = NULL;
@@ -72,6 +76,7 @@ bool stateInit( const char *exePath ) {
state->models[i] = NULL;
state->animations[i] = NULL;
state->shaders[i] = NULL;
+ state->lights[i] = NULL;
/* The ones we want to save the first. */
if ( 0 < i ) {
@@ -152,6 +157,9 @@ void stateFree() {
}
for ( int i = 0; i < state->materialCount; ++i ) {
if ( state->materials[i] != NULL ) {
+ /* Prevent unloading shader that would result in double free when freeing shaders. */
+ state->materials[i]->shader.id = rlGetShaderIdDefault();
+
UnloadMaterial( *state->materials[i] );
free( state->materials[i] );
}
@@ -168,6 +176,11 @@ void stateFree() {
free( state->shaders[i] );
}
}
+ for ( int i = 0; i < state->lightCount; ++i ) {
+ if ( state->lights[i] != NULL ) {
+ free( state->lights[i] );
+ }
+ }
if ( IsAudioDeviceReady() ) {
CloseAudioDevice();
@@ -190,5 +203,6 @@ void stateFree() {
free( state->models );
free( state->animations );
free( state->shaders );
+ free( state->lights );
free( state );
}