From 4dae13d7bc3f6bf51e55c7e3c9bdade8b0c82723 Mon Sep 17 00:00:00 2001 From: mittorn Date: Mon, 8 Apr 2019 05:09:02 +0700 Subject: [PATCH] ref_soft: Add GAME_EXPORT to exports --- r_beams.c | 6 ++-- r_context.c | 84 ++++++++++++++++++++++++++--------------------------- r_decals.c | 12 ++++---- r_draw.c | 14 ++++----- r_image.c | 20 ++++++------- r_light.c | 6 ++-- r_local.h | 2 +- r_main.c | 26 ++++++++--------- r_part.c | 6 ++-- r_sprite.c | 2 +- r_studio.c | 10 +++---- r_triapi.c | 26 ++++++++--------- 12 files changed, 107 insertions(+), 107 deletions(-) diff --git a/r_beams.c b/r_beams.c index 759b751a..166b71a0 100644 --- a/r_beams.c +++ b/r_beams.c @@ -116,7 +116,7 @@ R_BeamCull Cull the beam by bbox ============== */ -qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ) +qboolean GAME_EXPORT R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ) { vec3_t mins, maxs; int i; @@ -162,7 +162,7 @@ CL_AddCustomBeam Add the beam that encoded as custom entity ================ */ -void CL_AddCustomBeam( cl_entity_t *pEnvBeam ) +void GAME_EXPORT CL_AddCustomBeam( cl_entity_t *pEnvBeam ) { if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET ) { @@ -1269,7 +1269,7 @@ CL_DrawBeams draw beam loop ============== */ -void CL_DrawBeams( int fTrans, BEAM *active_beams ) +void GAME_EXPORT CL_DrawBeams( int fTrans, BEAM *active_beams ) { BEAM *pBeam; int i, flags; diff --git a/r_context.c b/r_context.c index 69855083..101d093a 100644 --- a/r_context.c +++ b/r_context.c @@ -27,17 +27,17 @@ cvar_t *r_norefresh; cvar_t *vid_gamma; cvar_t *vid_brightness; viddef_t vid; -static void R_ClearScreen( void ) +static void GAME_EXPORT R_ClearScreen( void ) { } -static qboolean IsNormalPass( void ) +static qboolean GAME_EXPORT IsNormalPass( void ) { return RP_NORMALPASS(); } -static void R_IncrementSpeedsCounter( int type ) +static void GAME_EXPORT R_IncrementSpeedsCounter( int type ) { switch( type ) { @@ -49,7 +49,7 @@ static void R_IncrementSpeedsCounter( int type ) } } -static const byte *R_GetTextureOriginalBuffer( unsigned int idx ) +static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx ) { /*gl_texture_t *glt = R_GetTexture( idx ); @@ -59,7 +59,7 @@ static const byte *R_GetTextureOriginalBuffer( unsigned int idx ) return NULL; } -static int R_GetBuiltinTexture( enum ref_shared_texture_e type ) +static int GAME_EXPORT R_GetBuiltinTexture( enum ref_shared_texture_e type ) { switch( type ) { @@ -74,7 +74,7 @@ static int R_GetBuiltinTexture( enum ref_shared_texture_e type ) return 0; } -static void R_FreeSharedTexture( enum ref_shared_texture_e type ) +static void GAME_EXPORT R_FreeSharedTexture( enum ref_shared_texture_e type ) { int num = 0; @@ -104,7 +104,7 @@ CL_FillRGBA ============= */ -static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a ) +static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a ) { vid.rendermode = kRenderTransAdd; _TriColor4ub(r,g,b,a); @@ -125,7 +125,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h } -qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) +qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) { qboolean loaded = true; @@ -161,7 +161,7 @@ qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) return loaded; } -static int GL_RenderGetParm( int parm, int arg ) +static int GAME_EXPORT GL_RenderGetParm( int parm, int arg ) { image_t *glt; @@ -223,7 +223,7 @@ static int GL_RenderGetParm( int parm, int arg ) return 0; } -static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) +static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) { image_t *glt = R_GetTexture( texture ); @@ -231,7 +231,7 @@ static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScal if( yScale ) *yScale = glt->yscale; } -static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) +static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) { image_t *glt = R_GetTexture( texture ); @@ -242,7 +242,7 @@ static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte } -static void R_SetCurrentEntity( cl_entity_t *ent ) +static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent ) { RI.currententity = ent; @@ -253,22 +253,22 @@ static void R_SetCurrentEntity( cl_entity_t *ent ) } } -static void R_SetCurrentModel( model_t *mod ) +static void GAME_EXPORT R_SetCurrentModel( model_t *mod ) { RI.currentmodel = mod; } -static float R_GetFrameTime( void ) +static float GAME_EXPORT R_GetFrameTime( void ) { return tr.frametime; } -static const char *GL_TextureName( unsigned int texnum ) +static const char * GAME_EXPORT GL_TextureName( unsigned int texnum ) { return "";//return R_GetTexture( texnum )->name; } -const byte *GL_TextureData( unsigned int texnum ) +const byte * GAME_EXPORT GL_TextureData( unsigned int texnum ) { // rgbdata_t *pic = R_GetTexture( texnum )->original; @@ -316,72 +316,72 @@ void Mod_UnloadTextures( model_t *mod ) } } -void R_ProcessEntData( qboolean allocate ) +void GAME_EXPORT R_ProcessEntData( qboolean allocate ) { } // stubs -void GL_SetTexCoordArrayMode() +void GAME_EXPORT GL_SetTexCoordArrayMode() { } -void GL_OnContextCreated() +void GAME_EXPORT GL_OnContextCreated() { //R_InitBlit(); } -void GL_InitExtensions() +void GAME_EXPORT GL_InitExtensions() { } -void GL_ClearExtensions() +void GAME_EXPORT GL_ClearExtensions() { } -void GL_BackendStartFrame() +void GAME_EXPORT GL_BackendStartFrame() { } -void GL_BackendEndFrame() +void GAME_EXPORT GL_BackendEndFrame() { } -void GL_SetRenderMode(int mode) +void GAME_EXPORT GL_SetRenderMode(int mode) { vid.rendermode = mode; /// TODO: table shading/blending??? /// maybe, setup block drawing function pointers here } -void R_ShowTextures() +void GAME_EXPORT R_ShowTextures() { // textures undone too } -void R_ShowTree() +void GAME_EXPORT R_ShowTree() { // do we really need this here??? } -void R_SetupSky(const char *skyboxname) +void GAME_EXPORT R_SetupSky(const char *skyboxname) { } -qboolean VID_ScreenShot(const char *filename, int shot_type) +qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type) { } -qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot) +qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot) { // cubemaps? in my softrender??? } @@ -391,67 +391,67 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette) } -void GL_SubdivideSurface(msurface_t *fa) +void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa) { } -void DrawSingleDecal(decal_t *pDecal, msurface_t *fa) +void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa) { } -void GL_SelectTexture(int texture) +void GAME_EXPORT GL_SelectTexture(int texture) { } -void GL_LoadTexMatrixExt(const float *glmatrix) +void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix) { } -void GL_LoadIdentityTexMatrix() +void GAME_EXPORT GL_LoadIdentityTexMatrix() { } -void GL_CleanUpTextureUnits(int last) +void GAME_EXPORT GL_CleanUpTextureUnits(int last) { } -void GL_TexGen(unsigned int coord, unsigned int mode) +void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode) { } -void GL_TextureTarget(uint target) +void GAME_EXPORT GL_TextureTarget(uint target) { } -void GL_BuildLightmaps() +void GAME_EXPORT GL_BuildLightmaps() { CL_RunLightStyles(); } -void Mod_SetOrthoBounds(const float *mins, const float *maxs) +void GAME_EXPORT Mod_SetOrthoBounds(const float *mins, const float *maxs) { } -qboolean R_SpeedsMessage(char *out, size_t size) +qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size) { return false; } -byte *Mod_GetCurrentVis() +byte *GAME_EXPORT Mod_GetCurrentVis() { return NULL; } -void GL_SetupAttributes( int safegl ) +void GAME_EXPORT GL_SetupAttributes( int safegl ) { gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" ); gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG ); diff --git a/r_decals.c b/r_decals.c index 27716742..4087e2f2 100644 --- a/r_decals.c +++ b/r_decals.c @@ -759,7 +759,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo ) } // Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords -void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale ) +void GAME_EXPORT R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale ) { decalinfo_t decalInfo; cl_entity_t *ent = NULL; @@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos // Build the vertex list for a decal on a surface and clip it to the surface. // This is a template so it can work on world surfaces and dynamic displacement // triangles the same way. -float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount ) +float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount ) { glpoly_t *p = pDecal->polys; int i, count; @@ -1168,7 +1168,7 @@ static int DecalDepthCompare( const void *a, const void *b ) // Input : *pList - // Output : int //----------------------------------------------------------------------------- -int R_CreateDecalList( decallist_t *pList ) +int GAME_EXPORT R_CreateDecalList( decallist_t *pList ) { int total = 0; int i, depth; @@ -1226,7 +1226,7 @@ R_DecalRemoveAll remove all decals with specified texture =============== */ -void R_DecalRemoveAll( int textureIndex ) +void GAME_EXPORT R_DecalRemoveAll( int textureIndex ) { decal_t *pdecal; int i; @@ -1254,7 +1254,7 @@ R_EntityRemoveDecals remove all decals from specified entity =============== */ -void R_EntityRemoveDecals( model_t *mod ) +void GAME_EXPORT R_EntityRemoveDecals( model_t *mod ) { msurface_t *psurf; decal_t *p; @@ -1279,7 +1279,7 @@ remove all decals from anything used for full decals restart =============== */ -void R_ClearAllDecals( void ) +void GAME_EXPORT R_ClearAllDecals( void ) { decal_t *pdecal; int i; diff --git a/r_draw.c b/r_draw.c index 06117f3b..ef5adea3 100644 --- a/r_draw.c +++ b/r_draw.c @@ -37,7 +37,7 @@ same as GetImageParms but used for sprite models ============= */ -void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite ) +void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite ) { mspriteframe_t *pFrame; @@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu if( numFrames ) *numFrames = pSprite->numframes; } -int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame ) +int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame ) { if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data ) return 0; @@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1, R_DrawStretchPic ============= */ -void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ) +void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ) { image_t *pic = R_GetTexture(texnum); // GL_Bind( XASH_TEXTURE0, texnum ); @@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ -void R_DrawTileClear( int texnum, int x, int y, int w, int h ) +void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h ) { int tw, th, x2, i, j; image_t *pic; @@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h ) R_DrawStretchRaw ============= */ -void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ) +void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ) { byte *raw = NULL; image_t *tex; @@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c R_UploadStretchRaw ============= */ -void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data ) +void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data ) { byte *raw = NULL; image_t *tex; @@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, R_Set2DMode =============== */ -void R_Set2DMode( qboolean enable ) +void GAME_EXPORT R_Set2DMode( qboolean enable ) { vid.color = COLOR_WHITE; vid.is2d = enable; diff --git a/r_image.c b/r_image.c index 462ec3b5..1744346c 100644 --- a/r_image.c +++ b/r_image.c @@ -40,7 +40,7 @@ image_t *R_GetTexture( unsigned int texnum ) GL_Bind ================= */ -void GL_Bind( int tmu, unsigned int texnum ) +void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum ) { image_t *image; @@ -929,7 +929,7 @@ GL_UpdateTexSize recalc image room ================ */ -void GL_UpdateTexSize( int texnum, int width, int height, int depth ) +void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth ) { int i, j, texsize; int numSides; @@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth ) GL_LoadTexture ================ */ -int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ) +int GAME_EXPORT GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ) { image_t *tex; rgbdata_t *pic; @@ -1008,7 +1008,7 @@ int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ) GL_LoadTextureArray ================ */ -int GL_LoadTextureArray( const char **names, int flags ) +int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags ) { return 0; } @@ -1018,7 +1018,7 @@ int GL_LoadTextureArray( const char **names, int flags ) GL_LoadTextureFromBuffer ================ */ -int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update ) +int GAME_EXPORT GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update ) { image_t *tex; @@ -1062,7 +1062,7 @@ GL_CreateTexture creates texture from buffer ================ */ -int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags ) +int GAME_EXPORT GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags ) { int datasize = 1; rgbdata_t r_empty; @@ -1104,7 +1104,7 @@ GL_CreateTextureArray creates texture array from buffer ================ */ -int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ) +int GAME_EXPORT GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ) { return 0; } @@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c GL_FindTexture ================ */ -int GL_FindTexture( const char *name ) +int GAME_EXPORT GL_FindTexture( const char *name ) { image_t *tex; @@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name ) GL_FreeTexture ================ */ -void GL_FreeTexture( unsigned int texnum ) +void GAME_EXPORT GL_FreeTexture( unsigned int texnum ) { // number 0 it's already freed if( texnum <= 0 ) @@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum ) GL_ProcessTexture ================ */ -void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ) +void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ) { image_t *image; rgbdata_t *pic; diff --git a/r_light.c b/r_light.c index 0e4c2077..8f292e29 100644 --- a/r_light.c +++ b/r_light.c @@ -35,7 +35,7 @@ CL_RunLightStyles ================== */ -void CL_RunLightStyles( void ) +void GAME_EXPORT CL_RunLightStyles( void ) { int i, k, flight, clight; float l, lerpfrac, backlerp; @@ -468,7 +468,7 @@ R_LightVec check bspmodels to get light from ================= */ -colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) +colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) { colorVec light = R_LightVecInternal( start, end, lspot, lvec ); @@ -491,7 +491,7 @@ R_LightPoint light from floor ================= */ -colorVec R_LightPoint( const vec3_t p0 ) +colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 ) { vec3_t p1; diff --git a/r_local.h b/r_local.h index 346bcce2..ad3bf50a 100644 --- a/r_local.h +++ b/r_local.h @@ -576,7 +576,7 @@ void R_DrawClouds( void ); void EmitWaterPolys( msurface_t *warp, qboolean reverse ); #endif -void R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette ); +void GAME_EXPORT R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette ); // // gl_vgui.c // diff --git a/r_main.c b/r_main.c index a37797e7..c50538be 100644 --- a/r_main.c +++ b/r_main.c @@ -160,7 +160,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent ) } #endif -void R_AllowFog( qboolean allowed ) +void GAME_EXPORT R_AllowFog( qboolean allowed ) { } @@ -289,7 +289,7 @@ R_ScreenToWorld Convert a given point from screen into world space =============== */ -void R_ScreenToWorld( const vec3_t screen, vec3_t point ) +void GAME_EXPORT R_ScreenToWorld( const vec3_t screen, vec3_t point ) { matrix4x4 screenToWorld; float w; @@ -313,7 +313,7 @@ void R_ScreenToWorld( const vec3_t screen, vec3_t point ) R_PushScene =============== */ -void R_PushScene( void ) +void GAME_EXPORT R_PushScene( void ) { if( ++tr.draw_stack_pos >= MAX_DRAW_STACK ) gEngfuncs.Host_Error( "draw stack overflow\n" ); @@ -326,7 +326,7 @@ void R_PushScene( void ) R_PopScene =============== */ -void R_PopScene( void ) +void GAME_EXPORT R_PopScene( void ) { if( --tr.draw_stack_pos < 0 ) gEngfuncs.Host_Error( "draw stack underflow\n" ); @@ -338,7 +338,7 @@ void R_PopScene( void ) R_ClearScene =============== */ -void R_ClearScene( void ) +void GAME_EXPORT R_ClearScene( void ) { tr.draw_list->num_solid_entities = 0; tr.draw_list->num_trans_entities = 0; @@ -356,7 +356,7 @@ void R_ClearScene( void ) R_AddEntity =============== */ -qboolean R_AddEntity( struct cl_entity_s *clent, int type ) +qboolean GAME_EXPORT R_AddEntity( struct cl_entity_s *clent, int type ) { if( !r_drawentities->value ) return false; // not allow to drawing @@ -1581,7 +1581,7 @@ R_RenderScene R_SetupRefParams must be called right before ================ */ -void R_RenderScene( void ) +void GAME_EXPORT R_RenderScene( void ) { if( !WORLDMODEL && RI.drawWorld ) gEngfuncs.Host_Error( "R_RenderView: NULL worldmodel\n" ); @@ -1662,7 +1662,7 @@ qboolean R_DoResetGamma( void ) R_BeginFrame =============== */ -void R_BeginFrame( qboolean clearScene ) +void GAME_EXPORT R_BeginFrame( qboolean clearScene ) { if( R_DoResetGamma( )) @@ -1738,7 +1738,7 @@ void R_SetupRefParams( const ref_viewpass_t *rvp ) R_RenderFrame =============== */ -int R_RenderFrame( const ref_viewpass_t *rvp ) +int GAME_EXPORT R_RenderFrame( const ref_viewpass_t *rvp ) { if( r_norefresh->value ) return 1; @@ -1779,7 +1779,7 @@ int R_RenderFrame( const ref_viewpass_t *rvp ) R_EndFrame =============== */ -void R_EndFrame( void ) +void GAME_EXPORT R_EndFrame( void ) { // flush any remaining 2D bits R_Set2DMode( false ); @@ -1820,7 +1820,7 @@ void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size ) R_NewMap =============== */ -void R_NewMap (void) +void GAME_EXPORT R_NewMap (void) { int i; r_viewcluster = -1; @@ -1894,7 +1894,7 @@ void R_InitTurb (void) -qboolean R_Init() +qboolean GAME_EXPORT R_Init() { gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" ); vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 ); @@ -1968,7 +1968,7 @@ qboolean R_Init() return true; } -void R_Shutdown() +void GAME_EXPORT R_Shutdown() { R_ShutdownImages(); gEngfuncs.R_Free_Video(); diff --git a/r_part.c b/r_part.c index 5a1a361d..6fcb7ba7 100644 --- a/r_part.c +++ b/r_part.c @@ -46,7 +46,7 @@ CL_DrawParticles update particle color, position, free expired and draw it ================ */ -void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize ) +void GAME_EXPORT CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize ) { particle_t *p; vec3_t right, up; @@ -162,7 +162,7 @@ CL_DrawTracers update tracer color, position, free expired and draw it ================ */ -void CL_DrawTracers( double frametime, particle_t *cl_active_tracers ) +void GAME_EXPORT CL_DrawTracers( double frametime, particle_t *cl_active_tracers ) { float scale, atten, gravity; vec3_t screenLast, screen; @@ -288,7 +288,7 @@ CL_DrawParticlesExternal allow to draw effects from custom renderer =============== */ -void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime ) +void GAME_EXPORT CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime ) { ref_instance_t oldRI = RI; diff --git a/r_sprite.c b/r_sprite.c index f28816a0..512c06f3 100644 --- a/r_sprite.c +++ b/r_sprite.c @@ -236,7 +236,7 @@ Loading a bitmap image as sprite with multiple frames as pieces of input image ==================== */ -void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded ) +void GAME_EXPORT Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded ) { byte *src, *dst; rgbdata_t *pix, temp; diff --git a/r_studio.c b/r_studio.c index 584acbe2..0a69142e 100644 --- a/r_studio.c +++ b/r_studio.c @@ -555,7 +555,7 @@ R_StudioLerpMovement ==================== */ -void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ) +void GAME_EXPORT R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ) { float f = 1.0f; @@ -621,7 +621,7 @@ StudioEstimateFrame ==================== */ -float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ) +float GAME_EXPORT R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ) { double dfdt, f; @@ -1840,7 +1840,7 @@ R_StudioGetTexture Doesn't changes studio global state at all =============== */ -mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e ) +mstudiotexture_t * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e ) { mstudiotexture_t *ptexture; studiohdr_t *phdr, *thdr; @@ -3609,7 +3609,7 @@ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture Mod_StudioLoadTextures ================= */ -void Mod_StudioLoadTextures( model_t *mod, void *data ) +void GAME_EXPORT Mod_StudioLoadTextures( model_t *mod, void *data ) { studiohdr_t *phdr = (studiohdr_t *)data; mstudiotexture_t *ptexture; @@ -3745,7 +3745,7 @@ CL_InitStudioAPI Initialize client studio =============== */ -void CL_InitStudioAPI( void ) +void GAME_EXPORT CL_InitStudioAPI( void ) { pStudioDraw = &gStudioDraw; diff --git a/r_triapi.c b/r_triapi.c index f623512e..ba3981db 100644 --- a/r_triapi.c +++ b/r_triapi.c @@ -43,7 +43,7 @@ TriRenderMode set rendermode ============= */ -void TriRenderMode( int mode ) +void GAME_EXPORT TriRenderMode( int mode ) { ds.renderMode = vid.rendermode = mode; #if 0 @@ -82,7 +82,7 @@ TriBegin begin triangle sequence ============= */ -void TriBegin( int mode1 ) +void GAME_EXPORT TriBegin( int mode1 ) { #if 0 switch( mode ) @@ -129,7 +129,7 @@ TriEnd draw triangle sequence ============= */ -void TriEnd( void ) +void GAME_EXPORT TriEnd( void ) { //if( vertcount == 3 ) //pglEnd( ); @@ -141,7 +141,7 @@ _TriColor4f ============= */ -void _TriColor4f( float rr, float gg, float bb, float aa ) +void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa ) { //pglColor4f( r, g, b, a ); unsigned short r,g,b; @@ -207,7 +207,7 @@ TriColor4ub ============= */ -void _TriColor4ub( byte r, byte g, byte b, byte a ) +void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a ) { _TriColor4f( r * (1.0f / 255.0f), g * (1.0f / 255.0f), @@ -240,7 +240,7 @@ TriTexCoord2f ============= */ -void TriTexCoord2f( volatile float u, volatile float v ) +void GAME_EXPORT TriTexCoord2f( volatile float u, volatile float v ) { volatile double u1 = 0, v1 = 0; u = fmodf(u, 10); @@ -270,7 +270,7 @@ TriVertex3fv ============= */ -void TriVertex3fv( const float *v ) +void GAME_EXPORT TriVertex3fv( const float *v ) { //pglVertex3fv( v ); TriVertex3f( v[0], v[1], v[2] ); @@ -282,7 +282,7 @@ TriVertex3f ============= */ -void TriVertex3f( float x, float y, float z ) +void GAME_EXPORT TriVertex3f( float x, float y, float z ) { if( mode == TRI_TRIANGLES ) { @@ -354,7 +354,7 @@ TriWorldToScreen convert world coordinates (x,y,z) into screen (x, y) ============= */ -int TriWorldToScreen( const float *world, float *screen ) +int GAME_EXPORT TriWorldToScreen( const float *world, float *screen ) { int retval; @@ -398,7 +398,7 @@ TriFog enables global fog on the level ============= */ -void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) +void GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) { #if 0 // overrided by internal fog @@ -442,7 +442,7 @@ TriGetMatrix very strange export ============= */ -void TriGetMatrix( const int pname, float *matrix ) +void GAME_EXPORT TriGetMatrix( const int pname, float *matrix ) { //pglGetFloatv( pname, matrix ); } @@ -453,7 +453,7 @@ TriForParams ============= */ -void TriFogParams( float flDensity, int iFogSkybox ) +void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox ) { //RI.fogDensity = flDensity; //RI.fogSkybox = iFogSkybox; @@ -465,7 +465,7 @@ TriCullFace ============= */ -void TriCullFace( TRICULLSTYLE mode ) +void GAME_EXPORT TriCullFace( TRICULLSTYLE mode ) { #if 0 int glMode;