diff --git a/vendor/raylib/rlgl/rlgl.odin b/vendor/raylib/rlgl/rlgl.odin index c9e8c28c2..4a4ab4b7f 100644 --- a/vendor/raylib/rlgl/rlgl.odin +++ b/vendor/raylib/rlgl/rlgl.odin @@ -105,25 +105,25 @@ **********************************************************************************************/ -package raylib +package rlgl import "core:c" -RLGL_VERSION :: "4.5" +RLGL_VERSION :: "5.0" when ODIN_OS == .Windows { foreign import lib { - "windows/raylib.lib", + "../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 "../linux/libraylib.a" } else when ODIN_OS == .Darwin { foreign import lib { - "macos-arm64/libraylib.a" when ODIN_ARCH == .arm64 else "macos/libraylib.a", + "../macos-arm64/libraylib.a" when ODIN_ARCH == .arm64 else "../macos/libraylib.a", "system:Cocoa.framework", "system:OpenGL.framework", "system:IOKit.framework", @@ -132,122 +132,122 @@ when ODIN_OS == .Windows { foreign import lib "system:raylib" } -RL_GRAPHICS_API_OPENGL_11 :: false -RL_GRAPHICS_API_OPENGL_21 :: true -RL_GRAPHICS_API_OPENGL_33 :: RL_GRAPHICS_API_OPENGL_21 // default currently -RL_GRAPHICS_API_OPENGL_ES2 :: false -RL_GRAPHICS_API_OPENGL_43 :: false -RL_GRAPHICS_API_OPENGL_ES3 :: false +GRAPHICS_API_OPENGL_11 :: false +GRAPHICS_API_OPENGL_21 :: true +GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21 // default currently +GRAPHICS_API_OPENGL_ES2 :: false +GRAPHICS_API_OPENGL_43 :: false +GRAPHICS_API_OPENGL_ES3 :: false -when RL_GRAPHICS_API_OPENGL_ES3 { - RL_GRAPHICS_API_OPENGL_ES2 :: true +when GRAPHICS_API_OPENGL_ES3 { + GRAPHICS_API_OPENGL_ES2 :: true } -when !RL_GRAPHICS_API_OPENGL_ES2 { +when !GRAPHICS_API_OPENGL_ES2 { // This is the maximum amount of elements (quads) per batch // NOTE: Be careful with text, every letter maps to a quad - RL_DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192 + DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192 } else { // We reduce memory sizes for embedded systems (RPI and HTML5) // NOTE: On HTML5 (emscripten) this is allocated on heap, // by default it's only 16MB!...just take care... - RL_DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048 + DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048 } -RL_DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering) -RL_DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture) -RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture()) +DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering) +DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture) +DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture()) // Internal Matrix stack -RL_MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack +MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack // Shader limits -RL_MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported +MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported // Projection matrix culling -RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance -RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance +CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance +CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance // Texture parameters (equivalent to OpenGL defines) -RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S -RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T -RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER -RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER +TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S +TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T +TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER +TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER -RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST -RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR -RL_TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST -RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR -RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST -RL_TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR -RL_TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier) +TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST +TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR +TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST +TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR +TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST +TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR +TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier) -RL_TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT -RL_TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE -RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT -RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT +TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT +TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE +TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT +TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) -RL_MODELVIEW :: 0x1700 // GL_MODELVIEW -RL_PROJECTION :: 0x1701 // GL_PROJECTION -RL_TEXTURE :: 0x1702 // GL_TEXTURE +MODELVIEW :: 0x1700 // GL_MODELVIEW +PROJECTION :: 0x1701 // GL_PROJECTION +TEXTURE :: 0x1702 // GL_TEXTURE // Primitive assembly draw modes -RL_LINES :: 0x0001 // GL_LINES -RL_TRIANGLES :: 0x0004 // GL_TRIANGLES -RL_QUADS :: 0x0007 // GL_QUADS +LINES :: 0x0001 // GL_LINES +TRIANGLES :: 0x0004 // GL_TRIANGLES +QUADS :: 0x0007 // GL_QUADS // GL equivalent data types -RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE -RL_FLOAT :: 0x1406 // GL_FLOAT +UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE +FLOAT :: 0x1406 // GL_FLOAT // Buffer usage hint -RL_STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW -RL_STREAM_READ :: 0x88E1 // GL_STREAM_READ -RL_STREAM_COPY :: 0x88E2 // GL_STREAM_COPY -RL_STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW -RL_STATIC_READ :: 0x88E5 // GL_STATIC_READ -RL_STATIC_COPY :: 0x88E6 // GL_STATIC_COPY -RL_DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW -RL_DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ -RL_DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY +STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW +STREAM_READ :: 0x88E1 // GL_STREAM_READ +STREAM_COPY :: 0x88E2 // GL_STREAM_COPY +STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW +STATIC_READ :: 0x88E5 // GL_STATIC_READ +STATIC_COPY :: 0x88E6 // GL_STATIC_COPY +DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW +DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ +DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY // GL Shader type -RL_FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER -RL_VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER -RL_COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER +FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER +VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER +COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER // GL blending factors -RL_ZERO :: 0 // GL_ZERO -RL_ONE :: 1 // GL_ONE -RL_SRC_COLOR :: 0x0300 // GL_SRC_COLOR -RL_ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR -RL_SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA -RL_ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA -RL_DST_ALPHA :: 0x0304 // GL_DST_ALPHA -RL_ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA -RL_DST_COLOR :: 0x0306 // GL_DST_COLOR -RL_ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR -RL_SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE -RL_CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR -RL_ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR -RL_CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA -RL_ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA +ZERO :: 0 // GL_ZERO +ONE :: 1 // GL_ONE +SRC_COLOR :: 0x0300 // GL_SRC_COLOR +ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR +SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA +ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA +DST_ALPHA :: 0x0304 // GL_DST_ALPHA +ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA +DST_COLOR :: 0x0306 // GL_DST_COLOR +ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR +SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE +CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR +ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR +CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA +ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA // GL blending functions/equations -RL_FUNC_ADD :: 0x8006 // GL_FUNC_ADD -RL_MIN :: 0x8007 // GL_MIN -RL_MAX :: 0x8008 // GL_MAX -RL_FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT -RL_FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT -RL_BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION -RL_BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) -RL_BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA -RL_BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB -RL_BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB -RL_BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA -RL_BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA -RL_BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR +FUNC_ADD :: 0x8006 // GL_FUNC_ADD +MIN :: 0x8007 // GL_MIN +MAX :: 0x8008 // GL_MAX +FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT +FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT +BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION +BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) +BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA +BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB +BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB +BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA +BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA +BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR //---------------------------------------------------------------------------------- @@ -255,7 +255,7 @@ RL_BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR //---------------------------------------------------------------------------------- -VertexBufferIndexType :: c.ushort when RL_GRAPHICS_API_OPENGL_ES2 else c.uint +VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint // Dynamic vertex buffers (position + texcoords + colors + indices arrays) VertexBuffer :: struct { @@ -343,36 +343,39 @@ CullMode :: enum c.int { BACK, } -@(default_calling_convention="c") +// Matrix type (right handed, stored row major) +Matrix :: #row_major matrix[4, 4]f32 + +@(default_calling_convention="c", link_prefix="rl") foreign lib { //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ - rlMatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed - rlPushMatrix :: proc() --- // Push the current matrix to stack - rlPopMatrix :: proc() --- // Pop lattest inserted matrix from stack - rlLoadIdentity :: proc() --- // Reset current matrix to identity matrix - rlTranslatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix - rlRotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix - rlScalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix - rlMultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix - rlFrustum :: proc(left, right, bottom, top, znear, zfar: f64) --- - rlOrtho :: proc(left, right, bottom, top, znear, zfar: f64) --- - rlViewport :: proc(x, y, width, height: c.int) --- // Set the viewport area + MatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed + PushMatrix :: proc() --- // Push the current matrix to stack + PopMatrix :: proc() --- // Pop lattest inserted matrix from stack + LoadIdentity :: proc() --- // Reset current matrix to identity matrix + Translatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix + Rotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix + Scalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix + MultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix + Frustum :: proc(left, right, bottom, top, znear, zfar: f64) --- + Ortho :: proc(left, right, bottom, top, znear, zfar: f64) --- + Viewport :: proc(x, y, width, height: c.int) --- // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ - rlBegin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex) - rlEnd :: proc() --- // Finish vertex providing - rlVertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int - rlVertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32 - rlVertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32 - rlTexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32 - rlNormal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32 - rlColor4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte - rlColor3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32 - rlColor4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32 + Begin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex) + End :: proc() --- // Finish vertex providing + Vertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int + Vertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32 + Vertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32 + TexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32 + Normal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32 + Color4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte + Color3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32 + Color4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32 //------------------------------------------------------------------------------------ // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) @@ -381,175 +384,177 @@ foreign lib { //------------------------------------------------------------------------------------ // Vertex buffers state - rlEnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported) - rlDisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported) - rlEnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO) - rlDisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO) - rlEnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element) - rlDisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element) - rlEnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index - rlDisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index - when RL_GRAPHICS_API_OPENGL_11 { - rlEnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) --- - rlDisableStatePointer :: proc(vertexAttribType: c.int) --- + EnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported) + DisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported) + EnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO) + DisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO) + EnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element) + DisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element) + EnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index + DisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index + when GRAPHICS_API_OPENGL_11 { + EnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) --- + DisableStatePointer :: proc(vertexAttribType: c.int) --- } // Textures state - rlActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot - rlEnableTexture :: proc(id: c.uint) --- // Enable texture - rlDisableTexture :: proc() --- // Disable texture - rlEnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap - rlDisableTextureCubemap :: proc() --- // Disable texture cubemap - rlTextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap) - rlCubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap) + ActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot + EnableTexture :: proc(id: c.uint) --- // Enable texture + DisableTexture :: proc() --- // Disable texture + 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) // Shader state - rlEnableShader :: proc(id: c.uint) --- // Enable shader program - rlDisableShader :: proc() --- // Disable shader program + EnableShader :: proc(id: c.uint) --- // Enable shader program + DisableShader :: proc() --- // Disable shader program // Framebuffer state - rlEnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo) - rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer - rlActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers - rlBlitFramebuffer :: 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 + 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 // General render state - rlDisableColorBlend :: proc() --- // Disable color blending - rlEnableDepthTest :: proc() --- // Enable depth test - rlDisableDepthTest :: proc() --- // Disable depth test - rlEnableDepthMask :: proc() --- // Enable depth write - rlDisableDepthMask :: proc() --- // Disable depth write - rlEnableBackfaceCulling :: proc() --- // Enable backface culling - rlDisableBackfaceCulling :: proc() --- // Disable backface culling - rlSetCullFace :: proc(mode: CullMode) --- // Set face culling mode - rlEnableScissorTest :: proc() --- // Enable scissor test - rlDisableScissorTest :: proc() --- // Disable scissor test - rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test - rlEnableWireMode :: proc() --- // Enable wire mode - rlEnablePointMode :: proc() --- // Enable point mode - rlDisableWireMode :: proc() --- // Disable wire and point modes - rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width - rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width - rlEnableSmoothLines :: proc() --- // Enable line aliasing - rlDisableSmoothLines :: proc() --- // Disable line aliasing - rlEnableStereoRender :: proc() --- // Enable stereo rendering - rlDisableStereoRender :: proc() --- // Disable stereo rendering - rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled + DisableColorBlend :: proc() --- // Disable color blending + EnableDepthTest :: proc() --- // Enable depth test + DisableDepthTest :: proc() --- // Disable depth test + EnableDepthMask :: proc() --- // Enable depth write + DisableDepthMask :: proc() --- // Disable depth write + EnableBackfaceCulling :: proc() --- // Enable backface culling + DisableBackfaceCulling :: proc() --- // Disable backface culling + 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 + DisableWireMode :: proc() --- // Disable wire and point modes + SetLineWidth :: proc(width: f32) --- // Set the line drawing width + GetLineWidth :: proc() -> f32 --- // Get the line drawing width + EnableSmoothLines :: proc() --- // Enable line aliasing + DisableSmoothLines :: proc() --- // Disable line aliasing + EnableStereoRender :: proc() --- // Enable stereo rendering + DisableStereoRender :: proc() --- // Disable stereo rendering + IsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled - rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color - rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth) - rlCheckErrors :: proc() --- // Check and log OpenGL error codes - rlSetBlendMode :: proc(mode: c.int) --- // Set blending mode - rlSetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors) - rlSetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors) + ClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color + ClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth) + CheckErrors :: proc() --- // Check and log OpenGL error codes + SetBlendMode :: proc(mode: c.int) --- // Set blending mode + SetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors) + SetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ // rlgl initialization functions - rlglInit :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states) - rlglClose :: proc() --- // De-initialize rlgl (buffers, shaders, textures) - rlLoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required) - rlGetVersion :: proc() -> GlVersion --- // Get current OpenGL version - rlSetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width - rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width - rlSetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height - rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height + @(link_prefix="rlgl") + Init :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states) + @(link_prefix="rlgl") + Close :: proc() --- // De-initialize rlgl (buffers, shaders, textures) + LoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required) + GetVersion :: proc() -> GlVersion --- // Get current OpenGL version + SetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width + GetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width + SetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height + GetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height - rlGetTextureIdDefault :: proc() -> c.uint --- // Get default texture id - rlGetShaderIdDefault :: proc() -> c.uint --- // Get default shader id - rlGetShaderLocsDefault :: proc() -> [^]c.int --- // Get default shader locations + GetTextureIdDefault :: proc() -> c.uint --- // Get default texture id + GetShaderIdDefault :: proc() -> c.uint --- // Get default shader id + GetShaderLocsDefault :: proc() -> [^]c.int --- // Get default shader locations // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required - rlLoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system - rlUnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system - rlDrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset) - rlSetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal) - rlDrawRenderBatchActive :: proc() --- // Update and draw internal render batch - rlCheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex + LoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system + UnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system + 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 - rlSetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits + SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management - rlLoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported - rlLoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute - rlLoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer - rlUpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data - rlUpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data - rlUnloadVertexArray :: proc(vaoId: c.uint) --- - rlUnloadVertexBuffer :: proc(vboId: c.uint) --- - rlSetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) --- - rlSetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) --- - rlSetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value - rlDrawVertexArray :: proc(offset: c.int, count: c.int) --- - rlDrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) --- - rlDrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) --- - rlDrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) --- + LoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported + LoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute + LoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer + UpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data + UpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data + UnloadVertexArray :: proc(vaoId: c.uint) --- + UnloadVertexBuffer :: proc(vboId: c.uint) --- + SetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) --- + SetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) --- + SetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value + DrawVertexArray :: proc(offset: c.int, count: c.int) --- + DrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) --- + DrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) --- + DrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) --- // Textures management - rlLoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU - rlLoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo) - rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap - rlUpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data - rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats - rlGetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format - rlUnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory - rlGenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture - rlReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data - rlReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer) + 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 + 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 + UnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory + GenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture + ReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data + ReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer) // Framebuffer management (fbo) - rlLoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer - rlFramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer - rlFramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete - rlUnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU + LoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer + FramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer + FramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete + UnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU // Shaders management - rlLoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings - rlCompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) - rlLoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program - rlUnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program - rlGetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform - rlGetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute - rlSetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform - rlSetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix - rlSetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler - rlSetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations) + LoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings + CompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER) + LoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program + UnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program + GetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform + 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 + 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) // Compute shader management - rlLoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program - rlComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline) + LoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program + ComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) - rlLoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO) - rlUnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO) - rlUpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data - rlBindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer - rlReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU) - rlCopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers - rlGetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size + LoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO) + UnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO) + UpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data + BindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer + ReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU) + CopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers + GetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size // Buffer management - rlBindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture + BindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture // Matrix state management - rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix - rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix - rlGetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix - rlGetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye) - rlGetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye) - rlSetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix) - rlSetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix) - rlSetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering - rlSetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering + GetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix + GetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix + GetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix + GetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye) + GetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye) + SetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix) + SetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix) + SetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering + SetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering // Quick and dirty cube/quad buffers load->draw->unload - rlLoadDrawCube :: proc() --- // Load and draw a cube - rlLoadDrawQuad :: proc() --- // Load and draw a quad + LoadDrawCube :: proc() --- // Load and draw a cube + LoadDrawQuad :: proc() --- // Load and draw a quad }