parin.bindings.rl.rlgl

The rlgl module provides access to the rlgl.h functions.

fn rlActiveDrawBuffers rlActiveTextureSlot rlBegin rlBindImageTexture rlBindShaderBuffer rlBlitFramebuffer rlCheckErrors rlCheckRenderBatchLimit rlClearColor rlClearScreenBuffers rlColor3f rlColor4f rlColor4ub rlCompileShader rlComputeShaderDispatch rlCopyShaderBuffer rlCubemapParameters rlDisableBackfaceCulling rlDisableColorBlend rlDisableDepthMask rlDisableDepthTest rlDisableFramebuffer rlDisableScissorTest rlDisableShader rlDisableSmoothLines rlDisableStereoRender rlDisableTexture rlDisableTextureCubemap rlDisableVertexArray rlDisableVertexAttribute rlDisableVertexBuffer rlDisableVertexBufferElement rlDisableWireMode rlDrawRenderBatch rlDrawRenderBatchActive rlDrawVertexArray rlDrawVertexArrayElements rlDrawVertexArrayElementsInstanced rlDrawVertexArrayInstanced rlEnableBackfaceCulling rlEnableColorBlend rlEnableDepthMask rlEnableDepthTest rlEnableFramebuffer rlEnablePointMode rlEnableScissorTest rlEnableShader rlEnableSmoothLines rlEnableStereoRender rlEnableTexture rlEnableTextureCubemap rlEnableVertexArray rlEnableVertexAttribute rlEnableVertexBuffer rlEnableVertexBufferElement rlEnableWireMode rlEnd rlFramebufferAttach rlFramebufferComplete rlFrustum rlGenTextureMipmaps rlGetFramebufferHeight rlGetFramebufferWidth rlGetGlTextureFormats rlGetLineWidth rlGetLocationAttrib rlGetLocationUniform rlGetMatrixModelview rlGetMatrixProjection rlGetMatrixProjectionStereo rlGetMatrixTransform rlGetMatrixViewOffsetStereo rlGetPixelFormatName rlGetShaderBufferSize rlGetShaderIdDefault rlGetShaderLocsDefault rlGetTextureIdDefault rlGetVersion rlglClose rlglInit rlIsStereoRenderEnabled rlLoadComputeShaderProgram rlLoadDrawCube rlLoadDrawQuad rlLoadExtensions rlLoadFramebuffer rlLoadIdentity rlLoadRenderBatch rlLoadShaderBuffer rlLoadShaderCode rlLoadShaderProgram rlLoadTexture rlLoadTextureCubemap rlLoadTextureDepth rlLoadVertexArray rlLoadVertexBuffer rlLoadVertexBufferElement rlMatrixMode rlMultMatrixf rlNormal3f rlOrtho rlPopMatrix rlPushMatrix rlReadScreenPixels rlReadShaderBuffer rlReadTexturePixels rlRotatef rlScalef rlScissor rlSetBlendFactors rlSetBlendFactorsSeparate rlSetBlendMode rlSetCullFace rlSetFramebufferHeight rlSetFramebufferWidth rlSetLineWidth rlSetMatrixModelview rlSetMatrixProjection rlSetMatrixProjectionStereo rlSetMatrixViewOffsetStereo rlSetRenderBatchActive rlSetShader rlSetTexture rlSetUniform rlSetUniformMatrix rlSetUniformSampler rlSetVertexAttribute rlSetVertexAttributeDefault rlSetVertexAttributeDivisor rlTexCoord2f rlTextureParameters rlTranslatef rlUnloadFramebuffer rlUnloadRenderBatch rlUnloadShaderBuffer rlUnloadShaderProgram rlUnloadTexture rlUnloadVertexArray rlUnloadVertexBuffer rlUpdateShaderBuffer rlUpdateTexture rlUpdateVertexBuffer rlUpdateVertexBufferElements rlVertex2f rlVertex2i rlVertex3f rlViewport

Types 15

structMatrix

Matrix, 4x4 components, column major, OpenGL style, right handed

Fields
float m0
float m4
float m8
float m12
float m1
float m5
float m9
float m13
float m2
float m6
float m10
float m14
float m3
float m7
float m11
float m15
structrlVertexBuffer

Dynamic vertex buffers (position + texcoords + colors + indices arrays)

Fields
int elementCount
float * vertices
float * texcoords
ubyte * colors
uint * indices
uint vaoId
uint[4] vboId
structrlDrawCall

Draw 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)

Fields
int mode
int vertexCount
int vertexAlignment
uint textureId
structrlRenderBatch

rlRenderBatch type

Fields
int bufferCount
int currentBuffer
rlVertexBuffer * vertexBuffer
rlDrawCall * draws
int drawCounter
float currentDepth
enumrlGlVersion
RL_OPENGL_11 = 1
RL_OPENGL_21 = 2
RL_OPENGL_33 = 3
RL_OPENGL_43 = 4
RL_OPENGL_ES_20 = 5
RL_OPENGL_ES_30 = 6
enumrlTraceLogLevel
RL_LOG_ALL = 0
RL_LOG_TRACE = 1
RL_LOG_DEBUG = 2
RL_LOG_INFO = 3
RL_LOG_WARNING = 4
RL_LOG_ERROR = 5
RL_LOG_FATAL = 6
RL_LOG_NONE = 7
enumrlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7
RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10
RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
enumrlTextureFilter
RL_TEXTURE_FILTER_POINT = 0
RL_TEXTURE_FILTER_BILINEAR = 1
RL_TEXTURE_FILTER_TRILINEAR = 2
RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3
RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4
RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5
enumrlBlendMode
RL_BLEND_ALPHA = 0
RL_BLEND_ADDITIVE = 1
RL_BLEND_MULTIPLIED = 2
RL_BLEND_ADD_COLORS = 3
RL_BLEND_SUBTRACT_COLORS = 4
RL_BLEND_ALPHA_PREMULTIPLY = 5
RL_BLEND_CUSTOM = 6
RL_BLEND_CUSTOM_SEPARATE = 7
enumrlShaderLocationIndex
RL_SHADER_LOC_VERTEX_POSITION = 0
RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1
RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2
RL_SHADER_LOC_VERTEX_NORMAL = 3
RL_SHADER_LOC_VERTEX_TANGENT = 4
RL_SHADER_LOC_VERTEX_COLOR = 5
RL_SHADER_LOC_MATRIX_MVP = 6
RL_SHADER_LOC_MATRIX_VIEW = 7
RL_SHADER_LOC_MATRIX_PROJECTION = 8
RL_SHADER_LOC_MATRIX_MODEL = 9
RL_SHADER_LOC_MATRIX_NORMAL = 10
RL_SHADER_LOC_VECTOR_VIEW = 11
RL_SHADER_LOC_COLOR_DIFFUSE = 12
RL_SHADER_LOC_COLOR_SPECULAR = 13
RL_SHADER_LOC_COLOR_AMBIENT = 14
RL_SHADER_LOC_MAP_ALBEDO = 15
RL_SHADER_LOC_MAP_METALNESS = 16
RL_SHADER_LOC_MAP_NORMAL = 17
RL_SHADER_LOC_MAP_ROUGHNESS = 18
RL_SHADER_LOC_MAP_OCCLUSION = 19
RL_SHADER_LOC_MAP_EMISSION = 20
RL_SHADER_LOC_MAP_HEIGHT = 21
RL_SHADER_LOC_MAP_CUBEMAP = 22
RL_SHADER_LOC_MAP_IRRADIANCE = 23
RL_SHADER_LOC_MAP_PREFILTER = 24
RL_SHADER_LOC_MAP_BRDF = 25
enumrlShaderUniformDataType
RL_SHADER_UNIFORM_FLOAT = 0
RL_SHADER_UNIFORM_VEC2 = 1
RL_SHADER_UNIFORM_VEC3 = 2
RL_SHADER_UNIFORM_VEC4 = 3
RL_SHADER_UNIFORM_INT = 4
RL_SHADER_UNIFORM_IVEC2 = 5
RL_SHADER_UNIFORM_IVEC3 = 6
RL_SHADER_UNIFORM_IVEC4 = 7
RL_SHADER_UNIFORM_UINT = 8
RL_SHADER_UNIFORM_UIVEC2 = 9
RL_SHADER_UNIFORM_UIVEC3 = 10
RL_SHADER_UNIFORM_UIVEC4 = 11
RL_SHADER_UNIFORM_SAMPLER2D = 12
enumrlShaderAttributeDataType
RL_SHADER_ATTRIB_FLOAT = 0
RL_SHADER_ATTRIB_VEC2 = 1
RL_SHADER_ATTRIB_VEC3 = 2
RL_SHADER_ATTRIB_VEC4 = 3
enumrlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL0 = 0
RL_ATTACHMENT_COLOR_CHANNEL1 = 1
RL_ATTACHMENT_COLOR_CHANNEL2 = 2
RL_ATTACHMENT_COLOR_CHANNEL3 = 3
RL_ATTACHMENT_COLOR_CHANNEL4 = 4
RL_ATTACHMENT_COLOR_CHANNEL5 = 5
RL_ATTACHMENT_COLOR_CHANNEL6 = 6
RL_ATTACHMENT_COLOR_CHANNEL7 = 7
RL_ATTACHMENT_DEPTH = 100
RL_ATTACHMENT_STENCIL = 200
enumrlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5
RL_ATTACHMENT_TEXTURE2D = 100
RL_ATTACHMENT_RENDERBUFFER = 200
enumrlCullMode
RL_CULL_FACE_FRONT = 0
RL_CULL_FACE_BACK = 1

Functions 147

fnvoid rlMatrixMode(int mode) nothrow @nogc extern(C)Face culling mode
fnvoid rlPushMatrix() nothrow @nogc extern(C)
fnvoid rlPopMatrix() nothrow @nogc extern(C)
fnvoid rlLoadIdentity() nothrow @nogc extern(C)
fnvoid rlTranslatef(float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlRotatef(float angle, float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlScalef(float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlMultMatrixf(const(float) * matf) nothrow @nogc extern(C)
fnvoid rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) nothrow @nogc extern(C)
fnvoid rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) nothrow @nogc extern(C)
fnvoid rlViewport(int x, int y, int width, int height) nothrow @nogc extern(C)
fnvoid rlBegin(int mode) nothrow @nogc extern(C)
fnvoid rlEnd() nothrow @nogc extern(C)
fnvoid rlVertex2i(int x, int y) nothrow @nogc extern(C)
fnvoid rlVertex2f(float x, float y) nothrow @nogc extern(C)
fnvoid rlVertex3f(float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlTexCoord2f(float x, float y) nothrow @nogc extern(C)
fnvoid rlNormal3f(float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a) nothrow @nogc extern(C)
fnvoid rlColor3f(float x, float y, float z) nothrow @nogc extern(C)
fnvoid rlColor4f(float x, float y, float z, float w) nothrow @nogc extern(C)
fnbool rlEnableVertexArray(uint vaoId) nothrow @nogc extern(C)
fnvoid rlDisableVertexArray() nothrow @nogc extern(C)
fnvoid rlEnableVertexBuffer(uint id) nothrow @nogc extern(C)
fnvoid rlDisableVertexBuffer() nothrow @nogc extern(C)
fnvoid rlEnableVertexBufferElement(uint id) nothrow @nogc extern(C)
fnvoid rlDisableVertexBufferElement() nothrow @nogc extern(C)
fnvoid rlEnableVertexAttribute(uint index) nothrow @nogc extern(C)
fnvoid rlDisableVertexAttribute(uint index) nothrow @nogc extern(C)
fnvoid rlActiveTextureSlot(int slot) nothrow @nogc extern(C)
fnvoid rlEnableTexture(uint id) nothrow @nogc extern(C)
fnvoid rlDisableTexture() nothrow @nogc extern(C)
fnvoid rlEnableTextureCubemap(uint id) nothrow @nogc extern(C)
fnvoid rlDisableTextureCubemap() nothrow @nogc extern(C)
fnvoid rlTextureParameters(uint id, int param, int value) nothrow @nogc extern(C)
fnvoid rlCubemapParameters(uint id, int param, int value) nothrow @nogc extern(C)
fnvoid rlEnableShader(uint id) nothrow @nogc extern(C)
fnvoid rlDisableShader() nothrow @nogc extern(C)
fnvoid rlEnableFramebuffer(uint id) nothrow @nogc extern(C)
fnvoid rlDisableFramebuffer() nothrow @nogc extern(C)
fnvoid rlActiveDrawBuffers(int count) nothrow @nogc extern(C)
fnvoid rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) nothrow @nogc extern(C)
fnvoid rlEnableColorBlend() nothrow @nogc extern(C)
fnvoid rlDisableColorBlend() nothrow @nogc extern(C)
fnvoid rlEnableDepthTest() nothrow @nogc extern(C)
fnvoid rlDisableDepthTest() nothrow @nogc extern(C)
fnvoid rlEnableDepthMask() nothrow @nogc extern(C)
fnvoid rlDisableDepthMask() nothrow @nogc extern(C)
fnvoid rlEnableBackfaceCulling() nothrow @nogc extern(C)
fnvoid rlDisableBackfaceCulling() nothrow @nogc extern(C)
fnvoid rlSetCullFace(int mode) nothrow @nogc extern(C)
fnvoid rlEnableScissorTest() nothrow @nogc extern(C)
fnvoid rlDisableScissorTest() nothrow @nogc extern(C)
fnvoid rlScissor(int x, int y, int width, int height) nothrow @nogc extern(C)
fnvoid rlEnableWireMode() nothrow @nogc extern(C)
fnvoid rlEnablePointMode() nothrow @nogc extern(C)
fnvoid rlDisableWireMode() nothrow @nogc extern(C)
fnvoid rlSetLineWidth(float width) nothrow @nogc extern(C)
fnfloat rlGetLineWidth() nothrow @nogc extern(C)
fnvoid rlEnableSmoothLines() nothrow @nogc extern(C)
fnvoid rlDisableSmoothLines() nothrow @nogc extern(C)
fnvoid rlEnableStereoRender() nothrow @nogc extern(C)
fnvoid rlDisableStereoRender() nothrow @nogc extern(C)
fnbool rlIsStereoRenderEnabled() nothrow @nogc extern(C)
fnvoid rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a) nothrow @nogc extern(C)
fnvoid rlClearScreenBuffers() nothrow @nogc extern(C)
fnvoid rlCheckErrors() nothrow @nogc extern(C)
fnvoid rlSetBlendMode(int mode) nothrow @nogc extern(C)
fnvoid rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) nothrow @nogc extern(C)
fnvoid rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) nothrow @nogc extern(C)
fnvoid rlglInit(int width, int height) nothrow @nogc extern(C)
fnvoid rlglClose() nothrow @nogc extern(C)
fnvoid rlLoadExtensions(void * loader) nothrow @nogc extern(C)
fnint rlGetVersion() nothrow @nogc extern(C)
fnvoid rlSetFramebufferWidth(int width) nothrow @nogc extern(C)
fnint rlGetFramebufferWidth() nothrow @nogc extern(C)
fnvoid rlSetFramebufferHeight(int height) nothrow @nogc extern(C)
fnint rlGetFramebufferHeight() nothrow @nogc extern(C)
fnuint rlGetTextureIdDefault() nothrow @nogc extern(C)
fnuint rlGetShaderIdDefault() nothrow @nogc extern(C)
fnint * rlGetShaderLocsDefault() nothrow @nogc extern(C)
fnrlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) nothrow @nogc extern(C)
fnvoid rlUnloadRenderBatch(rlRenderBatch batch) nothrow @nogc extern(C)
fnvoid rlDrawRenderBatch(rlRenderBatch * batch) nothrow @nogc extern(C)
fnvoid rlSetRenderBatchActive(rlRenderBatch * batch) nothrow @nogc extern(C)
fnvoid rlDrawRenderBatchActive() nothrow @nogc extern(C)
fnbool rlCheckRenderBatchLimit(int vCount) nothrow @nogc extern(C)
fnvoid rlSetTexture(uint id) nothrow @nogc extern(C)
fnuint rlLoadVertexArray() nothrow @nogc extern(C)
fnuint rlLoadVertexBuffer(const(void) * buffer, int size, bool dynamic) nothrow @nogc extern(C)
fnuint rlLoadVertexBufferElement(const(void) * buffer, int size, bool dynamic) nothrow @nogc extern(C)
fnvoid rlUpdateVertexBuffer(uint bufferId, const(void) * data, int dataSize, int offset) nothrow @nogc extern(C)
fnvoid rlUpdateVertexBufferElements(uint id, const(void) * data, int dataSize, int offset) nothrow @nogc extern(C)
fnvoid rlUnloadVertexArray(uint vaoId) nothrow @nogc extern(C)
fnvoid rlUnloadVertexBuffer(uint vboId) nothrow @nogc extern(C)
fnvoid rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void) * pointer) nothrow @nogc extern(C)
fnvoid rlSetVertexAttributeDivisor(uint index, int divisor) nothrow @nogc extern(C)
fnvoid rlSetVertexAttributeDefault(int locIndex, const(void) * value, int attribType, int count) nothrow @nogc extern(C)
fnvoid rlDrawVertexArray(int offset, int count) nothrow @nogc extern(C)
fnvoid rlDrawVertexArrayElements(int offset, int count, const(void) * buffer) nothrow @nogc extern(C)
fnvoid rlDrawVertexArrayInstanced(int offset, int count, int instances) nothrow @nogc extern(C)
fnvoid rlDrawVertexArrayElementsInstanced(int offset, int count, const(void) * buffer, int instances) nothrow @nogc extern(C)
fnuint rlLoadTexture(const(void) * data, int width, int height, int format, int mipmapCount) nothrow @nogc extern(C)
fnuint rlLoadTextureDepth(int width, int height, bool useRenderBuffer) nothrow @nogc extern(C)
fnuint rlLoadTextureCubemap(const(void) * data, int size, int format) nothrow @nogc extern(C)
fnvoid rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void) * data) nothrow @nogc extern(C)
fnvoid rlGetGlTextureFormats(int format, uint * glInternalFormat, uint * glFormat, uint * glType) nothrow @nogc extern(C)
fnconst(char) * rlGetPixelFormatName(uint format) nothrow @nogc extern(C)
fnvoid rlUnloadTexture(uint id) nothrow @nogc extern(C)
fnvoid rlGenTextureMipmaps(uint id, int width, int height, int format, int * mipmaps) nothrow @nogc extern(C)
fnvoid * rlReadTexturePixels(uint id, int width, int height, int format) nothrow @nogc extern(C)
fnubyte * rlReadScreenPixels(int width, int height) nothrow @nogc extern(C)
fnuint rlLoadFramebuffer(int width, int height) nothrow @nogc extern(C)
fnvoid rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel) nothrow @nogc extern(C)
fnbool rlFramebufferComplete(uint id) nothrow @nogc extern(C)
fnvoid rlUnloadFramebuffer(uint id) nothrow @nogc extern(C)
fnuint rlLoadShaderCode(const(char) * vsCode, const(char) * fsCode) nothrow @nogc extern(C)
fnuint rlCompileShader(const(char) * shaderCode, int type) nothrow @nogc extern(C)
fnuint rlLoadShaderProgram(uint vShaderId, uint fShaderId) nothrow @nogc extern(C)
fnvoid rlUnloadShaderProgram(uint id) nothrow @nogc extern(C)
fnint rlGetLocationUniform(uint shaderId, const(char) * uniformName) nothrow @nogc extern(C)
fnint rlGetLocationAttrib(uint shaderId, const(char) * attribName) nothrow @nogc extern(C)
fnvoid rlSetUniform(int locIndex, const(void) * value, int uniformType, int count) nothrow @nogc extern(C)
fnvoid rlSetUniformMatrix(int locIndex, Matrix mat) nothrow @nogc extern(C)
fnvoid rlSetUniformSampler(int locIndex, uint textureId) nothrow @nogc extern(C)
fnvoid rlSetShader(uint id, int * locs) nothrow @nogc extern(C)
fnuint rlLoadComputeShaderProgram(uint shaderId) nothrow @nogc extern(C)
fnvoid rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ) nothrow @nogc extern(C)
fnuint rlLoadShaderBuffer(uint size, const(void) * data, int usageHint) nothrow @nogc extern(C)
fnvoid rlUnloadShaderBuffer(uint ssboId) nothrow @nogc extern(C)
fnvoid rlUpdateShaderBuffer(uint id, const(void) * data, uint dataSize, uint offset) nothrow @nogc extern(C)
fnvoid rlBindShaderBuffer(uint id, uint index) nothrow @nogc extern(C)
fnvoid rlReadShaderBuffer(uint id, void * dest, uint count, uint offset) nothrow @nogc extern(C)
fnvoid rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count) nothrow @nogc extern(C)
fnuint rlGetShaderBufferSize(uint id) nothrow @nogc extern(C)
fnvoid rlBindImageTexture(uint id, uint index, int format, bool readonly) nothrow @nogc extern(C)
fnMatrix rlGetMatrixModelview() nothrow @nogc extern(C)
fnMatrix rlGetMatrixProjection() nothrow @nogc extern(C)
fnMatrix rlGetMatrixTransform() nothrow @nogc extern(C)
fnMatrix rlGetMatrixProjectionStereo(int eye) nothrow @nogc extern(C)
fnMatrix rlGetMatrixViewOffsetStereo(int eye) nothrow @nogc extern(C)
fnvoid rlSetMatrixProjection(Matrix proj) nothrow @nogc extern(C)
fnvoid rlSetMatrixModelview(Matrix view) nothrow @nogc extern(C)
fnvoid rlSetMatrixProjectionStereo(Matrix right, Matrix left) nothrow @nogc extern(C)
fnvoid rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) nothrow @nogc extern(C)
fnvoid rlLoadDrawCube() nothrow @nogc extern(C)
fnvoid rlLoadDrawQuad() nothrow @nogc extern(C)

Variables 75

enumvarRLGL_VERSION = "4.5"
enumvarRL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192
enumvarRL_DEFAULT_BATCH_BUFFERS = 1

Default number of batch buffers (multi-buffering)

enumvarRL_DEFAULT_BATCH_DRAWCALLS = 256

Default number of batch draw calls (by state changes: mode, texture)

enumvarRL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4

Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())

enumvarRL_MAX_MATRIX_STACK_SIZE = 32

Maximum size of Matrix stack

enumvarRL_MAX_SHADER_LOCATIONS = 32

Maximum number of shader locations supported

enumvarRL_CULL_DISTANCE_NEAR = 0.01

Default near cull distance

enumvarRL_CULL_DISTANCE_FAR = 1000.0

Default far cull distance

enumvarRL_TEXTURE_WRAP_S = 0x2802

GL_TEXTURE_WRAP_S

enumvarRL_TEXTURE_WRAP_T = 0x2803

GL_TEXTURE_WRAP_T

enumvarRL_TEXTURE_MAG_FILTER = 0x2800

GL_TEXTURE_MAG_FILTER

enumvarRL_TEXTURE_MIN_FILTER = 0x2801

GL_TEXTURE_MIN_FILTER

enumvarRL_TEXTURE_FILTER_NEAREST = 0x2600

GL_NEAREST

enumvarRL_TEXTURE_FILTER_LINEAR = 0x2601

GL_LINEAR

enumvarRL_TEXTURE_FILTER_MIP_NEAREST = 0x2700

GL_NEAREST_MIPMAP_NEAREST

enumvarRL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702

GL_NEAREST_MIPMAP_LINEAR

enumvarRL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701

GL_LINEAR_MIPMAP_NEAREST

enumvarRL_TEXTURE_FILTER_MIP_LINEAR = 0x2703

GL_LINEAR_MIPMAP_LINEAR

enumvarRL_TEXTURE_FILTER_ANISOTROPIC = 0x3000

Anisotropic filter (custom identifier)

enumvarRL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000

Texture mipmap bias, percentage ratio (custom identifier)

enumvarRL_TEXTURE_WRAP_REPEAT = 0x2901

GL_REPEAT

enumvarRL_TEXTURE_WRAP_CLAMP = 0x812F

GL_CLAMP_TO_EDGE

enumvarRL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370

GL_MIRRORED_REPEAT

enumvarRL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742

GL_MIRROR_CLAMP_EXT

enumvarRL_MODELVIEW = 0x1700

GL_MODELVIEW

enumvarRL_PROJECTION = 0x1701

GL_PROJECTION

enumvarRL_TEXTURE = 0x1702

GL_TEXTURE

enumvarRL_LINES = 0x0001

GL_LINES

enumvarRL_TRIANGLES = 0x0004

GL_TRIANGLES

enumvarRL_QUADS = 0x0007

GL_QUADS

enumvarRL_UNSIGNED_BYTE = 0x1401

GL_UNSIGNED_BYTE

enumvarRL_FLOAT = 0x1406

GL_FLOAT

enumvarRL_STREAM_DRAW = 0x88E0

GL_STREAM_DRAW

enumvarRL_STREAM_READ = 0x88E1

GL_STREAM_READ

enumvarRL_STREAM_COPY = 0x88E2

GL_STREAM_COPY

enumvarRL_STATIC_DRAW = 0x88E4

GL_STATIC_DRAW

enumvarRL_STATIC_READ = 0x88E5

GL_STATIC_READ

enumvarRL_STATIC_COPY = 0x88E6

GL_STATIC_COPY

enumvarRL_DYNAMIC_DRAW = 0x88E8

GL_DYNAMIC_DRAW

enumvarRL_DYNAMIC_READ = 0x88E9

GL_DYNAMIC_READ

enumvarRL_DYNAMIC_COPY = 0x88EA

GL_DYNAMIC_COPY

enumvarRL_FRAGMENT_SHADER = 0x8B30

GL_FRAGMENT_SHADER

enumvarRL_VERTEX_SHADER = 0x8B31

GL_VERTEX_SHADER

enumvarRL_COMPUTE_SHADER = 0x91B9

GL_COMPUTE_SHADER

enumvarRL_ZERO = 0

GL_ZERO

enumvarRL_ONE = 1

GL_ONE

enumvarRL_SRC_COLOR = 0x0300

GL_SRC_COLOR

enumvarRL_ONE_MINUS_SRC_COLOR = 0x0301

GL_ONE_MINUS_SRC_COLOR

enumvarRL_SRC_ALPHA = 0x0302

GL_SRC_ALPHA

enumvarRL_ONE_MINUS_SRC_ALPHA = 0x0303

GL_ONE_MINUS_SRC_ALPHA

enumvarRL_DST_ALPHA = 0x0304

GL_DST_ALPHA

enumvarRL_ONE_MINUS_DST_ALPHA = 0x0305

GL_ONE_MINUS_DST_ALPHA

enumvarRL_DST_COLOR = 0x0306

GL_DST_COLOR

enumvarRL_ONE_MINUS_DST_COLOR = 0x0307

GL_ONE_MINUS_DST_COLOR

enumvarRL_SRC_ALPHA_SATURATE = 0x0308

GL_SRC_ALPHA_SATURATE

enumvarRL_CONSTANT_COLOR = 0x8001

GL_CONSTANT_COLOR

enumvarRL_ONE_MINUS_CONSTANT_COLOR = 0x8002

GL_ONE_MINUS_CONSTANT_COLOR

enumvarRL_CONSTANT_ALPHA = 0x8003

GL_CONSTANT_ALPHA

enumvarRL_ONE_MINUS_CONSTANT_ALPHA = 0x8004

GL_ONE_MINUS_CONSTANT_ALPHA

enumvarRL_FUNC_ADD = 0x8006

GL_FUNC_ADD

enumvarRL_MIN = 0x8007

GL_MIN

enumvarRL_MAX = 0x8008

GL_MAX

enumvarRL_FUNC_SUBTRACT = 0x800A

GL_FUNC_SUBTRACT

enumvarRL_FUNC_REVERSE_SUBTRACT = 0x800B

GL_FUNC_REVERSE_SUBTRACT

enumvarRL_BLEND_EQUATION = 0x8009

GL_BLEND_EQUATION

enumvarRL_BLEND_EQUATION_RGB = 0x8009

GL_BLEND_EQUATION_RGB (Same as BLEND_EQUATION)

enumvarRL_BLEND_EQUATION_ALPHA = 0x883D

GL_BLEND_EQUATION_ALPHA

enumvarRL_BLEND_DST_RGB = 0x80C8

GL_BLEND_DST_RGB

enumvarRL_BLEND_SRC_RGB = 0x80C9

GL_BLEND_SRC_RGB

enumvarRL_BLEND_DST_ALPHA = 0x80CA

GL_BLEND_DST_ALPHA

enumvarRL_BLEND_SRC_ALPHA = 0x80CB

GL_BLEND_SRC_ALPHA

enumvarRL_BLEND_COLOR = 0x8005

GL_BLEND_COLOR

enumvarRL_SHADER_LOC_MAP_DIFFUSE = RL_SHADER_LOC_MAP_ALBEDO

Alias RL_SHADER_LOC_MAP_ALBEDO

enumvarRL_SHADER_LOC_MAP_SPECULAR = RL_SHADER_LOC_MAP_METALNESS

Alias RL_SHADER_LOC_MAP_METALNESS