Expose rlgl functions on shared libraries

This commit is contained in:
Ray 2019-04-22 18:25:30 +02:00
parent 8c22f685d1
commit 2249f12304

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@ -64,6 +64,14 @@
#if defined(RLGL_STANDALONE) #if defined(RLGL_STANDALONE)
#define RAYMATH_STANDALONE #define RAYMATH_STANDALONE
#define RAYMATH_HEADER_ONLY #define RAYMATH_HEADER_ONLY
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
#endif
#else #else
#include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog() #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
#endif #endif
@ -395,90 +403,90 @@ extern "C" { // Prevents name mangling of functions
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations // Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlMatrixMode(int mode); // Choose the current matrix to be transformed RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
void rlPushMatrix(void); // Push the current matrix to stack RLAPI void rlPushMatrix(void); // Push the current matrix to stack
void rlPopMatrix(void); // Pop lattest inserted matrix from stack RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
void rlLoadIdentity(void); // Reset current matrix to identity matrix RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double near, double far); RLAPI void rlFrustum(double left, double right, double bottom, double top, double near, double far);
void rlOrtho(double left, double right, double bottom, double top, double near, double far); RLAPI void rlOrtho(double left, double right, double bottom, double top, double near, double far);
void rlViewport(int x, int y, int width, int height); // Set the viewport area RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations // Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
void rlEnd(void); // Finish vertex providing RLAPI void rlEnd(void); // Finish vertex providing
void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte RLAPI void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) // Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer // NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage RLAPI void rlDisableTexture(void); // Disable texture usage
void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test RLAPI void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test RLAPI void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode RLAPI void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode RLAPI void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality // Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
void rlglDraw(void); // Update and draw default internal buffers RLAPI void rlglDraw(void); // Update and draw default internal buffers
int rlGetVersion(void); // Returns current OpenGL version RLAPI int rlGetVersion(void); // Returns current OpenGL version
bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
void rlSetDebugMarker(const char *text); // Set debug marker for analysis RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
void rlLoadExtensions(void *loader); // Load OpenGL extensions RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
// Textures data management // Textures data management
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
// Render texture management (fbo) // Render texture management (fbo)
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments) RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
// Vertex data management // Vertex data management
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU RLAPI void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
// NOTE: There is a set of shader related functions that are available to end user, // NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h // to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@ -489,48 +497,48 @@ void rlUnloadMesh(Mesh *mesh); // Unload me
// NOTE: This functions are useless when using OpenGL 1.1 // NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Shader loading/unloading functions // Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file RLAPI char *LoadText(const char *fileName); // Load chars array from text file
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
Shader GetShaderDefault(void); // Get default shader RLAPI Shader GetShaderDefault(void); // Get default shader
Texture2D GetTextureDefault(void); // Get default texture RLAPI Texture2D GetTextureDefault(void); // Get default texture
// Shader configuration functions // Shader configuration functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
Matrix GetMatrixModelview(); // Get internal modelview matrix RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
// Texture maps generation (PBR) // Texture maps generation (PBR)
// NOTE: Required shaders should be provided // NOTE: Required shaders should be provided
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions // Shading begin/end functions
void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions // VR control functions
void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
void BeginVrDrawing(void); // Begin VR simulator stereo rendering RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
void EndVrDrawing(void); // End VR simulator stereo rendering RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) RLAPI void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
#endif #endif
#if defined(__cplusplus) #if defined(__cplusplus)