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Merge pull request #6515 from Peter0x44/master
Add missing rlgl bindings for raylib 5.5
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20
vendor/raylib/rlgl/rlgl.odin
vendored
20
vendor/raylib/rlgl/rlgl.odin
vendored
@@ -431,17 +431,19 @@ foreign lib {
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EnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
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DisableTextureCubemap :: proc() --- // Disable texture cubemap
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TextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
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CubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
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CubemapParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
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// Shader state
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EnableShader :: proc(id: c.uint) --- // Enable shader program
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DisableShader :: proc() --- // Disable shader program
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// Framebuffer state
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EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
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DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
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ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
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BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
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EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
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DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
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GetActiveFramebuffer :: proc() -> c.uint --- // Get the currently active render texture (fbo), 0 for default framebuffer
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ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
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BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight: c.int, dstX, dstY, dstWidth, dstHeight: c.int, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
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BindFramebuffer :: proc(target, framebuffer: c.uint) --- // Bind framebuffer (FBO)
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// General render state
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EnableColorBlend :: proc() --- // Enable color blending
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@@ -452,12 +454,13 @@ foreign lib {
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DisableDepthMask :: proc() --- // Disable depth write
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EnableBackfaceCulling :: proc() --- // Enable backface culling
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DisableBackfaceCulling :: proc() --- // Disable backface culling
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ColorMask :: proc(r, g, b, a: bool) --- // Color mask control
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SetCullFace :: proc(mode: CullMode) --- // Set face culling mode
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EnableScissorTest :: proc() --- // Enable scissor test
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DisableScissorTest :: proc() --- // Disable scissor test
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Scissor :: proc(x, y, width, height: c.int) --- // Scissor test
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EnableWireMode :: proc() --- // Enable wire mode
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EnablePointMode :: proc() --- // Enable point mode
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EnablePointMode :: proc() --- // Enable point mode
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DisableWireMode :: proc() --- // Disable wire and point modes
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SetLineWidth :: proc(width: f32) --- // Set the line drawing width
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GetLineWidth :: proc() -> f32 --- // Get the line drawing width
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@@ -503,7 +506,7 @@ foreign lib {
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DrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
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SetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
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DrawRenderBatchActive :: proc() --- // Update and draw internal render batch
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CheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
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CheckRenderBatchLimit :: proc(vCount: c.int) -> bool --- // Check internal buffer overflow for a given number of vertex
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SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
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@@ -528,7 +531,7 @@ foreign lib {
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// Textures management
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LoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
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LoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
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LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
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LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture cubemap
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UpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
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GetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
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GetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
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@@ -552,6 +555,7 @@ foreign lib {
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GetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
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SetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
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SetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
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SetUniformMatrices :: proc(locIndex: c.int, matrices: [^]Matrix, count: c.int) --- // Set shader value matrices
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SetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
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SetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)
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