parin.bindings.rl
The rl module provides access to raylib functions.
Types 69
Matrix, 4x4 components, column major, OpenGL style, right-handed
float m0float m4float m8float m12float m1float m5float m9float m13float m2float m6float m10float m14float m3float m7float m11float m15Image, pixel data stored in CPU memory (RAM)
void * dataint widthint heightint mipmapsint formatTexture, tex data stored in GPU memory (VRAM)
uint idint widthint heightint mipmapsint formatNPatchInfo, n-patch layout info
GlyphInfo, font characters glyphs info
Mesh, vertex data and vao/vbo
int vertexCountint triangleCountfloat * verticesfloat * texcoordsfloat * texcoords2float * normalsfloat * tangentsubyte * colorsushort * indicesfloat * animVerticesfloat * animNormalsubyte * boneIdsfloat * boneWeightsuint vaoIduint * vboIdShader
uint idint * locsMaterial, includes shader and maps
Transform, vertex transformation data
Bone, skeletal animation bone
char[32] nameint parentWave, audio wave data
uint frameCountuint sampleRateuint sampleSizeuint channelsvoid * dataOpaque structs declaration
Opaque structs declaration
AudioStream, custom audio stream
rAudioBuffer * bufferrAudioProcessor * processoruint sampleRateuint sampleSizeuint channelsSound
Music, audio stream, anything longer than ~10 seconds should be streamed
VrDeviceInfo, Head-Mounted-Display device parameters
int hResolutionint vResolutionfloat hScreenSizefloat vScreenSizefloat vScreenCenterfloat eyeToScreenDistancefloat lensSeparationDistancefloat interpupillaryDistancefloat[4] lensDistortionValuesfloat[4] chromaAbCorrectionFile path list
uint capacityuint countchar * * pathsAutomation event
uint frameuint typeint[4] paramsAutomation event list
Dynamic vertex buffers (position + texcoords + colors + indices arrays)
int elementCountfloat * verticesfloat * texcoordsubyte * colorsuint * indicesuint vaoIduint[4] vboIdDraw call type used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any of those state-change happens (this is done in core module)
int modeint vertexCountint vertexAlignmentuint textureIdrlRenderBatch type
int bufferCountint currentBufferrlVertexBuffer * vertexBufferrlDrawCall * drawsint drawCounterfloat currentDepthFunctions 695
Shader LoadShader(const(char) * vsFileName, const(char) * fsFileName) extern(C) @system nothrow @nogcShader LoadShaderFromMemory(const(char) * vsCode, const(char) * fsCode) extern(C) @system nothrow @nogcint GetShaderLocationAttrib(Shader shader, const(char) * attribName) extern(C) @system nothrow @nogcvoid SetShaderValue(Shader shader, int locIndex, const(void) * value, int uniformType) extern(C) @system nothrow @nogcvoid SetShaderValueV(Shader shader, int locIndex, const(void) * value, int uniformType, int count) extern(C) @system nothrow @nogcvoid SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) extern(C) @system nothrow @nogcvoid SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) extern(C) @system nothrow @nogcVector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height) extern(C) @system nothrow @nogcbool SaveFileData(const(char) * fileName, void * data, int dataSize) extern(C) @system nothrow @nogcbool ExportDataAsCode(const(ubyte) * data, int dataSize, const(char) * fileName) extern(C) @system nothrow @nogcFilePathList LoadDirectoryFilesEx(const(char) * basePath, const(char) * filter, bool scanSubdirs) extern(C) @system nothrow @nogcubyte * CompressData(const(ubyte) * data, int dataSize, int * compDataSize) extern(C) @system nothrow @nogcubyte * DecompressData(const(ubyte) * compData, int compDataSize, int * dataSize) extern(C) @system nothrow @nogcchar * EncodeDataBase64(const(ubyte) * data, int dataSize, int * outputSize) extern(C) @system nothrow @nogcAutomationEventList LoadAutomationEventList(const(char) * fileName) extern(C) @system nothrow @nogcbool ExportAutomationEventList(AutomationEventList list, const(char) * fileName) extern(C) @system nothrow @nogcvoid UpdateCameraPro(Camera * camera, Vector3 movement, Vector3 rotation, float zoom) extern(C) @system nothrow @nogcvoid DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) extern(C) @system nothrow @nogcvoid DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawCircle(int centerX, int centerY, float radius, Color color) extern(C) @system nothrow @nogcvoid DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) extern(C) @system nothrow @nogcvoid DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) extern(C) @system nothrow @nogcvoid DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) extern(C) @system nothrow @nogcvoid DrawCircleLines(int centerX, int centerY, float radius, Color color) extern(C) @system nothrow @nogcvoid DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) extern(C) @system nothrow @nogcvoid DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) extern(C) @system nothrow @nogcvoid DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) extern(C) @system nothrow @nogcvoid DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) extern(C) @system nothrow @nogcvoid DrawRectangle(int posX, int posY, int width, int height, Color color) extern(C) @system nothrow @nogcvoid DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) extern(C) @system nothrow @nogcvoid DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) extern(C) @system nothrow @nogcvoid DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) extern(C) @system nothrow @nogcvoid DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) extern(C) @system nothrow @nogcvoid DrawRectangleLines(int posX, int posY, int width, int height, Color color) extern(C) @system nothrow @nogcvoid DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) extern(C) @system nothrow @nogcvoid DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) extern(C) @system nothrow @nogcvoid DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color) extern(C) @system nothrow @nogcvoid DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) extern(C) @system nothrow @nogcvoid DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) extern(C) @system nothrow @nogcvoid DrawTriangleFan(Vector2 * points, int pointCount, Color color) extern(C) @system nothrow @nogcvoid DrawTriangleStrip(Vector2 * points, int pointCount, Color color) extern(C) @system nothrow @nogcvoid DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) extern(C) @system nothrow @nogcvoid DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) extern(C) @system nothrow @nogcvoid DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineLinear(Vector2 * points, int pointCount, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineBasis(Vector2 * points, int pointCount, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineCatmullRom(Vector2 * points, int pointCount, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineBezierQuadratic(Vector2 * points, int pointCount, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineBezierCubic(Vector2 * points, int pointCount, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) extern(C) @system nothrow @nogcvoid DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) extern(C) @system nothrow @nogcVector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t) extern(C) @system nothrow @nogcVector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) extern(C) @system nothrow @nogcVector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) extern(C) @system nothrow @nogcVector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t) extern(C) @system nothrow @nogcVector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) extern(C) @system nothrow @nogcbool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) extern(C) @system nothrow @nogcbool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) extern(C) @system nothrow @nogcbool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) extern(C) @system nothrow @nogcbool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) extern(C) @system nothrow @nogcbool CheckCollisionPointPoly(Vector2 point, Vector2 * points, int pointCount) extern(C) @system nothrow @nogcbool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 * collisionPoint) extern(C) @system nothrow @nogcbool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) extern(C) @system nothrow @nogcImage LoadImageRaw(const(char) * fileName, int width, int height, int format, int headerSize) extern(C) @system nothrow @nogcImage LoadImageSvg(const(char) * fileNameOrString, int width, int height) extern(C) @system nothrow @nogcImage LoadImageFromMemory(const(char) * fileType, const(ubyte) * fileData, int dataSize) extern(C) @system nothrow @nogcubyte * ExportImageToMemory(Image image, const(char) * fileType, int * fileSize) extern(C) @system nothrow @nogcImage GenImageGradientLinear(int width, int height, int direction, Color start, Color end) extern(C) @system nothrow @nogcImage GenImageGradientRadial(int width, int height, float density, Color inner, Color outer) extern(C) @system nothrow @nogcImage GenImageGradientSquare(int width, int height, float density, Color inner, Color outer) extern(C) @system nothrow @nogcImage GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2) extern(C) @system nothrow @nogcImage GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale) extern(C) @system nothrow @nogcImage ImageTextEx(Font font, const(char) * text, float fontSize, float spacing, Color tint) extern(C) @system nothrow @nogcvoid ImageResizeCanvas(Image * image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill) extern(C) @system nothrow @nogcvoid ImageDither(Image * image, int rBpp, int gBpp, int bBpp, int aBpp) extern(C) @system nothrow @nogcColor * LoadImagePalette(Image image, int maxPaletteSize, int * colorCount) extern(C) @system nothrow @nogcvoid ImageDrawLine(Image * dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color) extern(C) @system nothrow @nogcvoid ImageDrawLineV(Image * dst, Vector2 start, Vector2 end, Color color) extern(C) @system nothrow @nogcvoid ImageDrawCircle(Image * dst, int centerX, int centerY, int radius, Color color) extern(C) @system nothrow @nogcvoid ImageDrawCircleV(Image * dst, Vector2 center, int radius, Color color) extern(C) @system nothrow @nogcvoid ImageDrawCircleLines(Image * dst, int centerX, int centerY, int radius, Color color) extern(C) @system nothrow @nogcvoid ImageDrawCircleLinesV(Image * dst, Vector2 center, int radius, Color color) extern(C) @system nothrow @nogcvoid ImageDrawRectangle(Image * dst, int posX, int posY, int width, int height, Color color) extern(C) @system nothrow @nogcvoid ImageDrawRectangleV(Image * dst, Vector2 position, Vector2 size, Color color) extern(C) @system nothrow @nogcvoid ImageDrawRectangleRec(Image * dst, Rectangle rec, Color color) extern(C) @system nothrow @nogcvoid ImageDrawRectangleLines(Image * dst, Rectangle rec, int thick, Color color) extern(C) @system nothrow @nogcvoid ImageDraw(Image * dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint) extern(C) @system nothrow @nogcvoid ImageDrawText(Image * dst, const(char) * text, int posX, int posY, int fontSize, Color color) extern(C) @system nothrow @nogcvoid ImageDrawTextEx(Image * dst, Font font, const(char) * text, Vector2 position, float fontSize, float spacing, Color tint) extern(C) @system nothrow @nogcvoid UpdateTextureRec(Texture2D texture, Rectangle rec, const(void) * pixels) extern(C) @system nothrow @nogcvoid DrawTexture(Texture2D texture, int posX, int posY, Color tint) extern(C) @system nothrow @nogcvoid DrawTextureV(Texture2D texture, Vector2 position, Color tint) extern(C) @system nothrow @nogcvoid DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint) extern(C) @system nothrow @nogcvoid DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint) extern(C) @system nothrow @nogcvoid DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) extern(C) @system nothrow @nogcvoid DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint) extern(C) @system nothrow @nogcFont LoadFontEx(const(char) * fileName, int fontSize, int * codepoints, int codepointCount) extern(C) @system nothrow @nogcFont LoadFontFromMemory(const(char) * fileType, const(ubyte) * fileData, int dataSize, int fontSize, int * codepoints, int codepointCount) extern(C) @system nothrow @nogcGlyphInfo * LoadFontData(const(ubyte) * fileData, int dataSize, int fontSize, int * codepoints, int codepointCount, int type) extern(C) @system nothrow @nogcImage GenImageFontAtlas(const(GlyphInfo) * glyphs, Rectangle * * glyphRecs, int glyphCount, int fontSize, int padding, int packMethod) extern(C) @system nothrow @nogcvoid DrawText(const(char) * text, int posX, int posY, int fontSize, Color color) extern(C) @system nothrow @nogcvoid DrawTextEx(Font font, const(char) * text, Vector2 position, float fontSize, float spacing, Color tint) extern(C) @system nothrow @nogcvoid DrawTextPro(Font font, const(char) * text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint) extern(C) @system nothrow @nogcvoid DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint) extern(C) @system nothrow @nogcvoid DrawTextCodepoints(Font font, const(int) * codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint) extern(C) @system nothrow @nogcVector2 MeasureTextEx(Font font, const(char) * text, float fontSize, float spacing) extern(C) @system nothrow @nogcconst(char) * TextSubtext(const(char) * text, int position, int length) extern(C) @system nothrow @nogcchar * TextReplace(char * text, const(char) * replace, const(char) * by) extern(C) @system nothrow @nogcchar * TextInsert(const(char) * text, const(char) * insert, int position) extern(C) @system nothrow @nogcconst(char) * TextJoin(const(char *) * textList, int count, const(char) * delimiter) extern(C) @system nothrow @nogcconst(char *) * TextSplit(const(char) * text, char delimiter, int * count) extern(C) @system nothrow @nogcvoid TextAppend(char * text, const(char) * append, int * position) extern(C) @system nothrow @nogcvoid DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) extern(C) @system nothrow @nogcvoid DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) extern(C) @system nothrow @nogcvoid DrawTriangleStrip3D(Vector3 * points, int pointCount, Color color) extern(C) @system nothrow @nogcvoid DrawCube(Vector3 position, float width, float height, float length, Color color) extern(C) @system nothrow @nogcvoid DrawCubeWires(Vector3 position, float width, float height, float length, Color color) extern(C) @system nothrow @nogcvoid DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) extern(C) @system nothrow @nogcvoid DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) extern(C) @system nothrow @nogcvoid DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) extern(C) @system nothrow @nogcvoid DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) extern(C) @system nothrow @nogcvoid DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) extern(C) @system nothrow @nogcvoid DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) extern(C) @system nothrow @nogcvoid DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) extern(C) @system nothrow @nogcvoid DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) extern(C) @system nothrow @nogcvoid DrawModel(Model model, Vector3 position, float scale, Color tint) extern(C) @system nothrow @nogcvoid DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) extern(C) @system nothrow @nogcvoid DrawModelWires(Model model, Vector3 position, float scale, Color tint) extern(C) @system nothrow @nogcvoid DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) extern(C) @system nothrow @nogcvoid DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint) extern(C) @system nothrow @nogcvoid DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint) extern(C) @system nothrow @nogcvoid DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) extern(C) @system nothrow @nogcvoid UpdateMeshBuffer(Mesh mesh, int index, const(void) * data, int dataSize, int offset) extern(C) @system nothrow @nogcvoid DrawMeshInstanced(Mesh mesh, Material material, const(Matrix) * transforms, int instances) extern(C) @system nothrow @nogcMesh GenMeshTorus(float radius, float size, int radSeg, int sides) extern(C) @system nothrow @nogcMaterial * LoadMaterials(const(char) * fileName, int * materialCount) extern(C) @system nothrow @nogcvoid SetMaterialTexture(Material * material, int mapType, Texture2D texture) extern(C) @system nothrow @nogcvoid SetModelMeshMaterial(Model * model, int meshId, int materialId) extern(C) @system nothrow @nogcModelAnimation * LoadModelAnimations(const(char) * fileName, int * animCount) extern(C) @system nothrow @nogcvoid UpdateModelAnimation(Model model, ModelAnimation anim, int frame) extern(C) @system nothrow @nogcvoid UnloadModelAnimations(ModelAnimation * animations, int animCount) extern(C) @system nothrow @nogcbool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2) extern(C) @system nothrow @nogcbool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius) extern(C) @system nothrow @nogcRayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) extern(C) @system nothrow @nogcRayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) extern(C) @system nothrow @nogcRayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) extern(C) @system nothrow @nogcRayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) extern(C) @system nothrow @nogcWave LoadWaveFromMemory(const(char) * fileType, const(ubyte) * fileData, int dataSize) extern(C) @system nothrow @nogcvoid UpdateSound(Sound sound, const(void) * data, int sampleCount) extern(C) @system nothrow @nogcvoid WaveFormat(Wave * wave, int sampleRate, int sampleSize, int channels) extern(C) @system nothrow @nogcMusic LoadMusicStreamFromMemory(const(char) * fileType, const(ubyte) * data, int dataSize) extern(C) @system nothrow @nogcAudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels) extern(C) @system nothrow @nogcvoid UpdateAudioStream(AudioStream stream, const(void) * data, int frameCount) extern(C) @system nothrow @nogcvoid SetAudioStreamCallback(AudioStream stream, AudioCallback callback) extern(C) @system nothrow @nogcvoid AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor) extern(C) @system nothrow @nogcvoid DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor) extern(C) @system nothrow @nogcvoid rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) extern(C) @system nothrow @nogcvoid rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) extern(C) @system nothrow @nogcvoid rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) extern(C) @system nothrow @nogcvoid rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) extern(C) @system nothrow @nogcvoid rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) extern(C) @system nothrow @nogcrlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) extern(C) @system nothrow @nogcuint rlLoadVertexBuffer(const(void) * buffer, int size, bool dynamic) extern(C) @system nothrow @nogcuint rlLoadVertexBufferElement(const(void) * buffer, int size, bool dynamic) extern(C) @system nothrow @nogcvoid rlUpdateVertexBuffer(uint bufferId, const(void) * data, int dataSize, int offset) extern(C) @system nothrow @nogcvoid rlUpdateVertexBufferElements(uint id, const(void) * data, int dataSize, int offset) extern(C) @system nothrow @nogcvoid rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void) * pointer) extern(C) @system nothrow @nogcvoid rlSetVertexAttributeDefault(int locIndex, const(void) * value, int attribType, int count) extern(C) @system nothrow @nogcvoid rlDrawVertexArrayElements(int offset, int count, const(void) * buffer) extern(C) @system nothrow @nogcvoid rlDrawVertexArrayInstanced(int offset, int count, int instances) extern(C) @system nothrow @nogcvoid rlDrawVertexArrayElementsInstanced(int offset, int count, const(void) * buffer, int instances) extern(C) @system nothrow @nogcuint rlLoadTexture(const(void) * data, int width, int height, int format, int mipmapCount) extern(C) @system nothrow @nogcuint rlLoadTextureDepth(int width, int height, bool useRenderBuffer) extern(C) @system nothrow @nogcuint rlLoadTextureCubemap(const(void) * data, int size, int format) extern(C) @system nothrow @nogcvoid rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void) * data) extern(C) @system nothrow @nogcvoid rlGetGlTextureFormats(int format, uint * glInternalFormat, uint * glFormat, uint * glType) extern(C) @system nothrow @nogcvoid rlGenTextureMipmaps(uint id, int width, int height, int format, int * mipmaps) extern(C) @system nothrow @nogcvoid * rlReadTexturePixels(uint id, int width, int height, int format) extern(C) @system nothrow @nogcvoid rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel) extern(C) @system nothrow @nogcint rlGetLocationUniform(uint shaderId, const(char) * uniformName) extern(C) @system nothrow @nogcvoid rlSetUniform(int locIndex, const(void) * value, int uniformType, int count) extern(C) @system nothrow @nogcvoid rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ) extern(C) @system nothrow @nogcuint rlLoadShaderBuffer(uint size, const(void) * data, int usageHint) extern(C) @system nothrow @nogcvoid rlUpdateShaderBuffer(uint id, const(void) * data, uint dataSize, uint offset) extern(C) @system nothrow @nogcvoid rlReadShaderBuffer(uint id, void * dest, uint count, uint offset) extern(C) @system nothrow @nogcvoid rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count) extern(C) @system nothrow @nogcvoid rlBindImageTexture(uint id, uint index, int format, bool readonly) extern(C) @system nothrow @nogcVariables 115
RAYLIB_VERSION_MAJOR = 5RAYLIB_VERSION_MINOR = 0RAYLIB_VERSION_PATCH = 0RAYLIB_VERSION = "5.0"PI = 3.14159265358979323846fDEG2RAD = PI / 180.0fRAD2DEG = 180.0f / PILIGHTGRAY = Color(200, 200, 200, 255)GRAY = Color(130, 130, 130, 255)DARKGRAY = Color(80, 80, 80, 255)YELLOW = Color(253, 249, 0, 255)GOLD = Color(255, 203, 0, 255)ORANGE = Color(255, 161, 0, 255)PINK = Color(255, 109, 194, 255)RED = Color(230, 41, 55, 255)MAROON = Color(190, 33, 55, 255)GREEN = Color(0, 228, 48, 255)LIME = Color(0, 158, 47, 255)DARKGREEN = Color(0, 117, 44, 255)SKYBLUE = Color(102, 191, 255, 255)BLUE = Color(0, 121, 241, 255)DARKBLUE = Color(0, 82, 172, 255)PURPLE = Color(200, 122, 255, 255)VIOLET = Color(135, 60, 190, 255)DARKPURPLE = Color(112, 31, 126, 255)BEIGE = Color(211, 176, 131, 255)BROWN = Color(127, 106, 79, 255)DARKBROWN = Color(76, 63, 47, 255)WHITE = Color(255, 255, 255, 255)BLACK = Color(0, 0, 0, 255)BLANK = Color(0, 0, 0, 0)MAGENTA = Color(255, 0, 255, 255)RAYWHITE = Color(245, 245, 245, 255)MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFTAdd backwards compatibility support for deprecated names
MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHTAdd backwards compatibility support for deprecated names
MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLEAdd backwards compatibility support for deprecated names
MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDOAlias MATERIAL_MAP_METALNESS
MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESSAlias MATERIAL_MAP_METALNESS.
SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDOAlias SHADER_LOC_MAP_ALBEDO
SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESSAlias SHADER_LOC_MAP_METALNESS
RLGL_VERSION = "4.5"RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192RL_DEFAULT_BATCH_BUFFERS = 1Default number of batch buffers (multi-buffering)
RL_DEFAULT_BATCH_DRAWCALLS = 256Default number of batch draw calls (by state changes: mode, texture)
RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
RL_MAX_MATRIX_STACK_SIZE = 32Maximum size of Matrix stack
RL_MAX_SHADER_LOCATIONS = 32Maximum number of shader locations supported
RL_CULL_DISTANCE_NEAR = 0.01Default near cull distance
RL_CULL_DISTANCE_FAR = 1000.0Default far cull distance
RL_TEXTURE_WRAP_S = 0x2802GL_TEXTURE_WRAP_S
RL_TEXTURE_WRAP_T = 0x2803GL_TEXTURE_WRAP_T
RL_TEXTURE_MAG_FILTER = 0x2800GL_TEXTURE_MAG_FILTER
RL_TEXTURE_MIN_FILTER = 0x2801GL_TEXTURE_MIN_FILTER
RL_TEXTURE_FILTER_NEAREST = 0x2600GL_NEAREST
RL_TEXTURE_FILTER_LINEAR = 0x2601GL_LINEAR
RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700GL_NEAREST_MIPMAP_NEAREST
RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702GL_NEAREST_MIPMAP_LINEAR
RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701GL_LINEAR_MIPMAP_NEAREST
RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703GL_LINEAR_MIPMAP_LINEAR
RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000Anisotropic filter (custom identifier)
RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000Texture mipmap bias, percentage ratio (custom identifier)
RL_TEXTURE_WRAP_REPEAT = 0x2901GL_REPEAT
RL_TEXTURE_WRAP_CLAMP = 0x812FGL_CLAMP_TO_EDGE
RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370GL_MIRRORED_REPEAT
RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742GL_MIRROR_CLAMP_EXT
RL_MODELVIEW = 0x1700GL_MODELVIEW
RL_PROJECTION = 0x1701GL_PROJECTION
RL_TEXTURE = 0x1702GL_TEXTURE
RL_LINES = 0x0001GL_LINES
RL_TRIANGLES = 0x0004GL_TRIANGLES
RL_QUADS = 0x0007GL_QUADS
RL_UNSIGNED_BYTE = 0x1401GL_UNSIGNED_BYTE
RL_FLOAT = 0x1406GL_FLOAT
RL_STREAM_DRAW = 0x88E0GL_STREAM_DRAW
RL_STREAM_READ = 0x88E1GL_STREAM_READ
RL_STREAM_COPY = 0x88E2GL_STREAM_COPY
RL_STATIC_DRAW = 0x88E4GL_STATIC_DRAW
RL_STATIC_READ = 0x88E5GL_STATIC_READ
RL_STATIC_COPY = 0x88E6GL_STATIC_COPY
RL_DYNAMIC_DRAW = 0x88E8GL_DYNAMIC_DRAW
RL_DYNAMIC_READ = 0x88E9GL_DYNAMIC_READ
RL_DYNAMIC_COPY = 0x88EAGL_DYNAMIC_COPY
RL_FRAGMENT_SHADER = 0x8B30GL_FRAGMENT_SHADER
RL_VERTEX_SHADER = 0x8B31GL_VERTEX_SHADER
RL_COMPUTE_SHADER = 0x91B9GL_COMPUTE_SHADER
RL_ZERO = 0GL_ZERO
RL_ONE = 1GL_ONE
RL_SRC_COLOR = 0x0300GL_SRC_COLOR
RL_ONE_MINUS_SRC_COLOR = 0x0301GL_ONE_MINUS_SRC_COLOR
RL_SRC_ALPHA = 0x0302GL_SRC_ALPHA
RL_ONE_MINUS_SRC_ALPHA = 0x0303GL_ONE_MINUS_SRC_ALPHA
RL_DST_ALPHA = 0x0304GL_DST_ALPHA
RL_ONE_MINUS_DST_ALPHA = 0x0305GL_ONE_MINUS_DST_ALPHA
RL_DST_COLOR = 0x0306GL_DST_COLOR
RL_ONE_MINUS_DST_COLOR = 0x0307GL_ONE_MINUS_DST_COLOR
RL_SRC_ALPHA_SATURATE = 0x0308GL_SRC_ALPHA_SATURATE
RL_CONSTANT_COLOR = 0x8001GL_CONSTANT_COLOR
RL_ONE_MINUS_CONSTANT_COLOR = 0x8002GL_ONE_MINUS_CONSTANT_COLOR
RL_CONSTANT_ALPHA = 0x8003GL_CONSTANT_ALPHA
RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004GL_ONE_MINUS_CONSTANT_ALPHA
RL_FUNC_ADD = 0x8006GL_FUNC_ADD
RL_MIN = 0x8007GL_MIN
RL_MAX = 0x8008GL_MAX
RL_FUNC_SUBTRACT = 0x800AGL_FUNC_SUBTRACT
RL_FUNC_REVERSE_SUBTRACT = 0x800BGL_FUNC_REVERSE_SUBTRACT
RL_BLEND_EQUATION = 0x8009GL_BLEND_EQUATION
RL_BLEND_EQUATION_RGB = 0x8009GL_BLEND_EQUATION_RGB (Same as BLEND_EQUATION)
RL_BLEND_EQUATION_ALPHA = 0x883DGL_BLEND_EQUATION_ALPHA
RL_BLEND_DST_RGB = 0x80C8GL_BLEND_DST_RGB
RL_BLEND_SRC_RGB = 0x80C9GL_BLEND_SRC_RGB
RL_BLEND_DST_ALPHA = 0x80CAGL_BLEND_DST_ALPHA
RL_BLEND_SRC_ALPHA = 0x80CBGL_BLEND_SRC_ALPHA
RL_BLEND_COLOR = 0x8005GL_BLEND_COLOR
RL_SHADER_LOC_MAP_DIFFUSE = RL_SHADER_LOC_MAP_ALBEDOAlias RL_SHADER_LOC_MAP_ALBEDO
RL_SHADER_LOC_MAP_SPECULAR = RL_SHADER_LOC_MAP_METALNESSAlias RL_SHADER_LOC_MAP_METALNESS