rlgl: Pull in raylib and expose missing types, so it is the same as rlgl.h. This makes rlgl less stand-alone, but I left some notes in rlgl.odin how to easily make it stand-alone if one really wants to.

This commit is contained in:
Karl Zylinski
2024-06-12 21:13:12 +02:00
parent 603581aa53
commit c7ea4ec71c

View File

@@ -108,22 +108,41 @@
package rlgl
import "core:c"
import rl "../."
VERSION :: "5.0"
RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
// Note: We pull in the full raylib library. If you want a truly stand-alone rlgl, then:
// - Compile a separate rlgl library and use that in the foreign import blocks below.
// - Remove the `import rl "../."` line
// - Copy the code from raylib.odin for any types we alias from that package (see PixelFormat etc)
when ODIN_OS == .Windows {
@(extra_linker_flags="/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
foreign import lib {
"../windows/raylib.lib",
"../windows/raylibdll.lib" when RAYLIB_SHARED else "../windows/raylib.lib" ,
"system:Winmm.lib",
"system:Gdi32.lib",
"system:User32.lib",
"system:Shell32.lib",
}
} else when ODIN_OS == .Linux {
foreign import lib "../linux/libraylib.a"
foreign import lib {
// Note(bumbread): I'm not sure why in `linux/` folder there are
// multiple copies of raylib.so, but since these bindings are for
// particular version of the library, I better specify it. Ideally,
// though, it's best specified in terms of major (.so.4)
"../linux/libraylib.so.500" when RAYLIB_SHARED else "../linux/libraylib.a",
"system:dl",
"system:pthread",
}
} else when ODIN_OS == .Darwin {
foreign import lib {
"../macos-arm64/libraylib.a" when ODIN_ARCH == .arm64 else "../macos/libraylib.a",
"../macos" +
("-arm64" when ODIN_ARCH == .arm64 else "") +
"/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
"system:Cocoa.framework",
"system:OpenGL.framework",
"system:IOKit.framework",
@@ -249,7 +268,6 @@ BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA
BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA
BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@@ -291,7 +309,6 @@ RenderBatch :: struct {
currentDepth: f32, // Current depth value for next draw
}
// OpenGL version
GlVersion :: enum c.int {
OPENGL_11 = 1, // OpenGL 1.1
@@ -302,6 +319,11 @@ GlVersion :: enum c.int {
OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
}
PixelFormat :: rl.PixelFormat
TextureFilter :: rl.TextureFilter
BlendMode :: rl.BlendMode
ShaderLocationIndex :: rl.ShaderLocationIndex
ShaderUniformDataType :: rl.ShaderUniformDataType
// Shader attribute data types
ShaderAttributeDataType :: enum c.int {
@@ -343,8 +365,7 @@ CullMode :: enum c.int {
BACK,
}
// Matrix type (right handed, stored row major)
Matrix :: #row_major matrix[4, 4]f32
Matrix :: rl.Matrix
@(default_calling_convention="c", link_prefix="rl")
foreign lib {