mirror of
https://github.com/Ed94/Odin.git
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386 lines
26 KiB
Odin
386 lines
26 KiB
Odin
package raylib
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import "core:c"
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when ODIN_OS == .Windows {
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foreign import lib {
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"raylib.lib",
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"system:Winmm.lib",
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"system:Gdi32.lib",
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"system:User32.lib",
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"system:Shell32.lib",
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}
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} else when ODIN_OS == .Linux {
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foreign import lib "linux/libraylib.a"
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} else when ODIN_OS == .Darwin {
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foreign import lib "macos/libraylib.a"
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} else {
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foreign import lib "system:raylib"
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}
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GRAPHICS_API_OPENGL_11 :: false
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GRAPHICS_API_OPENGL_21 :: true
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GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21
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GRAPHICS_API_OPENGL_ES2 :: false
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GRAPHICS_API_OPENGL_43 :: false
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when !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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DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
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} else {
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap,
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// by default it's only 16MB!...just take care...
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DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
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}
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DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
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DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
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MAX_BATCH_ACTIVE_TEXTURES :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
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// Internal Matrix stack
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MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
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// Shader limits
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MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
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// Projection matrix culling
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RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
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RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
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// Texture parameters (equivalent to OpenGL defines)
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RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
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RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
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RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
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RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
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RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
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RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
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RL_TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
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RL_TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
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RL_TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
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RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
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RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
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RL_PROJECTION :: 0x1701 // GL_PROJECTION
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RL_TEXTURE :: 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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RL_LINES :: 0x0001 // GL_LINES
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RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
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RL_QUADS :: 0x0007 // GL_QUADS
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// GL equivalent data types
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RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
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RL_FLOAT :: 0x1406 // GL_FLOAT
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// Buffer usage hint
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RL_STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
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RL_STREAM_READ :: 0x88E1 // GL_STREAM_READ
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RL_STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
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RL_STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
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RL_STATIC_READ :: 0x88E5 // GL_STATIC_READ
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RL_STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
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RL_DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
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RL_DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
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RL_DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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RL_FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
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RL_VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
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RL_COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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GlVersion :: enum c.int { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 }
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FramebufferAttachType :: enum c. int {
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COLOR_CHANNEL0 = 0,
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COLOR_CHANNEL1,
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COLOR_CHANNEL2,
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COLOR_CHANNEL3,
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COLOR_CHANNEL4,
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COLOR_CHANNEL5,
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COLOR_CHANNEL6,
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COLOR_CHANNEL7,
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DEPTH = 100,
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STENCIL = 200,
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}
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FramebufferAttachTextureType :: enum c.int {
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CUBEMAP_POSITIVE_X = 0,
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CUBEMAP_NEGATIVE_X,
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CUBEMAP_POSITIVE_Y,
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CUBEMAP_NEGATIVE_Y,
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CUBEMAP_POSITIVE_Z,
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CUBEMAP_NEGATIVE_Z,
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TEXTURE2D = 100,
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RENDERBUFFER = 200,
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}
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VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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VertexBuffer :: struct {
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elementsCount: c.int, // Number of elements in the buffer (QUADS)
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vCounter: c.int, // Vertex position counter to process (and draw) from full buffer
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tcCounter: c.int, // Vertex texcoord counter to process (and draw) from full buffer
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cCounter: c.int, // Vertex color counter to process (and draw) from full buffer
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vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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vaoId: u32, // OpenGL Vertex Array Object id
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vboId: [4]u32, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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}
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// Draw call type
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// NOTE: Only texture changes register a new draw, other state-change-related elements are not
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// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
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// of those state-change happens (this is done in core module)
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DrawCall :: struct {
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mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
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vertexCount: c.int, // Number of vertex of the draw
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vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
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//vaoId: u32, // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
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//shaderId: u32, // Shader id to be used on the draw -> Using RLGL.currentShader.id
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textureId: u32, // Texture id to be used on the draw -> Use to create new draw call if changes
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//projection: Matrix, // Projection matrix for this draw -> Using RLGL.projection by default
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//modelview: Matrix, // Modelview matrix for this draw -> Using RLGL.modelview by default
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}
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// RenderBatch type
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RenderBatch :: struct {
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buffersCount: c.int, // Number of vertex buffers (multi-buffering support)
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currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
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vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
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draws: [^]DrawCall, // Draw calls array, depends on textureId
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drawsCounter: c.int, // Draw calls counter
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currentDepth: f32, // Current depth value for next draw
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}
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// Shader attribute data types
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ShaderAttributeDataType :: enum c.int {
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FLOAT = 0,
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VEC2,
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VEC3,
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VEC4,
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}
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@(default_calling_convention="c")
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foreign lib {
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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rlMatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
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rlPushMatrix :: proc() --- // Push the current matrix to stack
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rlPopMatrix :: proc() --- // Pop lattest inserted matrix from stack
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rlLoadIdentity :: proc() --- // Reset current matrix to identity matrix
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rlTranslatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
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rlRotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
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rlScalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
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rlMultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
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rlFrustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
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rlOrtho :: proc(left, right, bottom, top, znear, zfar: f64) ---
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rlViewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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rlBegin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
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rlEnd :: proc() --- // Finish vertex providing
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rlVertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
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rlVertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
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rlVertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
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rlTexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
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rlNormal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
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rlColor4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
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rlColor3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
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rlColor4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
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// some of them are direct wrappers over OpenGL calls, some others are custom
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//------------------------------------------------------------------------------------
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// Vertex buffers state
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rlEnableVertexArray :: proc(vaoId: u32) -> bool --- // Enable vertex array (VAO, if supported)
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rlDisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
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rlEnableVertexBuffer :: proc(id: u32) --- // Enable vertex buffer (VBO)
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rlDisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
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rlEnableVertexBufferElement :: proc(id: u32) --- // Enable vertex buffer element (VBO element)
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rlDisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
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rlEnableVertexAttribute :: proc(index: u32) --- // Enable vertex attribute index
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rlDisableVertexAttribute :: proc(index: u32) --- // Disable vertex attribute index
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when GRAPHICS_API_OPENGL_11 {
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rlEnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
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rlDisableStatePointer :: proc(vertexAttribType: c.int) ---
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}
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// Textures state
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rlActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
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rlEnableTexture :: proc(id: u32) --- // Enable texture
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rlDisableTexture :: proc() --- // Disable texture
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rlEnableTextureCubemap :: proc(id: u32) --- // Enable texture cubemap
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rlDisableTextureCubemap :: proc() --- // Disable texture cubemap
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rlTextureParameters :: proc(id: u32, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
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// Shader state
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rlEnableShader :: proc(id: u32) --- // Enable shader program
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rlDisableShader :: proc() --- // Disable shader program
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// Framebuffer state
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rlEnableFramebuffer :: proc(id: u32) --- // 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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// General render state
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rlEnableColorBlend :: proc() --- // Enable color blending
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rlDisableColorBlend :: proc() --- // Disable color blending
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rlEnableDepthTest :: proc() --- // Enable depth test
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rlDisableDepthTest :: proc() --- // Disable depth test
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rlEnableDepthMask :: proc() --- // Enable depth write
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rlDisableDepthMask :: proc() --- // Disable depth write
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rlEnableBackfaceCulling :: proc() --- // Enable backface culling
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rlDisableBackfaceCulling :: proc() --- // Disable backface culling
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rlEnableScissorTest :: proc() --- // Enable scissor test
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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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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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rlDisableSmoothLines :: proc() --- // Disable line aliasing
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rlEnableStereoRender :: proc() --- // Enable stereo rendering
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rlDisableStereoRender :: proc() --- // Disable stereo rendering
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rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
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rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
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rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
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rlCheckErrors :: proc() --- // Check and log OpenGL error codes
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rlSetBlendMode :: proc(mode: c.int) --- // Set blending mode
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rlSetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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// rlgl initialization functions
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rlglInit :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
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rlglClose :: proc() --- // De-inititialize rlgl (buffers, shaders, textures)
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rlLoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function pointer required)
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rlGetVersion :: proc() -> GlVersion --- // Returns current OpenGL version
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rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
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rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
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rlGetTextureIdDefault :: proc() -> u32 --- // Get default texture id
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rlGetShaderIdDefault :: proc() -> u32 --- // Get default shader id
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rlGetShaderLocsDefault :: proc() -> [^]i32 --- // Get default shader locations
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// Render batch management
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// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
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// but this render batch API is exposed in case of custom batches are required
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rlLoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
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rlUnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
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rlDrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
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rlSetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
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rlDrawRenderBatchActive :: proc() --- // Update and draw internal render batch
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rlCheckRenderBatchLimit :: proc(vCount: c.int) -> bool --- // Check internal buffer overflow for a given number of vertex
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rlSetTexture :: proc(id: u32) --- // Set current texture for render batch and check buffers limits
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//------------------------------------------------------------------------------------------------------------------------
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// Vertex buffers management
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rlLoadVertexArray :: proc() -> u32 --- // Load vertex array (vao) if supported
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rlLoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a vertex buffer attribute
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rlLoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a new attributes element buffer
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rlUpdateVertexBuffer :: proc(bufferId: c.int, data: rawptr, dataSize: c.int, offset: c.int) -> u32 --- // Update GPU buffer with new data
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rlUnloadVertexArray :: proc(vaoId: u32) ---
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rlUnloadVertexBuffer :: proc(vboId: u32) ---
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rlSetVertexAttribute :: proc(index: u32, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: uintptr) ---
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rlSetVertexAttributeDivisor :: proc(index: u32, divisor: c.int) ---
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rlSetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
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rlDrawVertexArray :: proc(offset: c.int, count: c.int) ---
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rlDrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
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rlDrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
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rlDrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
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// Textures management
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rlLoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> u32 --- // Load texture in GPU
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rlLoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> u32 --- // Load depth texture/renderbuffer (to be attached to fbo)
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rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> u32 --- // Load texture cubemap
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rlUpdateTexture :: proc(id: u32, offsetX, offsetY, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
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rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat: ^u32, glFormat: ^u32, glType: ^u32) --- // Get OpenGL internal formats
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rlGetPixelFormatName :: proc(format: PixelFormat) -> cstring --- // Get name string for pixel format
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rlUnloadTexture :: proc(id: u32) --- // Unload texture from GPU memory
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rlGenerateMipmaps :: proc(texture: ^Texture2D) --- // Generate mipmap data for selected texture
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rlReadTexturePixels :: proc(texture: Texture2D) -> rawptr --- // Read texture pixel data
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rlReadScreenPixels :: proc(width, height: c.int) -> [^]u8 --- // Read screen pixel data (color buffer)
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// Framebuffer management (fbo)
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rlLoadFramebuffer :: proc(width, height: c.int) -> u32 --- // Load an empty framebuffer
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rlFramebufferAttach :: proc(fboId: u32, texId: u32, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
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rlFramebufferComplete :: proc(id: u32) -> bool --- // Verify framebuffer is complete
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rlUnloadFramebuffer :: proc(id: u32) --- // Delete framebuffer from GPU
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// Shaders management
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rlLoadShaderCode :: proc(vsCode, fsCode: cstring) -> u32 --- // Load shader from code strings
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rlCompileShader :: proc(shaderCode: cstring, type: c.int) -> u32 --- // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
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rlLoadShaderProgram :: proc(vShaderId, fShaderId: u32) -> u32 --- // Load custom shader program
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rlUnloadShaderProgram :: proc(id: u32) --- // Unload shader program
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rlGetLocationUniform :: proc(shaderId: u32, uniformName: cstring) -> c.int --- // Get shader location uniform
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rlGetLocationAttrib :: proc(shaderId: u32, attribName: cstring) -> c.int --- // Get shader location attribute
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rlSetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
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rlSetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
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rlSetUniformSampler :: proc(locIndex: c.int, textureId: u32) --- // Set shader value sampler
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rlSetShader :: proc(shader: Shader) --- // Set shader currently active
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// Compute shader management
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rlLoadComputeShaderProgram :: proc(shaderId: u32) -> u32 --- // Load compute shader program
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rlComputeShaderDispatch :: proc(groupX, groupY, groupZ: u32) --- // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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// Shader buffer storage object management (ssbo)
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rlLoadShaderBuffer :: proc(size: u64, data: rawptr, usageHint: c.int) -> u32 --- // Load shader storage buffer object (SSBO)
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rlUnloadShaderBuffer :: proc(ssboId: u32) --- // Unload shader storage buffer object (SSBO)
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rlUpdateShaderBufferElements :: proc(id: u32, data: rawptr, dataSize: u64, offset: u64) --- // Update SSBO buffer data
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rlGetShaderBufferSize :: proc(id: u32) -> u64 --- // Get SSBO buffer size
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rlReadShaderBufferElements :: proc(id: u32, dest: rawptr, count: u64, offset: u64) --- // Bind SSBO buffer
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rlBindShaderBuffer :: proc(id: u32, index: u32) --- // Copy SSBO buffer data
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// Buffer management
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rlCopyBuffersElements :: proc(destId, srcId: u32, destOffset, srcOffset: u64, count: u64) --- // Copy SSBO buffer data
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rlBindImageTexture :: proc(id: u32, index: u32, format: u32, readonly: b32) --- // Bind image texture
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// Matrix state management
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rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
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rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
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rlGetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
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rlGetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
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rlGetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
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rlSetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
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rlSetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
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rlSetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
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rlSetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
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// Quick and dirty cube/quad buffers load->draw->unload
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rlLoadDrawCube :: proc() --- // Load and draw a cube
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rlLoadDrawQuad :: proc() --- // Load and draw a quad
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}
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