lib RLGL
Overview
Defined in:
raylib-cr/rlgl.crConstant Summary
-
COMPUTE_SHADER =
37305
-
DYNAMIC_COPY =
35050
-
DYNAMIC_DRAW =
35048
-
DYNAMIC_READ =
35049
-
FLOAT =
5126
-
FRAGMENT_SHADER =
35632
-
LINES =
1
-
MODELVIEW =
5888
-
PROJECTION =
5889
-
QUADS =
7
-
RL_TEXTURE_MIN_FILTER =
10241
-
STATIC_COPY =
35046
-
STATIC_DRAW =
35044
-
STATIC_READ =
35045
-
STREAM_COPY =
35042
-
STREAM_DRAW =
35040
-
STREAM_READ =
35041
-
TEXTURE =
5890
-
TEXTURE_FILTER_ANISOTROPIC =
12288
-
TEXTURE_FILTER_LINEAR =
9729
-
TEXTURE_FILTER_LINEAR_MIP_NEAREST =
9985
-
TEXTURE_FILTER_MIP_LINEAR =
9987
-
TEXTURE_FILTER_MIP_NEAREST =
9984
-
TEXTURE_FILTER_NEAREST =
9728
-
TEXTURE_FILTER_NEAREST_MIP_LINEAR =
9986
-
TEXTURE_MAG_FILTER =
10240
-
TEXTURE_MIPMAP_BIAS_RATIO =
16384
-
TEXTURE_WRAP_CLAMP =
33071
-
TEXTURE_WRAP_MIRROR_CLAMP =
34626
-
TEXTURE_WRAP_MIRROR_REPEAT =
33648
-
TEXTURE_WRAP_REPEAT =
10497
-
TEXTURE_WRAP_S =
10242
-
TEXTURE_WRAP_T =
10243
-
TRIANGLES =
4
-
UNSIGNED_BYTE =
5121
-
VERTEX_SHADER =
35633
Function Summary
- .active_draw_buffers = rlActiveDrawBuffers(count : Int32)
- .active_texture_slot = rlActiveTextureSlot(slot : Int32)
- .begin = rlBegin(mode : Int32)
- .bind_image_texture = rlBindImageTexture(id : UInt32, index : UInt32, format : UInt32, readonly : Int32)
- .bind_shader_buffer = rlBindShaderBuffer(id : UInt32, index : UInt32)
- .blit_framebuffer = rlBlitFramebuffer(src_x : Int32, src_y : Int32, src_width : Int32, src_height : Int32, dst_x : Int32, dst_y : Int32, dst_width : Int32, dst_height : Int32, buffer_mask : Int32)
- .check_render_batch_limit = rlCheckRenderBatchLimit(v_count : Int32) : Bool
- .clean_screen_buffers = rlClearScreenBuffers
- .clear_color = rlClearColor(r : UInt8, g : UInt8, b : UInt8, a : UInt8)
- .clear_errors = rlCheckErrors
- .close = rlglClose(width : Int32, height : Int32)
- .color_3f = rlColor3f(x : Float32, y : Float32, z : Float32)
- .color_4f = rlColor4f(x : Float32, y : Float32, z : Float32, w : Float32)
- .color_4ub = rlColor4ub(r : UInt8, g : UInt8, b : UInt8, a : UInt8)
- .compile_shader = rlCompileShader(shader_code : Pointer(UInt8), type : Int32) : LibC::UInt
- .compute_shader_dispatch = rlComputeShaderDispatch(group_x : UInt32, group_y : UInt32, group_z : UInt32)
- .copy_shader_buffer = rlCopyShaderBuffer(dst_id : UInt32, src_id : UInt32, dst_offset : UInt32, src_offset : UInt32, count : UInt32)
- .disable_backface_culling = rlDisableBackfaceCulling
- .disable_color_blend = rlDisableColorBlend
- .disable_depth_mask = rlDisableDepthMask
- .disable_depth_test = rlDisableDepthTest
- .disable_frame_buffer = rlDisableFrameBuffer
- .disable_scissor_test = rlDisableScissorTest
- .disable_shader = rlDisableShader
- .disable_smooth_lines = rlDisableSmoothLines
- .disable_stereo_render = rlDisableStereoRender
- .disable_texture = rlDisableTexture
- .disable_texture_cubemap = rlDisableTextureCubemap
- .disable_vertex_array = rlDisableVertexArray
- .disable_vertex_buffer = rlDisableVertexBuffer
- .disable_vertex_buffer_attribute = rlDisableVertexBufferAttribute
- .disable_vertex_buffer_element = rlDisableVertexBufferElement
- .disable_wire_mode = rlDisableWireMode
- .draw_render_batch = rlDrawRenderBatch(batch : Pointer(RLGL::RenderBatch))
- .draw_render_batch_active = rlDrawRenderBatchActive
- .draw_vertex_array = rlDrawVertexArray(offset : Int32, count : Int32)
- .draw_vertex_array_elements = rlDrawVertexArrayElements(offset : Int32, count : Int32, buffer : Pointer(Void))
- .draw_vertex_array_elements_instanced = rlDrawVertexArrayElementsInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32)
- .draw_vertex_array_instanced = rlDrawVertexArrayInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32)
- .enable_backface_culling = rlEnableBackfaceCulling
- .enable_color_blend = rlEnableColorBlend
- .enable_depth_mask = rlEnableDepthMask
- .enable_depth_test = rlEnableDepthTest
- .enable_frame_buffer = rlEnableFrameBuffer(id : UInt32)
- .enable_point_mode = rlEnablePointMode
- .enable_scissor_test = rlEnableScissorTest
- .enable_shader = rlEnableShader(id : UInt32)
- .enable_smooth_lines = rlEnableSmoothLines
- .enable_stereo_render = rlEnableStereoRender
- .enable_texture = rlEnableTexture(id : UInt32)
- .enable_texture_cubemap = rlEnableTextureCubemap(id : UInt32)
- .enable_vertex_array = rlEnableVertexArray(vao_id : UInt32) : Bool
- .enable_vertex_buffer = rlEnableVertexBuffer(id : UInt32)
- .enable_vertex_buffer_attribute = rlEnableVertexBufferAttribute(id : UInt32)
- .enable_vertex_buffer_element = rlEnableVertexBufferElement(id : UInt32)
- .enable_wire_mode = rlEnableWireMode
- .end = rlEnd
- .framebuffer_attach = rlFramebufferAttach(fbo_id : UInt32, tex_id : UInt32, attach_type : Int32, text_type : Int32, mip_level : Int32)
- .framebuffer_complete = rlFramebufferComplete(id : UInt32) : Bool
- .frustrum = rlFrustum(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64)
- .gen_texture_mipmaps = rlGenTextureMipmaps(id : UInt32, width : Int32, height : Int32, format : Int32, mipmaps : Pointer(Int32))
- .get_framebuffer_height = rlGetFramebufferHeight : LibC::Int
- .get_framebuffer_width = rlGetFramebufferWidth : LibC::Int
- .get_gl_texture_formats = rlGetGlTextureFormats(format : Int32, gl_internal_format : Pointer(UInt32), gl_format : Pointer(UInt32), gl_type : Pointer(UInt32))
- .get_line_width = rlGetLineWidth : LibC::Float
- .get_location_attrib = rlGetLocationAttrib(shader_id : UInt32, attrib_name : Pointer(UInt8))
- .get_location_uniform = rlGetLocationUniform(shader_id : UInt32, uniform_name : Pointer(UInt8)) : LibC::Int
- .get_matrix_modelview = rlGetMatrixModelview : Raylib::Matrix
- .get_matrix_projection = rlGetMatrixProjection : Raylib::Matrix
- .get_matrix_projection_stereo = rlGetMatrixProjectionStereo(eye : Int32) : Raylib::Matrix
- .get_matrix_transform = rlGetMatrixTransform : Raylib::Matrix
- .get_matrix_view_offset_stereo = rlGetMatrixViewOffsetStereo(eye : Int32) : Raylib::Matrix
- .get_pixel_format_name = rlGetPixelFormatName(format : UInt32) : Pointer(LibC::Char)
- .get_shader_buffer_size = rlGetShaderBufferSize(id : UInt32) : LibC::ULongLong
- .get_shader_id_default = rlGetShaderIdDefault : LibC::UInt
- .get_shader_locs_default = rlGetShaderLocsDefault : Pointer(LibC::Int)
- .get_texture_id_default = rlGetTextureIdDefault : LibC::UInt
- .get_version = rlGetVersion : LibC::Int
- .init = rlglInit(width : Int32, height : Int32)
- .load_compute_shader_program = rlLoadComputeShaderProgram(shader_id : UInt32) : LibC::UInt
- .load_draw_cube = rlLoadDrawCube
- .load_draw_quad = rlLoadDrawQuad
- .load_extensions = rlLoadExtensions(loader : Pointer(Void))
- .load_framebuffer = rlLoadFramebuffer(width : Int32, height : Int32) : LibC::UInt
- .load_identity = rlLoadIdentity
- .load_render_batch = rlLoadRenderBatch(num_buffers : Int32, buffer_elements : Int32) : RenderBatch
- .load_shader_buffer = rlLoadShaderBuffer(size : UInt32, data : Pointer(Void), usage_hint : Int32) : LibC::UInt
- .load_shader_code = rlLoadShaderCode(vscode : Pointer(UInt8), fscode : Pointer(UInt8)) : LibC::UInt
- .load_shader_program = rlLoadShaderProgram(v_shader_id : UInt32, f_shader_id : UInt32) : LibC::UInt
- .load_texture = rlLoadTexture(data : Pointer(Void), width : Int32, height : Int32, format : Int32, mimmap_count : Int32) : LibC::UInt
- .load_texture_cubemap = rlLoadTextureCubemap(data : Pointer(Void), size : Int32, format : Int32) : LibC::UInt
- .load_texture_depth = rlLoadTextureDepth(width : Int32, height : Int32, use_render_buffer : Bool) : LibC::UInt
- .load_vertex_array = rlLoadVertexArray : LibC::UInt
- .load_vertex_buffer = rlLoadVertexBuffer(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt
- .load_vertex_buffer_element = rlLoadVertexBufferElement(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt
- .matrix_mode = rlMatrixMode(mode : Int32)
- .multi_matrix_f = rlMultMatrixf
- .normal_3f = rlNormal3f(x : Float32, y : Float32, z : Float32)
- .ortho = rlOrtho(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64)
- .pop_matrix = rlPopMatrix
- .push_matrix = rlPushMatrix
- .read_screen_pixels = rlReadScreenPixels(width : Int32, height : Int32) : Pointer(LibC::UChar)
- .read_shader_buffer = rlReadShaderBuffer(id : UInt32, dest : Pointer(Void), count : UInt32, offset : UInt32)
- .read_texture_pixels = rlReadTexturePixels(id : UInt32, width : Int32, height : Int32, format : Int32) : Pointer(Void)
- .rotate_f = rlRotatef(angle : Float32, x : Float32, y : Float32, z : Float32)
- .scale_f = rlScalef(x : Float32, y : Float32, z : Float32)
- .scissor = rlScissor(x : Int32, y : Int32, w : Int32, h : Int32)
- .set_blend_factors = rlSetBlendFactors(gl_src_factor : Int32, gl_dst_factor : Int32, gl_equation : Int32)
- .set_blend_factors_separate = rlSetBlendFactorsSeparate(gl_src_factor : Int32, gl_dst_rgb : Int32, gl_dst_alpha : Int32, gl_equation_rgb : Int32, gl_equation_alpha : Int32)
- .set_blend_mode = rlSetBlendMode(mode : Int32)
- .set_framebuffer_height = rlSetFramebufferHeight(height : Int32) : LibC::Int
- .set_framebuffer_width = rlSetFramebufferWidth(width : Int32) : LibC::Int
- .set_line_width = rlSetLineWidth(width : Float32)
- .set_matrix_modelview = rlSetMatrixModelview(view : Raylib::Matrix)
- .set_matrix_projection = rlSetMatrixProjection(proj : Raylib::Matrix)
- .set_matrix_projection_stereo = rlSetMatrixProjectionStereo(right : Raylib::Matrix, left : Raylib::Matrix)
- .set_matrix_view_offset_stereo = rlSetMatrixViewOffsetStereo(right : Raylib::Matrix, left : Raylib::Matrix)
- .set_render_batch_active = rlDrawRenderBatch(batch : Pointer(RLGL::RenderBatch))
- .set_shader = rlSetShader(id : UInt32, locs : Pointer(Int32))
- .set_texture = rlSetTexture(id : UInt32)
- .set_uniform = rlSetUniform(loc_index : Int32, value : Pointer(Void), uniform_type : Int32, count : Int32)
- .set_uniform_matrix = rlSetUniformMatrix(loc_index : Int32, mat : Raylib::Matrix)
- .set_uniform_sampler = rlSetUniformSampler(loc_index : Int32, texture_id : UInt32)
- .set_vertex_attribute = rlSetVertexAttribute(index : UInt32, comp_size : Int32, type : Int32, normalized : Bool, stride : Int32, pointer : Pointer(Void))
- .set_vertex_attribute_default = rlSetVertexAttributeDefault(loc_index : Int32, value : Pointer(Void), attrib_type : Int32, count : Int32)
- .set_vertex_attribute_divisor = rlSetVertexAttributeDivisor(index : UInt32, divisor : Int32)
- .stereo_render_enabled? = rlIsStereoRenderEnabled : Bool
- .texcoord_2f = rlTexCoord2f(x : Float32, y : Float32)
- .texture_parameters = rlTextureParameters(id : UInt32, param : Int32, value : Int32)
- .translate_f = rlTranslatef(x : Float32, y : Float32, z : Float32)
- .unload_framebuffer = rlUnloadFramebuffer(id : UInt32)
- .unload_render_batch = rlUnloadRenderBatch(batch : RLGL::RenderBatch)
- .unload_shader_buffer = rlUnloadShaderBuffer(ssbo_id : UInt32)
- .unload_shader_program = rlUnloadShaderProgram(id : UInt32)
- .unload_texture_rlgl = rlUnloadTexture(id : UInt32)
- .unload_vertex_array = rlUnloadVertexArray(vao_id : UInt32)
- .unload_vertex_buffer = rlUnloadVertexBuffer(vbo_id : UInt32)
- .update_shader_buffer = rlUpdateShaderBuffer(id : UInt32, data : Pointer(Void), data_size : UInt32, offset : UInt32)
- .update_texture = rlUpdateTexture(id : UInt32, offset_x : Int32, offset_y : Int32, width : Int32, height : Int32, format : Int32, data : Pointer(Void))
- .update_vertex_buffer = rlUpdateVertexBuffer(buffer_id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32)
- .update_vertex_buffer_elements = rlUpdateVertexBufferElements(id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32)
- .vertex_2f = rlVertex2f(x : Float32, y : Float32)
- .vertex_2i = rlVertex2i(x : Int32, y : Int32)
- .vertex_3f = rlVertex3f(x : Float32, y : Float32, z : Float32)
- .viewport = rlViewport(x : Int32, y : Int32, width : Int32, height : Int32)
Function Detail
fun bind_image_texture = rlBindImageTexture(id : UInt32, index : UInt32, format : UInt32, readonly : Int32)
#
fun blit_framebuffer = rlBlitFramebuffer(src_x : Int32, src_y : Int32, src_width : Int32, src_height : Int32, dst_x : Int32, dst_y : Int32, dst_width : Int32, dst_height : Int32, buffer_mask : Int32)
#
fun compile_shader = rlCompileShader(shader_code : Pointer(UInt8), type : Int32) : LibC::UInt
#
fun compute_shader_dispatch = rlComputeShaderDispatch(group_x : UInt32, group_y : UInt32, group_z : UInt32)
#
fun copy_shader_buffer = rlCopyShaderBuffer(dst_id : UInt32, src_id : UInt32, dst_offset : UInt32, src_offset : UInt32, count : UInt32)
#
fun draw_vertex_array_elements = rlDrawVertexArrayElements(offset : Int32, count : Int32, buffer : Pointer(Void))
#
fun draw_vertex_array_elements_instanced = rlDrawVertexArrayElementsInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32)
#
fun draw_vertex_array_instanced = rlDrawVertexArrayInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32)
#
fun framebuffer_attach = rlFramebufferAttach(fbo_id : UInt32, tex_id : UInt32, attach_type : Int32, text_type : Int32, mip_level : Int32)
#
fun frustrum = rlFrustum(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64)
#
fun gen_texture_mipmaps = rlGenTextureMipmaps(id : UInt32, width : Int32, height : Int32, format : Int32, mipmaps : Pointer(Int32))
#
fun get_gl_texture_formats = rlGetGlTextureFormats(format : Int32, gl_internal_format : Pointer(UInt32), gl_format : Pointer(UInt32), gl_type : Pointer(UInt32))
#
fun get_location_attrib = rlGetLocationAttrib(shader_id : UInt32, attrib_name : Pointer(UInt8))
#
fun get_location_uniform = rlGetLocationUniform(shader_id : UInt32, uniform_name : Pointer(UInt8)) : LibC::Int
#
fun get_matrix_projection_stereo = rlGetMatrixProjectionStereo(eye : Int32) : Raylib::Matrix
#
fun get_matrix_view_offset_stereo = rlGetMatrixViewOffsetStereo(eye : Int32) : Raylib::Matrix
#
fun get_pixel_format_name = rlGetPixelFormatName(format : UInt32) : Pointer(LibC::Char)
#
fun load_compute_shader_program = rlLoadComputeShaderProgram(shader_id : UInt32) : LibC::UInt
#
fun load_framebuffer = rlLoadFramebuffer(width : Int32, height : Int32) : LibC::UInt
#
fun load_render_batch = rlLoadRenderBatch(num_buffers : Int32, buffer_elements : Int32) : RenderBatch
#
fun load_shader_buffer = rlLoadShaderBuffer(size : UInt32, data : Pointer(Void), usage_hint : Int32) : LibC::UInt
#
fun load_shader_code = rlLoadShaderCode(vscode : Pointer(UInt8), fscode : Pointer(UInt8)) : LibC::UInt
#
fun load_shader_program = rlLoadShaderProgram(v_shader_id : UInt32, f_shader_id : UInt32) : LibC::UInt
#
fun load_texture = rlLoadTexture(data : Pointer(Void), width : Int32, height : Int32, format : Int32, mimmap_count : Int32) : LibC::UInt
#
fun load_texture_cubemap = rlLoadTextureCubemap(data : Pointer(Void), size : Int32, format : Int32) : LibC::UInt
#
fun load_texture_depth = rlLoadTextureDepth(width : Int32, height : Int32, use_render_buffer : Bool) : LibC::UInt
#
fun load_vertex_buffer = rlLoadVertexBuffer(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt
#
fun load_vertex_buffer_element = rlLoadVertexBufferElement(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt
#
fun ortho = rlOrtho(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64)
#
fun read_screen_pixels = rlReadScreenPixels(width : Int32, height : Int32) : Pointer(LibC::UChar)
#
fun read_shader_buffer = rlReadShaderBuffer(id : UInt32, dest : Pointer(Void), count : UInt32, offset : UInt32)
#
fun read_texture_pixels = rlReadTexturePixels(id : UInt32, width : Int32, height : Int32, format : Int32) : Pointer(Void)
#
fun set_blend_factors = rlSetBlendFactors(gl_src_factor : Int32, gl_dst_factor : Int32, gl_equation : Int32)
#
fun set_blend_factors_separate = rlSetBlendFactorsSeparate(gl_src_factor : Int32, gl_dst_rgb : Int32, gl_dst_alpha : Int32, gl_equation_rgb : Int32, gl_equation_alpha : Int32)
#
fun set_matrix_projection_stereo = rlSetMatrixProjectionStereo(right : Raylib::Matrix, left : Raylib::Matrix)
#
fun set_matrix_view_offset_stereo = rlSetMatrixViewOffsetStereo(right : Raylib::Matrix, left : Raylib::Matrix)
#
fun set_uniform = rlSetUniform(loc_index : Int32, value : Pointer(Void), uniform_type : Int32, count : Int32)
#
fun set_uniform_matrix = rlSetUniformMatrix(loc_index : Int32, mat : Raylib::Matrix)
#
fun set_uniform_sampler = rlSetUniformSampler(loc_index : Int32, texture_id : UInt32)
#
fun set_vertex_attribute = rlSetVertexAttribute(index : UInt32, comp_size : Int32, type : Int32, normalized : Bool, stride : Int32, pointer : Pointer(Void))
#
fun set_vertex_attribute_default = rlSetVertexAttributeDefault(loc_index : Int32, value : Pointer(Void), attrib_type : Int32, count : Int32)
#
fun set_vertex_attribute_divisor = rlSetVertexAttributeDivisor(index : UInt32, divisor : Int32)
#
fun texture_parameters = rlTextureParameters(id : UInt32, param : Int32, value : Int32)
#
fun update_shader_buffer = rlUpdateShaderBuffer(id : UInt32, data : Pointer(Void), data_size : UInt32, offset : UInt32)
#
fun update_texture = rlUpdateTexture(id : UInt32, offset_x : Int32, offset_y : Int32, width : Int32, height : Int32, format : Int32, data : Pointer(Void))
#
fun update_vertex_buffer = rlUpdateVertexBuffer(buffer_id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32)
#
fun update_vertex_buffer_elements = rlUpdateVertexBufferElements(id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32)
#