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#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;
}
}
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
*/
/*
> 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, 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;
}
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 );
int i = newLight();
*state->lights[i] = CreateLight( type, position, target, color, *state->shaders[ shaderId ] );
lua_pushinteger( L, 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, 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 shaderId = lua_tointeger( L, 1 );
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 );
return 1;
}
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