Merge pull request #6515 from Peter0x44/master

Add missing rlgl bindings for raylib 5.5
This commit is contained in:
gingerBill
2026-06-23 12:19:08 +01:00
committed by GitHub

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@@ -431,17 +431,19 @@ foreign lib {
EnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
DisableTextureCubemap :: proc() --- // Disable texture cubemap
TextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
CubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
CubemapParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
// Shader state
EnableShader :: proc(id: c.uint) --- // Enable shader program
DisableShader :: proc() --- // Disable shader program
// Framebuffer state
EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
GetActiveFramebuffer :: proc() -> c.uint --- // Get the currently active render texture (fbo), 0 for default framebuffer
ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight: c.int, dstX, dstY, dstWidth, dstHeight: c.int, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
BindFramebuffer :: proc(target, framebuffer: c.uint) --- // Bind framebuffer (FBO)
// General render state
EnableColorBlend :: proc() --- // Enable color blending
@@ -452,12 +454,13 @@ foreign lib {
DisableDepthMask :: proc() --- // Disable depth write
EnableBackfaceCulling :: proc() --- // Enable backface culling
DisableBackfaceCulling :: proc() --- // Disable backface culling
ColorMask :: proc(r, g, b, a: bool) --- // Color mask control
SetCullFace :: proc(mode: CullMode) --- // Set face culling mode
EnableScissorTest :: proc() --- // Enable scissor test
DisableScissorTest :: proc() --- // Disable scissor test
Scissor :: proc(x, y, width, height: c.int) --- // Scissor test
EnableWireMode :: proc() --- // Enable wire mode
EnablePointMode :: proc() --- // Enable point mode
EnablePointMode :: proc() --- // Enable point mode
DisableWireMode :: proc() --- // Disable wire and point modes
SetLineWidth :: proc(width: f32) --- // Set the line drawing width
GetLineWidth :: proc() -> f32 --- // Get the line drawing width
@@ -503,7 +506,7 @@ foreign lib {
DrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
SetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
DrawRenderBatchActive :: proc() --- // Update and draw internal render batch
CheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
CheckRenderBatchLimit :: proc(vCount: c.int) -> bool --- // Check internal buffer overflow for a given number of vertex
SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
@@ -528,7 +531,7 @@ foreign lib {
// Textures management
LoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
LoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture cubemap
UpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
GetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
GetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
@@ -552,6 +555,7 @@ foreign lib {
GetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
SetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
SetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
SetUniformMatrices :: proc(locIndex: c.int, matrices: [^]Matrix, count: c.int) --- // Set shader value matrices
SetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
SetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)