Expose rlgl functions on shared libraries
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1 changed files with 102 additions and 94 deletions
196
src/rlgl.h
196
src/rlgl.h
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@ -64,6 +64,14 @@
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#if defined(RLGL_STANDALONE)
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#define RAYMATH_STANDALONE
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#define RAYMATH_HEADER_ONLY
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#else
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
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#endif
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#else
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#include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
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#endif
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@ -395,90 +403,90 @@ extern "C" { // Prevents name mangling of functions
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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void rlPushMatrix(void); // Push the current matrix to stack
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void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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void rlLoadIdentity(void); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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void rlEnd(void); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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RLAPI void rlEnd(void); // Finish vertex providing
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RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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RLAPI void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
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unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
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RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage
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RLAPI void rlDisableTexture(void); // Disable texture usage
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RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
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RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI void rlEnableDepthTest(void); // Enable depth test
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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RLAPI void rlEnableWireMode(void); // Enable wire mode
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RLAPI void rlDisableWireMode(void); // Disable wire mode
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RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
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RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
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void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
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void rlglDraw(void); // Update and draw default internal buffers
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RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
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RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
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RLAPI void rlglDraw(void); // Update and draw default internal buffers
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int rlGetVersion(void); // Returns current OpenGL version
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bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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void rlSetDebugMarker(const char *text); // Set debug marker for analysis
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void rlLoadExtensions(void *loader); // Load OpenGL extensions
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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RLAPI int rlGetVersion(void); // Returns current OpenGL version
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RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
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RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
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RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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// Textures data management
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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// Render texture management (fbo)
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RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
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void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
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bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
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RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
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RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
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RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
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// Vertex data management
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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// Shader loading/unloading functions
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char *LoadText(const char *fileName); // Load chars array from text file
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Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
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void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI char *LoadText(const char *fileName); // Load chars array from text file
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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Shader GetShaderDefault(void); // Get default shader
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Texture2D GetTextureDefault(void); // Get default texture
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RLAPI Shader GetShaderDefault(void); // Get default shader
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RLAPI Texture2D GetTextureDefault(void); // Get default texture
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// Shader configuration functions
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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Matrix GetMatrixModelview(); // Get internal modelview matrix
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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// Shading begin/end functions
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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// VR control functions
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void InitVrSimulator(void); // Init VR simulator for selected device parameters
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void CloseVrSimulator(void); // Close VR simulator for current device
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
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void ToggleVrMode(void); // Enable/Disable VR experience
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void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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void EndVrDrawing(void); // End VR simulator stereo rendering
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RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
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RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
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RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
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RLAPI void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
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#endif
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#if defined(__cplusplus)
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