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- module rlgl;
- import raylib;
- extern (C) @nogc nothrow:
- //------------------------------------------------------------------------------------
- // Functions Declaration - Matrix operations
- //------------------------------------------------------------------------------------
- void rlMatrixMode(int mode); // Choose the current matrix to be transformed
- void rlPushMatrix(); // Push the current matrix to stack
- void rlPopMatrix(); // Pop lattest inserted matrix from stack
- void rlLoadIdentity(); // Reset current matrix to identity matrix
- void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
- void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
- void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
- void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
- void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
- void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
- void rlViewport(int x, int y, int width, int height); // Set the viewport area
- //------------------------------------------------------------------------------------
- // Functions Declaration - Vertex level operations
- //------------------------------------------------------------------------------------
- void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
- void rlEnd(); // Finish vertex providing
- void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
- void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
- void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
- void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
- void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
- void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
- void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
- void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
- //------------------------------------------------------------------------------------
- // Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
- // NOTE: This functions are used to completely abstract raylib code from OpenGL layer
- //------------------------------------------------------------------------------------
- void rlEnableTexture(uint id); // Enable texture usage
- void rlDisableTexture(); // Disable texture usage
- void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap)
- void rlEnableRenderTexture(uint id); // Enable render texture (fbo)
- void rlDisableRenderTexture(); // Disable render texture (fbo), return to default framebuffer
- void rlEnableDepthTest(); // Enable depth test
- void rlDisableDepthTest(); // Disable depth test
- void rlEnableBackfaceCulling(); // Enable backface culling
- void rlDisableBackfaceCulling(); // Disable backface culling
- void rlEnableScissorTest(); // Enable scissor test
- void rlDisableScissorTest(); // Disable scissor test
- void rlScissor(int x, int y, int width, int height); // Scissor test
- void rlEnableWireMode(); // Enable wire mode
- void rlDisableWireMode(); // Disable wire mode
- void rlDeleteTextures(uint id); // Delete OpenGL texture from GPU
- void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
- void rlDeleteShader(uint id); // Delete OpenGL shader program from GPU
- void rlDeleteVertexArrays(uint id); // Unload vertex data (VAO) from GPU memory
- void rlDeleteBuffers(uint id); // Unload vertex data (VBO) from GPU memory
- void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
- void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
- void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
- uint rlLoadAttribBuffer(uint vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
- //------------------------------------------------------------------------------------
- // Functions Declaration - rlgl functionality
- //------------------------------------------------------------------------------------
- void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
- void rlglClose(); // De-inititialize rlgl (buffers, shaders, textures)
- void rlglDraw(); // Update and draw default internal buffers
- int rlGetVersion(); // Returns current OpenGL version
- bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
- void rlSetDebugMarker(const char *text); // Set debug marker for analysis
- void rlLoadExtensions(void *loader); // Load OpenGL extensions
- Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
- // Textures data management
- uint rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
- uint rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
- uint rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
- void rlUpdateTexture(uint id, int width, int height, int format, const void *data); // Update GPU texture with new data
- void rlGetGlTextureFormats(int format, uint *glInternalFormat, uint *glFormat, uint *glType); // Get OpenGL internal formats
- void rlUnloadTexture(uint id); // Unload texture from GPU memory
- void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
- void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
- ubyte *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
- // Render texture management (fbo)
- RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
- void rlRenderTextureAttach(RenderTexture target, uint id, int attachType); // Attach texture/renderbuffer to an fbo
- bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
- // Vertex data management
- void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
- void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer)
- void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); // Update vertex or index data on GPU, at index
- void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
- void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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