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https://github.com/love2d/love.git
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aa69a695d3
Canvases and Images are now subclasses of the new Texture class. Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.) Canvas texture coordinates are no longer flipped.
364 lines
7.8 KiB
C++
364 lines
7.8 KiB
C++
/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "wrap_Mesh.h"
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#include "Image.h"
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#include "Canvas.h"
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// C++
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#include <typeinfo>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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Mesh *luax_checkmesh(lua_State *L, int idx)
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{
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return luax_checktype<Mesh>(L, idx, "Mesh", GRAPHICS_MESH_T);
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}
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int w_Mesh_setVertex(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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size_t i = size_t(luaL_checkinteger(L, 2) - 1);
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Vertex v;
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if (lua_istable(L, 3))
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{
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for (int i = 1; i <= 8; i++)
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lua_rawgeti(L, 3, i);
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v.x = luaL_checknumber(L, -8);
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v.y = luaL_checknumber(L, -7);
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v.s = luaL_checknumber(L, -6);
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v.t = luaL_checknumber(L, -5);
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v.r = luaL_optinteger(L, -4, 255);
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v.g = luaL_optinteger(L, -3, 255);
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v.b = luaL_optinteger(L, -2, 255);
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v.a = luaL_optinteger(L, -1, 255);
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lua_pop(L, 8);
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}
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else
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{
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v.x = luaL_checknumber(L, 3);
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v.y = luaL_checknumber(L, 4);
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v.s = luaL_checknumber(L, 5);
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v.t = luaL_checknumber(L, 6);
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v.r = luaL_optinteger(L, 7, 255);
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v.g = luaL_optinteger(L, 8, 255);
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v.b = luaL_optinteger(L, 9, 255);
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v.a = luaL_optinteger(L, 10, 255);
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}
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EXCEPT_GUARD(t->setVertex(i, v);)
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return 0;
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}
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int w_Mesh_getVertex(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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size_t i = (size_t) (luaL_checkinteger(L, 2) - 1);
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Vertex v;
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EXCEPT_GUARD(v = t->getVertex(i);)
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lua_pushnumber(L, v.x);
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lua_pushnumber(L, v.y);
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lua_pushnumber(L, v.s);
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lua_pushnumber(L, v.t);
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lua_pushnumber(L, v.r);
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lua_pushnumber(L, v.g);
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lua_pushnumber(L, v.b);
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lua_pushnumber(L, v.a);
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return 8;
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}
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int w_Mesh_setVertices(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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size_t vertex_count = lua_objlen(L, 2);
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std::vector<Vertex> vertices;
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vertices.reserve(vertex_count);
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// Get the vertices from the table.
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for (size_t i = 1; i <= vertex_count; i++)
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{
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lua_rawgeti(L, 2, i);
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if (lua_type(L, -1) != LUA_TTABLE)
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return luax_typerror(L, 2, "table of tables");
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for (int j = 1; j <= 8; j++)
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lua_rawgeti(L, -j, j);
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Vertex v;
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v.x = (float) luaL_checknumber(L, -8);
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v.y = (float) luaL_checknumber(L, -7);
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v.s = (float) luaL_checknumber(L, -6);
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v.t = (float) luaL_checknumber(L, -5);
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v.r = (unsigned char) luaL_optinteger(L, -4, 255);
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v.g = (unsigned char) luaL_optinteger(L, -3, 255);
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v.b = (unsigned char) luaL_optinteger(L, -2, 255);
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v.a = (unsigned char) luaL_optinteger(L, -1, 255);
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lua_pop(L, 9);
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vertices.push_back(v);
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}
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EXCEPT_GUARD(t->setVertices(vertices);)
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return 0;
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}
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int w_Mesh_getVertices(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const Vertex *vertices = t->getVertices();
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size_t count = t->getVertexCount();
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lua_createtable(L, count, 0);
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for (size_t i = 0; i < count; i++)
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{
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// Create vertex table.
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lua_createtable(L, 8, 0);
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lua_pushnumber(L, vertices[i].x);
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lua_rawseti(L, -2, 1);
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lua_pushnumber(L, vertices[i].y);
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lua_rawseti(L, -2, 2);
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lua_pushnumber(L, vertices[i].s);
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lua_rawseti(L, -2, 3);
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lua_pushnumber(L, vertices[i].t);
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lua_rawseti(L, -2, 4);
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lua_pushnumber(L, vertices[i].r);
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lua_rawseti(L, -2, 5);
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lua_pushnumber(L, vertices[i].g);
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lua_rawseti(L, -2, 6);
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lua_pushnumber(L, vertices[i].b);
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lua_rawseti(L, -2, 7);
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lua_pushnumber(L, vertices[i].a);
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lua_rawseti(L, -2, 8);
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// Insert vertex table into vertices table.
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lua_rawseti(L, -2, i + 1);
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}
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// Return vertices table.
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return 1;
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}
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int w_Mesh_getVertexCount(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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lua_pushinteger(L, t->getVertexCount());
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return 1;
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}
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int w_Mesh_setVertexMap(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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bool is_table = lua_istable(L, 2);
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int nargs = is_table ? lua_objlen(L, 2) : lua_gettop(L) - 1;
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std::vector<uint32> vertexmap;
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vertexmap.reserve(nargs);
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for (int i = 0; i < nargs; i++)
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{
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if (is_table)
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{
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lua_rawgeti(L, 2, i + 1);
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vertexmap.push_back(uint32(luaL_checkinteger(L, -1) - 1));
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lua_pop(L, 1);
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}
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else
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vertexmap.push_back(uint32(luaL_checkinteger(L, i + 2) - 1));
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}
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EXCEPT_GUARD(t->setVertexMap(vertexmap);)
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return 0;
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}
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int w_Mesh_getVertexMap(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const uint32 *vertex_map = 0;
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EXCEPT_GUARD(vertex_map = t->getVertexMap();)
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size_t elements = t->getVertexMapCount();
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lua_createtable(L, elements, 0);
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for (size_t i = 0; i < elements; i++)
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{
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lua_pushinteger(L, lua_Integer(vertex_map[i]) + 1);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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int w_Mesh_setTexture(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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if (lua_isnoneornil(L, 2))
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t->setTexture();
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else
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{
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Texture *tex = luax_checktype<Texture>(L, 2, "Texture", GRAPHICS_TEXTURE_T);
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t->setTexture(tex);
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}
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return 0;
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}
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int w_Mesh_getTexture(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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Texture *tex = t->getTexture();
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if (tex == nullptr)
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return 0;
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tex->retain();
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// FIXME: big hack right here.
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if (typeid(*tex) == typeid(Image))
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luax_pushtype(L, "Image", GRAPHICS_IMAGE_T, tex);
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else if (typeid(*tex) == typeid(Canvas))
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luax_pushtype(L, "Canvas", GRAPHICS_CANVAS_T, tex);
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else
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{
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tex->release();
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return luaL_error(L, "Unable to determine texture type.");
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}
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return 1;
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}
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int w_Mesh_setDrawMode(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const char *str = luaL_checkstring(L, 2);
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Mesh::DrawMode mode;
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if (!Mesh::getConstant(str, mode))
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return luaL_error(L, "Invalid mesh draw mode: %s", str);
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t->setDrawMode(mode);
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return 0;
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}
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int w_Mesh_getDrawMode(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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Mesh::DrawMode mode = t->getDrawMode();
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const char *str;
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if (!Mesh::getConstant(mode, str))
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return luaL_error(L, "Unknown mesh draw mode.");
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lua_pushstring(L, str);
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return 1;
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}
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int w_Mesh_setVertexColors(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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t->setVertexColors(luax_toboolean(L, 2));
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return 0;
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}
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int w_Mesh_hasVertexColors(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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luax_pushboolean(L, t->hasVertexColors());
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return 1;
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}
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int w_Mesh_setWireframe(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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t->setWireframe(luax_toboolean(L, 2));
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return 0;
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}
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int w_Mesh_isWireframe(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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luax_pushboolean(L, t->isWireframe());
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return 1;
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}
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static const luaL_Reg functions[] =
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{
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{ "setVertex", w_Mesh_setVertex },
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{ "getVertex", w_Mesh_getVertex },
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{ "setVertices", w_Mesh_setVertices },
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{ "getVertices", w_Mesh_getVertices },
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{ "getVertexCount", w_Mesh_getVertexCount },
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{ "setVertexMap", w_Mesh_setVertexMap },
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{ "getVertexMap", w_Mesh_getVertexMap },
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{ "setTexture", w_Mesh_setTexture },
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{ "getTexture", w_Mesh_getTexture },
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{ "setDrawMode", w_Mesh_setDrawMode },
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{ "getDrawMode", w_Mesh_getDrawMode },
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{ "setVertexColors", w_Mesh_setVertexColors },
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{ "hasVertexColors", w_Mesh_hasVertexColors },
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{ "setWireframe", w_Mesh_setWireframe },
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{ "isWireframe", w_Mesh_isWireframe },
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// Deprecated since 0.9.1.
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{ "setImage", w_Mesh_setTexture },
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{ "getImage", w_Mesh_getTexture },
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{ 0, 0 }
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};
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extern "C" int luaopen_mesh(lua_State *L)
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{
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return luax_register_type(L, "Mesh", functions);
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}
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} // opengl
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} // graphics
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} // love
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