lib RLGL

Overview

Defined in:

raylib-cr/rlgl.cr

Constant 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

Function Detail

fun active_draw_buffers = rlActiveDrawBuffers(count : Int32) #

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fun active_texture_slot = rlActiveTextureSlot(slot : Int32) #

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fun begin = rlBegin(mode : Int32) #

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fun bind_image_texture = rlBindImageTexture(id : UInt32, index : UInt32, format : UInt32, readonly : Int32) #

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fun bind_shader_buffer = rlBindShaderBuffer(id : UInt32, index : UInt32) #

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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) #

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fun check_render_batch_limit = rlCheckRenderBatchLimit(v_count : Int32) : Bool #

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fun clean_screen_buffers = rlClearScreenBuffers #

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fun clear_color = rlClearColor(r : UInt8, g : UInt8, b : UInt8, a : UInt8) #

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fun clear_errors = rlCheckErrors #

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fun close = rlglClose(width : Int32, height : Int32) #

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fun color_3f = rlColor3f(x : Float32, y : Float32, z : Float32) #

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fun color_4f = rlColor4f(x : Float32, y : Float32, z : Float32, w : Float32) #

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fun color_4ub = rlColor4ub(r : UInt8, g : UInt8, b : UInt8, a : UInt8) #

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fun compile_shader = rlCompileShader(shader_code : Pointer(UInt8), type : Int32) : LibC::UInt #

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fun compute_shader_dispatch = rlComputeShaderDispatch(group_x : UInt32, group_y : UInt32, group_z : UInt32) #

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fun copy_shader_buffer = rlCopyShaderBuffer(dst_id : UInt32, src_id : UInt32, dst_offset : UInt32, src_offset : UInt32, count : UInt32) #

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fun disable_backface_culling = rlDisableBackfaceCulling #

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fun disable_color_blend = rlDisableColorBlend #

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fun disable_depth_mask = rlDisableDepthMask #

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fun disable_depth_test = rlDisableDepthTest #

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fun disable_frame_buffer = rlDisableFrameBuffer #

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fun disable_scissor_test = rlDisableScissorTest #

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fun disable_shader = rlDisableShader #

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fun disable_smooth_lines = rlDisableSmoothLines #

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fun disable_stereo_render = rlDisableStereoRender #

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fun disable_texture = rlDisableTexture #

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fun disable_texture_cubemap = rlDisableTextureCubemap #

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fun disable_vertex_array = rlDisableVertexArray #

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fun disable_vertex_buffer = rlDisableVertexBuffer #

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fun disable_vertex_buffer_attribute = rlDisableVertexBufferAttribute #

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fun disable_vertex_buffer_element = rlDisableVertexBufferElement #

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fun disable_wire_mode = rlDisableWireMode #

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fun draw_render_batch = rlDrawRenderBatch(batch : Pointer(RLGL::RenderBatch)) #

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fun draw_render_batch_active = rlDrawRenderBatchActive #

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fun draw_vertex_array = rlDrawVertexArray(offset : Int32, count : Int32) #

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fun draw_vertex_array_elements = rlDrawVertexArrayElements(offset : Int32, count : Int32, buffer : Pointer(Void)) #

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fun draw_vertex_array_elements_instanced = rlDrawVertexArrayElementsInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32) #

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fun draw_vertex_array_instanced = rlDrawVertexArrayInstanced(offset : Int32, count : Int32, buffer : Pointer(Void), instances : Int32) #

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fun enable_backface_culling = rlEnableBackfaceCulling #

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fun enable_color_blend = rlEnableColorBlend #

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fun enable_depth_mask = rlEnableDepthMask #

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fun enable_depth_test = rlEnableDepthTest #

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fun enable_frame_buffer = rlEnableFrameBuffer(id : UInt32) #

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fun enable_point_mode = rlEnablePointMode #

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fun enable_scissor_test = rlEnableScissorTest #

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fun enable_shader = rlEnableShader(id : UInt32) #

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fun enable_smooth_lines = rlEnableSmoothLines #

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fun enable_stereo_render = rlEnableStereoRender #

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fun enable_texture = rlEnableTexture(id : UInt32) #

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fun enable_texture_cubemap = rlEnableTextureCubemap(id : UInt32) #

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fun enable_vertex_array = rlEnableVertexArray(vao_id : UInt32) : Bool #

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fun enable_vertex_buffer = rlEnableVertexBuffer(id : UInt32) #

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fun enable_vertex_buffer_attribute = rlEnableVertexBufferAttribute(id : UInt32) #

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fun enable_vertex_buffer_element = rlEnableVertexBufferElement(id : UInt32) #

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fun enable_wire_mode = rlEnableWireMode #

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fun end = rlEnd #

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fun framebuffer_attach = rlFramebufferAttach(fbo_id : UInt32, tex_id : UInt32, attach_type : Int32, text_type : Int32, mip_level : Int32) #

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fun framebuffer_complete = rlFramebufferComplete(id : UInt32) : Bool #

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fun frustrum = rlFrustum(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64) #

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fun gen_texture_mipmaps = rlGenTextureMipmaps(id : UInt32, width : Int32, height : Int32, format : Int32, mipmaps : Pointer(Int32)) #

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fun get_framebuffer_height = rlGetFramebufferHeight : LibC::Int #

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fun get_framebuffer_width = rlGetFramebufferWidth : LibC::Int #

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fun get_gl_texture_formats = rlGetGlTextureFormats(format : Int32, gl_internal_format : Pointer(UInt32), gl_format : Pointer(UInt32), gl_type : Pointer(UInt32)) #

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fun get_line_width = rlGetLineWidth : LibC::Float #

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fun get_location_attrib = rlGetLocationAttrib(shader_id : UInt32, attrib_name : Pointer(UInt8)) #

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fun get_location_uniform = rlGetLocationUniform(shader_id : UInt32, uniform_name : Pointer(UInt8)) : LibC::Int #

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fun get_matrix_modelview = rlGetMatrixModelview : Raylib::Matrix #

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fun get_matrix_projection = rlGetMatrixProjection : Raylib::Matrix #

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fun get_matrix_projection_stereo = rlGetMatrixProjectionStereo(eye : Int32) : Raylib::Matrix #

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fun get_matrix_transform = rlGetMatrixTransform : Raylib::Matrix #

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fun get_matrix_view_offset_stereo = rlGetMatrixViewOffsetStereo(eye : Int32) : Raylib::Matrix #

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fun get_pixel_format_name = rlGetPixelFormatName(format : UInt32) : Pointer(LibC::Char) #

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fun get_shader_buffer_size = rlGetShaderBufferSize(id : UInt32) : LibC::ULongLong #

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fun get_shader_id_default = rlGetShaderIdDefault : LibC::UInt #

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fun get_shader_locs_default = rlGetShaderLocsDefault : Pointer(LibC::Int) #

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fun get_texture_id_default = rlGetTextureIdDefault : LibC::UInt #

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fun get_version = rlGetVersion : LibC::Int #

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fun init = rlglInit(width : Int32, height : Int32) #

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fun load_compute_shader_program = rlLoadComputeShaderProgram(shader_id : UInt32) : LibC::UInt #

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fun load_draw_cube = rlLoadDrawCube #

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fun load_draw_quad = rlLoadDrawQuad #

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fun load_extensions = rlLoadExtensions(loader : Pointer(Void)) #

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fun load_framebuffer = rlLoadFramebuffer(width : Int32, height : Int32) : LibC::UInt #

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fun load_identity = rlLoadIdentity #

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fun load_render_batch = rlLoadRenderBatch(num_buffers : Int32, buffer_elements : Int32) : RenderBatch #

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fun load_shader_buffer = rlLoadShaderBuffer(size : UInt32, data : Pointer(Void), usage_hint : Int32) : LibC::UInt #

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fun load_shader_code = rlLoadShaderCode(vscode : Pointer(UInt8), fscode : Pointer(UInt8)) : LibC::UInt #

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fun load_shader_program = rlLoadShaderProgram(v_shader_id : UInt32, f_shader_id : UInt32) : LibC::UInt #

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fun load_texture = rlLoadTexture(data : Pointer(Void), width : Int32, height : Int32, format : Int32, mimmap_count : Int32) : LibC::UInt #

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fun load_texture_cubemap = rlLoadTextureCubemap(data : Pointer(Void), size : Int32, format : Int32) : LibC::UInt #

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fun load_texture_depth = rlLoadTextureDepth(width : Int32, height : Int32, use_render_buffer : Bool) : LibC::UInt #

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fun load_vertex_array = rlLoadVertexArray : LibC::UInt #

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fun load_vertex_buffer = rlLoadVertexBuffer(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt #

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fun load_vertex_buffer_element = rlLoadVertexBufferElement(buffer : Pointer(Void), size : Int32, dynamic : Bool) : LibC::UInt #

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fun matrix_mode = rlMatrixMode(mode : Int32) #

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fun multi_matrix_f = rlMultMatrixf #

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fun normal_3f = rlNormal3f(x : Float32, y : Float32, z : Float32) #

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fun ortho = rlOrtho(left : Float64, right : Float64, bottom : Float64, top : Float64, znear : Float64, zfar : Float64) #

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fun pop_matrix = rlPopMatrix #

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fun push_matrix = rlPushMatrix #

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fun read_screen_pixels = rlReadScreenPixels(width : Int32, height : Int32) : Pointer(LibC::UChar) #

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fun read_shader_buffer = rlReadShaderBuffer(id : UInt32, dest : Pointer(Void), count : UInt32, offset : UInt32) #

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fun read_texture_pixels = rlReadTexturePixels(id : UInt32, width : Int32, height : Int32, format : Int32) : Pointer(Void) #

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fun rotate_f = rlRotatef(angle : Float32, x : Float32, y : Float32, z : Float32) #

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fun scale_f = rlScalef(x : Float32, y : Float32, z : Float32) #

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fun scissor = rlScissor(x : Int32, y : Int32, w : Int32, h : Int32) #

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fun set_blend_factors = rlSetBlendFactors(gl_src_factor : Int32, gl_dst_factor : Int32, gl_equation : Int32) #

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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) #

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fun set_blend_mode = rlSetBlendMode(mode : Int32) #

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fun set_framebuffer_height = rlSetFramebufferHeight(height : Int32) : LibC::Int #

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fun set_framebuffer_width = rlSetFramebufferWidth(width : Int32) : LibC::Int #

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fun set_line_width = rlSetLineWidth(width : Float32) #

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fun set_matrix_modelview = rlSetMatrixModelview(view : Raylib::Matrix) #

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fun set_matrix_projection = rlSetMatrixProjection(proj : Raylib::Matrix) #

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fun set_matrix_projection_stereo = rlSetMatrixProjectionStereo(right : Raylib::Matrix, left : Raylib::Matrix) #

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fun set_matrix_view_offset_stereo = rlSetMatrixViewOffsetStereo(right : Raylib::Matrix, left : Raylib::Matrix) #

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fun set_render_batch_active = rlDrawRenderBatch(batch : Pointer(RLGL::RenderBatch)) #

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fun set_shader = rlSetShader(id : UInt32, locs : Pointer(Int32)) #

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fun set_texture = rlSetTexture(id : UInt32) #

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fun set_uniform = rlSetUniform(loc_index : Int32, value : Pointer(Void), uniform_type : Int32, count : Int32) #

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fun set_uniform_matrix = rlSetUniformMatrix(loc_index : Int32, mat : Raylib::Matrix) #

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fun set_uniform_sampler = rlSetUniformSampler(loc_index : Int32, texture_id : UInt32) #

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fun set_vertex_attribute = rlSetVertexAttribute(index : UInt32, comp_size : Int32, type : Int32, normalized : Bool, stride : Int32, pointer : Pointer(Void)) #

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fun set_vertex_attribute_default = rlSetVertexAttributeDefault(loc_index : Int32, value : Pointer(Void), attrib_type : Int32, count : Int32) #

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fun set_vertex_attribute_divisor = rlSetVertexAttributeDivisor(index : UInt32, divisor : Int32) #

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fun stereo_render_enabled? = rlIsStereoRenderEnabled : Bool #

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fun texcoord_2f = rlTexCoord2f(x : Float32, y : Float32) #

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fun texture_parameters = rlTextureParameters(id : UInt32, param : Int32, value : Int32) #

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fun translate_f = rlTranslatef(x : Float32, y : Float32, z : Float32) #

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fun unload_framebuffer = rlUnloadFramebuffer(id : UInt32) #

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fun unload_render_batch = rlUnloadRenderBatch(batch : RLGL::RenderBatch) #

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fun unload_shader_buffer = rlUnloadShaderBuffer(ssbo_id : UInt32) #

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fun unload_shader_program = rlUnloadShaderProgram(id : UInt32) #

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fun unload_texture_rlgl = rlUnloadTexture(id : UInt32) #

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fun unload_vertex_array = rlUnloadVertexArray(vao_id : UInt32) #

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fun unload_vertex_buffer = rlUnloadVertexBuffer(vbo_id : UInt32) #

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fun update_shader_buffer = rlUpdateShaderBuffer(id : UInt32, data : Pointer(Void), data_size : UInt32, offset : UInt32) #

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fun update_texture = rlUpdateTexture(id : UInt32, offset_x : Int32, offset_y : Int32, width : Int32, height : Int32, format : Int32, data : Pointer(Void)) #

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fun update_vertex_buffer = rlUpdateVertexBuffer(buffer_id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32) #

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fun update_vertex_buffer_elements = rlUpdateVertexBufferElements(id : UInt32, data : Pointer(Void), data_size : Int32, offset : Int32) #

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fun vertex_2f = rlVertex2f(x : Float32, y : Float32) #

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fun vertex_2i = rlVertex2i(x : Int32, y : Int32) #

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fun vertex_3f = rlVertex3f(x : Float32, y : Float32, z : Float32) #

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fun viewport = rlViewport(x : Int32, y : Int32, width : Int32, height : Int32) #

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