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https://github.com/Ed94/Odin.git
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Updated bindings and libs for Raylib 5.0
This commit is contained in:
Vendored
+81
-72
@@ -2,82 +2,83 @@
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*
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* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
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*
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* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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* DESCRIPTION:
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* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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*
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* initialized on rlglInit() to accumulate vertex data.
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* ADDITIONAL NOTES:
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* initialized on rlglInit() to accumulate vertex data.
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*
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* When an internal state change is required all the stored vertex data is renderer in batch,
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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* When an internal state change is required all the stored vertex data is renderer in batch,
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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*
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* Some additional resources are also loaded for convenience, here the complete list:
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* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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*
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* Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
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* Some resources are also loaded for convenience, here the complete list:
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* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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*
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* Internal buffer (and resources) must be manually unloaded calling rlglClose().
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*
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* CONFIGURATION:
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_43
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* #define GRAPHICS_API_OPENGL_ES2
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* #define GRAPHICS_API_OPENGL_ES3
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() to check it
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*
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_43
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* #define GRAPHICS_API_OPENGL_ES2
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() to check it
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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* #define RLGL_RENDER_TEXTURES_HINT
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* Enable framebuffer objects (fbo) support (enabled by default)
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* Some GPUs could not support them despite the OpenGL version
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*
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* #define RLGL_RENDER_TEXTURES_HINT
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* Enable framebuffer objects (fbo) support (enabled by default)
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* Some GPUs could not support them despite the OpenGL version
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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*
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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* Enable debug context (only available on OpenGL 4.3)
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*
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* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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* Enable debug context (only available on OpenGL 4.3)
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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*
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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*
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* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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*
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* When loading a shader, the following vertex attribute and uniform
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* location names are tried to be set automatically:
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*
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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*
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* DEPENDENCIES:
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*
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* - OpenGL libraries (depending on platform and OpenGL version selected)
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* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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*
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@@ -143,7 +144,12 @@ RL_GRAPHICS_API_OPENGL_21 :: true
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RL_GRAPHICS_API_OPENGL_33 :: RL_GRAPHICS_API_OPENGL_21 // default currently
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RL_GRAPHICS_API_OPENGL_ES2 :: false
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RL_GRAPHICS_API_OPENGL_43 :: false
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RL_GRAPHICS_API_OPENGL_ES3 :: false
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when RL_GRAPHICS_API_OPENGL_ES3 {
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RL_GRAPHICS_API_OPENGL_ES2 :: true
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}
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when !RL_GRAPHICS_API_OPENGL_ES2 {
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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@@ -300,6 +306,7 @@ GlVersion :: enum c.int {
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OPENGL_33, // OpenGL 3.3 (GLSL 330)
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OPENGL_43, // OpenGL 4.3 (using GLSL 330)
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OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
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OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
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}
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@@ -315,13 +322,13 @@ ShaderAttributeDataType :: enum c.int {
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// NOTE: By default up to 8 color channels defined, but it can be more
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FramebufferAttachType :: enum c.int {
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COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
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COLOR_CHANNEL1, // Framebuffer attachment type: color 1
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COLOR_CHANNEL2, // Framebuffer attachment type: color 2
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COLOR_CHANNEL3, // Framebuffer attachment type: color 3
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COLOR_CHANNEL4, // Framebuffer attachment type: color 4
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COLOR_CHANNEL5, // Framebuffer attachment type: color 5
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COLOR_CHANNEL6, // Framebuffer attachment type: color 6
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COLOR_CHANNEL7, // Framebuffer attachment type: color 7
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COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
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COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
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COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
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COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
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COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
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COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
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COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
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DEPTH = 100, // Framebuffer attachment type: depth
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STENCIL = 200, // Framebuffer attachment type: stencil
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}
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@@ -329,11 +336,11 @@ FramebufferAttachType :: enum c.int {
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// Framebuffer texture attachment type
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FramebufferAttachTextureType :: enum c.int {
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CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
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CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
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CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
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CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
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CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
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CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
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CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
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CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
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CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
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CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
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CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
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TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
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RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
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}
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@@ -411,6 +418,7 @@ foreign lib {
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rlEnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
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rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
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rlActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
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rlBlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
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// General render state
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rlDisableColorBlend :: proc() --- // Disable color blending
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@@ -425,7 +433,8 @@ foreign lib {
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rlDisableScissorTest :: proc() --- // Disable scissor test
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rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
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rlEnableWireMode :: proc() --- // Enable wire mode
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rlDisableWireMode :: proc() --- // Disable wire mode
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rlEnablePointMode :: proc() --- // Enable point mode
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rlDisableWireMode :: proc() --- // Disable wire and point modes
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rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
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rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
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rlEnableSmoothLines :: proc() --- // Enable line aliasing
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