raylib-lua-legacy/tools/rlgl.h

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void rlMatrixMode(int mode);
void rlPushMatrix(void);
void rlPopMatrix(void);
void rlLoadIdentity(void);
void rlTranslatef(float x, float y, float z);
void rlRotatef(float angleDeg, float x, float y, float z);
void rlScalef(float x, float y, float z);
void rlMultMatrixf(float *matf);
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);
void rlBegin(int mode);
void rlEnd(void);
void rlVertex2i(int x, int y);
void rlVertex2f(float x, float y);
void rlVertex3f(float x, float y, float z);
void rlTexCoord2f(float x, float y);
void rlNormal3f(float x, float y, float z);
void rlColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
void rlColor3f(float x, float y, float z);
void rlColor4f(float x, float y, float z, float w);
void rlEnableTexture(unsigned int id);
void rlDisableTexture(void);
void rlTextureParameters(unsigned int id, int param, int value);
void rlEnableRenderTexture(unsigned int id);
void rlDisableRenderTexture(void);
void rlEnableDepthTest(void);
void rlDisableDepthTest(void);
void rlEnableBackfaceCulling(void);
void rlDisableBackfaceCulling(void);
void rlEnableScissorTest(void);
void rlDisableScissorTest(void);
void rlScissor(int x, int y, int width, int height);
void rlEnableWireMode(void);
void rlDisableWireMode(void);
void rlDeleteTextures(unsigned int id);
void rlDeleteRenderTextures(RenderTexture2D target);
void rlDeleteShader(unsigned int id);
void rlDeleteVertexArrays(unsigned int id);
void rlDeleteBuffers(unsigned int id);
void rlClearColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
void rlClearScreenBuffers(void);
void rlUpdateBuffer(int bufferId, void *data, int dataSize);
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic);
void rlglInit(int width, int height);
void rlglClose(void);
void rlglDraw(void);
int rlGetVersion(void);
bool rlCheckBufferLimit(int vCount);
void rlSetDebugMarker(const char *text);
void rlLoadExtensions(void *loader);
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view);
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount);
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer);
unsigned int rlLoadTextureCubemap(void *data, int size, int format);
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data);
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType);
void rlUnloadTexture(unsigned int id);
void rlGenerateMipmaps(Texture2D *texture);
void *rlReadTexturePixels(Texture2D texture);
unsigned char *rlReadScreenPixels(int width, int height);
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture);
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType);
bool rlRenderTextureComplete(RenderTexture target);
void rlLoadMesh(Mesh *mesh, bool dynamic);
void rlUpdateMesh(Mesh mesh, int buffer, int num);
void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index);
void rlDrawMesh(Mesh mesh, Material material, Matrix transform);
void rlUnloadMesh(Mesh mesh);