EXPOSE_API_SYMBOLS, SetShaderValueWithBuffer and SetShaderValueVWithBuffer.
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@@ -85,6 +85,8 @@ int lcoreSetShaderValueMatrix( lua_State* L );
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int lcoreSetShaderValueTexture( lua_State* L );
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int lcoreSetShaderValue( lua_State* L );
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int lcoreSetShaderValueV( lua_State* L );
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int lcoreSetShaderValueWithBuffer( lua_State* L );
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int lcoreSetShaderValueVWithBuffer( lua_State* L );
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int lcoreUnloadShader( lua_State* L );
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/* Screen-space-related functions. */
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int lcoreGetScreenToWorldRay( lua_State* L );
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@@ -1,5 +1,27 @@
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#pragma once
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// Function specifiers in case library is build/used as a shared library
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
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#if defined( _WIN32 )
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#if defined( __TINYC__ )
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#define __declspec(x) __attribute__( (x) )
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#endif
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#if defined( EXPOSE_API_SYMBOLS )
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#define REILUAPI __declspec( dllexport ) // We are building the library as a Win32 shared library (.dll)
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#elif defined( USE_LIBTYPE_SHARED )
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#define REILUAPI __declspec( dllimport ) // We are using the library as a Win32 shared library (.dll)
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#endif
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#else
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#if defined( EXPOSE_API_SYMBOLS )
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#define REILUAPI __attribute__( ( visibility( "default" ) ) ) // We are building as a Unix shared library (.so/.dylib)
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#endif
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#endif
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#ifndef REILUAPI
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#define REILUAPI // Functions defined as 'extern' by default (implicit specifiers)
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#endif
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enum BufferType {
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BUFFER_UNSIGNED_CHAR,
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BUFFER_UNSIGNED_SHORT,
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@@ -35,75 +57,75 @@ void luaRegister();
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void platformDefineGlobals();
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void luaPlatformRegister();
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/* Lua get types. */
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bool uluaGetBoolean( lua_State* L, int index );
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Color uluaGetColor( lua_State* L, int index );
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Vector2 uluaGetVector2( lua_State* L, int index );
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Vector3 uluaGetVector3( lua_State* L, int index );
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Vector4 uluaGetVector4( lua_State* L, int index );
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Rectangle uluaGetRectangle( lua_State* L, int index );
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Quaternion uluaGetQuaternion( lua_State* L, int index );
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Matrix uluaGetMatrix( lua_State* L, int index );
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BoundingBox uluaGetBoundingBox( lua_State* L, int index );
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Ray uluaGetRay( lua_State* L, int index );
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NPatchInfo uluaGetNPatchInfo( lua_State* L, int index );
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BoneInfo uluaGetBoneInfo( lua_State* L, int index );
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Transform uluaGetTransform( lua_State* L, int index );
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Buffer* uluaGetBuffer( lua_State* L, int index );
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Image* uluaGetImage( lua_State* L, int index );
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Texture* uluaGetTexture( lua_State* L, int index );
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RenderTexture* uluaGetRenderTexture( lua_State* L, int index );
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Shader* uluaGetShader( lua_State* L, int index );
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Mesh* uluaGetMesh( lua_State* L, int index );
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Camera2D* uluaGetCamera2D( lua_State* L, int index );
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Camera3D* uluaGetCamera3D( lua_State* L, int index );
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Font* uluaGetFont( lua_State* L, int index );
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GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index );
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Wave* uluaGetWave( lua_State* L, int index );
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Sound* uluaGetSound( lua_State* L, int index );
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Music* uluaGetMusic( lua_State* L, int index );
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Light* uluaGetLight( lua_State* L, int index );
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Material* uluaGetMaterial( lua_State* L, int index );
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Model* uluaGetModel( lua_State* L, int index );
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ModelAnimation* uluaGetModelAnimation( lua_State* L, int index );
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rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index );
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AutomationEvent* uluaGetAutomationEvent( lua_State* L, int index );
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AutomationEventList* uluaGetAutomationEventList( lua_State* L, int index );
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REILUAPI bool uluaGetBoolean( lua_State* L, int index );
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REILUAPI Color uluaGetColor( lua_State* L, int index );
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REILUAPI Vector2 uluaGetVector2( lua_State* L, int index );
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REILUAPI Vector3 uluaGetVector3( lua_State* L, int index );
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REILUAPI Vector4 uluaGetVector4( lua_State* L, int index );
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REILUAPI Rectangle uluaGetRectangle( lua_State* L, int index );
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REILUAPI Quaternion uluaGetQuaternion( lua_State* L, int index );
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REILUAPI Matrix uluaGetMatrix( lua_State* L, int index );
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REILUAPI BoundingBox uluaGetBoundingBox( lua_State* L, int index );
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REILUAPI Ray uluaGetRay( lua_State* L, int index );
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REILUAPI NPatchInfo uluaGetNPatchInfo( lua_State* L, int index );
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REILUAPI BoneInfo uluaGetBoneInfo( lua_State* L, int index );
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REILUAPI Transform uluaGetTransform( lua_State* L, int index );
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REILUAPI Buffer* uluaGetBuffer( lua_State* L, int index );
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REILUAPI Image* uluaGetImage( lua_State* L, int index );
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REILUAPI Texture* uluaGetTexture( lua_State* L, int index );
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REILUAPI RenderTexture* uluaGetRenderTexture( lua_State* L, int index );
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REILUAPI Shader* uluaGetShader( lua_State* L, int index );
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REILUAPI Mesh* uluaGetMesh( lua_State* L, int index );
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REILUAPI Camera2D* uluaGetCamera2D( lua_State* L, int index );
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REILUAPI Camera3D* uluaGetCamera3D( lua_State* L, int index );
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REILUAPI Font* uluaGetFont( lua_State* L, int index );
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REILUAPI GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index );
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REILUAPI Wave* uluaGetWave( lua_State* L, int index );
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REILUAPI Sound* uluaGetSound( lua_State* L, int index );
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REILUAPI Music* uluaGetMusic( lua_State* L, int index );
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REILUAPI Light* uluaGetLight( lua_State* L, int index );
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REILUAPI Material* uluaGetMaterial( lua_State* L, int index );
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REILUAPI Model* uluaGetModel( lua_State* L, int index );
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REILUAPI ModelAnimation* uluaGetModelAnimation( lua_State* L, int index );
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REILUAPI rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index );
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REILUAPI AutomationEvent* uluaGetAutomationEvent( lua_State* L, int index );
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REILUAPI AutomationEventList* uluaGetAutomationEventList( lua_State* L, int index );
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void getVector2Array( lua_State* L, int index, Vector2 points[] );
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REILUAPI void getVector2Array( lua_State* L, int index, Vector2 points[] );
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/* Lua push types. */
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void uluaPushColor( lua_State* L, Color color );
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void uluaPushVector2( lua_State* L, Vector2 vector );
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void uluaPushVector3( lua_State* L, Vector3 vector );
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void uluaPushVector4( lua_State* L, Vector4 vector );
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void uluaPushRectangle( lua_State* L, Rectangle rect );
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void uluaPushQuaternion( lua_State* L, Quaternion quaternion );
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void uluaPushMatrix( lua_State* L, Matrix matrix );
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void uluaPushRay( lua_State* L, Ray ray );
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void uluaPushRayCollision( lua_State* L, RayCollision rayCol );
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void uluaPushBoundingBox( lua_State* L, BoundingBox box );
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void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo );
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void uluaPushTransform( lua_State* L, Transform transform );
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REILUAPI void uluaPushColor( lua_State* L, Color color );
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REILUAPI void uluaPushVector2( lua_State* L, Vector2 vector );
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REILUAPI void uluaPushVector3( lua_State* L, Vector3 vector );
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REILUAPI void uluaPushVector4( lua_State* L, Vector4 vector );
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REILUAPI void uluaPushRectangle( lua_State* L, Rectangle rect );
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REILUAPI void uluaPushQuaternion( lua_State* L, Quaternion quaternion );
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REILUAPI void uluaPushMatrix( lua_State* L, Matrix matrix );
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REILUAPI void uluaPushRay( lua_State* L, Ray ray );
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REILUAPI void uluaPushRayCollision( lua_State* L, RayCollision rayCol );
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REILUAPI void uluaPushBoundingBox( lua_State* L, BoundingBox box );
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REILUAPI void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo );
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REILUAPI void uluaPushTransform( lua_State* L, Transform transform );
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// void uluaPushAutomationEvent( lua_State* L, AutomationEvent event );
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void uluaPushBuffer( lua_State* L, Buffer buffer );
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void uluaPushImage( lua_State* L, Image image );
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void uluaPushTexture( lua_State* L, Texture texture );
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void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture );
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void uluaPushCamera2D( lua_State* L, Camera2D camera );
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void uluaPushCamera3D( lua_State* L, Camera3D camera );
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void uluaPushShader( lua_State* L, Shader shader );
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void uluaPushFont( lua_State* L, Font font );
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void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph );
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void uluaPushWave( lua_State* L, Wave wave );
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void uluaPushSound( lua_State* L, Sound sound );
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void uluaPushMusic( lua_State* L, Music music );
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void uluaPushLight( lua_State* L, Light light );
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void uluaPushMaterial( lua_State* L, Material material );
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void uluaPushMesh( lua_State* L, Mesh mesh );
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void uluaPushModel( lua_State* L, Model model );
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void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation );
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void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch );
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void uluaPushAutomationEvent( lua_State* L, AutomationEvent event );
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void uluaPushAutomationEventList( lua_State* L, AutomationEventList eventList );
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REILUAPI void uluaPushBuffer( lua_State* L, Buffer buffer );
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REILUAPI void uluaPushImage( lua_State* L, Image image );
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REILUAPI void uluaPushTexture( lua_State* L, Texture texture );
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REILUAPI void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture );
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REILUAPI void uluaPushCamera2D( lua_State* L, Camera2D camera );
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REILUAPI void uluaPushCamera3D( lua_State* L, Camera3D camera );
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REILUAPI void uluaPushShader( lua_State* L, Shader shader );
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REILUAPI void uluaPushFont( lua_State* L, Font font );
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REILUAPI void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph );
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REILUAPI void uluaPushWave( lua_State* L, Wave wave );
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REILUAPI void uluaPushSound( lua_State* L, Sound sound );
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REILUAPI void uluaPushMusic( lua_State* L, Music music );
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REILUAPI void uluaPushLight( lua_State* L, Light light );
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REILUAPI void uluaPushMaterial( lua_State* L, Material material );
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REILUAPI void uluaPushMesh( lua_State* L, Mesh mesh );
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REILUAPI void uluaPushModel( lua_State* L, Model model );
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REILUAPI void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation );
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REILUAPI void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch );
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REILUAPI void uluaPushAutomationEvent( lua_State* L, AutomationEvent event );
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REILUAPI void uluaPushAutomationEventList( lua_State* L, AutomationEventList eventList );
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/* Utils. */
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int uluaGetTableLen( lua_State* L, int index );
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bool uluaIsNil( lua_State* L, int index );
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REILUAPI int uluaGetTableLen( lua_State* L, int index );
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REILUAPI bool uluaIsNil( lua_State* L, int index );
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@@ -37,7 +37,6 @@
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#include "rcamera.h"
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#endif
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#ifdef LUAJIT
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#ifdef SHARED
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#include <lua.h>
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