mirror of
https://github.com/Starpelly/raylib-beef.git
synced 2025-03-15 05:16:58 +01:00
Update (read desc.)
* Changed spaces to tabs * Changed int32 to int * Fixed audio * Change all DLLImports to CLinks
This commit is contained in:
parent
ba2ac60f54
commit
2c634b8d92
76 changed files with 5081 additions and 5067 deletions
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@ -35,7 +35,6 @@ namespace RaylibBeefGenerator
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}
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}
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#region Output Defines
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#region Output Defines
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private static string ImportLib = "raylib.dll";
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private static string Namespace = "RaylibBeef";
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private static string Namespace = "RaylibBeef";
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#endregion
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#endregion
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@ -82,7 +81,8 @@ namespace RaylibBeefGenerator
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var func = api.Functions[i];
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var func = api.Functions[i];
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AppendLine($"/// {func.Description}");
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AppendLine($"/// {func.Description}");
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AppendLine($"[Import(\"{ImportLib}\"), CallingConvention(.Cdecl), LinkName(\"{func.Name}\")]");
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// AppendLine($"[Import(Raylib.RaylibBin), CallingConvention(.Cdecl), LinkName(\"{func.Name}\")]");
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AppendLine("[CLink]");
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AppendLine($"public static extern {func.ReturnType.ConvertTypes()} {func.Name.ConvertName()}({Parameters2String(func.Params)});");
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AppendLine($"public static extern {func.ReturnType.ConvertTypes()} {func.Name.ConvertName()}({Parameters2String(func.Params)});");
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AppendLine("");
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AppendLine("");
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@ -191,7 +191,10 @@ namespace RaylibBeefGenerator
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var field = structu.Fields[i];
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var field = structu.Fields[i];
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// This is like the only thing that is hardcoded, and that saddens me.
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// This is like the only thing that is hardcoded, and that saddens me.
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if (field.Type == "rAudioProcessor *" || field.Type == "rAudioBuffer *" || field.Type.StartsWith("#if") || field.Type == "#endif") continue;
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if (field.Type == "rAudioProcessor *" || field.Type == "rAudioBuffer *" || field.Type.StartsWith("#if") || field.Type == "#endif")
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{
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field.Type = "void*";
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}
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// Avoid duplicates
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// Avoid duplicates
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if (createdFields.Find(c => c.Name == field.Name) == null)
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if (createdFields.Find(c => c.Name == field.Name) == null)
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@ -297,7 +300,7 @@ namespace RaylibBeefGenerator
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input = ReplaceWholeWord(input, "long", "int32");
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input = ReplaceWholeWord(input, "long", "int32");
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input = ReplaceWholeWord(input, "va_list", "void*");
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input = ReplaceWholeWord(input, "va_list", "void*");
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input = ReplaceWholeWord(input, "short", "uint16");
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input = ReplaceWholeWord(input, "short", "uint16");
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input = ReplaceWholeWord(input, "int", "int32");
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input = ReplaceWholeWord(input, "int", "int");
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input = ReplaceWholeWord(input, "INT", "int");
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input = ReplaceWholeWord(input, "INT", "int");
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input = ReplaceWholeWord(input, "STRING", "char8*");
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input = ReplaceWholeWord(input, "STRING", "char8*");
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input = ReplaceWholeWord(input, "FLOAT", "float");
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input = ReplaceWholeWord(input, "FLOAT", "float");
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@ -340,7 +343,7 @@ namespace RaylibBeefGenerator
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var output = string.Empty;
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var output = string.Empty;
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for (int i = 0; i < TabIndex; i++)
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for (int i = 0; i < TabIndex; i++)
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{
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{
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output += " ";
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output += "\t";
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}
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}
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output += content;
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output += content;
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OutputString.AppendLine(output);
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OutputString.AppendLine(output);
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@ -9,16 +9,17 @@ DefaultNamespace = "Raylib"
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[Configs.Debug.Win64]
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[Configs.Debug.Win64]
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CLibType = "DynamicDebug"
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CLibType = "DynamicDebug"
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LibPaths = ["$(ProjectDir)\\libs\\libs_x64\\raylib.lib"]
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LibPaths = ["$(ProjectDir)\\libs\\libs_x64\\raylibdll.lib"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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[Configs.Release.Win64]
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[Configs.Release.Win64]
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CLibType = "Dynamic"
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CLibType = "Dynamic"
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LibPaths = ["$(ProjectDir)\\libs\\libs_x64\\raylib.lib"]
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LibPaths = ["$(ProjectDir)\\libs\\libs_x64\\raylibdll.lib"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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[Configs.Paranoid.Win64]
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[Configs.Paranoid.Win64]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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[Configs.Test.Win64]
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[Configs.Test.Win64]
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LibPaths = ["$(ProjectDir)\\libs\\libs_x64\\raylibdll.lib"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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PostBuildCmds = ["CopyToDependents(\"$(ProjectDir)/libs/libs_x64/*.dll\")"]
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@ -3,5 +3,4 @@ Dependencies = {corlib = "*", raylib-beef = "*"}
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[Project]
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[Project]
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Name = "example"
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Name = "example"
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StartupObject = "raylib_test.Program"
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StartupObject = "example.Program"
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DefaultNamespace = "raylib_test"
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@ -9,6 +9,7 @@ class Program
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public static int Main(String[] args)
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public static int Main(String[] args)
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{
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{
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InitWindow(800, 600, "Raylib Beef 4.5");
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InitWindow(800, 600, "Raylib Beef 4.5");
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InitAudioDevice();
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var beefMain = Color(165, 47, 78, 255);
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var beefMain = Color(165, 47, 78, 255);
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var beefOutline = Color(243, 157, 157, 255);
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var beefOutline = Color(243, 157, 157, 255);
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@ -35,6 +36,8 @@ class Program
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EndDrawing();
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EndDrawing();
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}
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}
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CloseAudioDevice();
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CloseWindow();
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CloseWindow();
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return 0;
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return 0;
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@ -6,17 +6,25 @@ namespace RaylibBeef;
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[CRepr]
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[CRepr]
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public struct AudioStream
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public struct AudioStream
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{
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{
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/// Pointer to internal data used by the audio system
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public void* buffer;
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/// Pointer to internal data processor, useful for audio effects
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public void* processor;
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/// Frequency (samples per second)
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/// Frequency (samples per second)
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public int32 sampleRate;
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public uint32 sampleRate;
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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public int32 sampleSize;
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public uint32 sampleSize;
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/// Number of channels (1-mono, 2-stereo, ...)
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/// Number of channels (1-mono, 2-stereo, ...)
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public int32 channels;
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public uint32 channels;
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public this(int32 sampleRate, int32 sampleSize, int32 channels)
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public this(void* buffer, void* processor, uint32 sampleRate, uint32 sampleSize, uint32 channels)
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{
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{
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this.buffer = buffer;
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this.processor = processor;
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this.sampleRate = sampleRate;
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this.sampleRate = sampleRate;
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this.sampleSize = sampleSize;
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this.sampleSize = sampleSize;
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this.channels = channels;
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this.channels = channels;
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@ -10,9 +10,9 @@ public struct BoneInfo
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public char8[32] name;
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public char8[32] name;
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/// Bone parent
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/// Bone parent
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public int32 parent;
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public int parent;
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public this(char8[32] name, int32 parent)
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public this(char8[32] name, int parent)
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{
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{
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this.name = name;
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this.name = name;
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this.parent = parent;
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this.parent = parent;
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@ -21,9 +21,9 @@ public struct Camera3D
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public float fovy;
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public float fovy;
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/// Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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/// Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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public int32 projection;
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public int projection;
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public this(Vector3 position, Vector3 target, Vector3 up, float fovy, int32 projection)
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public this(Vector3 position, Vector3 target, Vector3 up, float fovy, int projection)
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{
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{
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this.position = position;
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this.position = position;
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this.target = target;
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this.target = target;
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@ -7,15 +7,15 @@ namespace RaylibBeef;
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public struct FilePathList
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public struct FilePathList
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{
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{
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/// Filepaths max entries
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/// Filepaths max entries
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public int32 capacity;
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public uint32 capacity;
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/// Filepaths entries count
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/// Filepaths entries count
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public int32 count;
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public uint32 count;
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/// Filepaths entries
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/// Filepaths entries
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public char8 ** paths;
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public char8 ** paths;
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public this(int32 capacity, int32 count, char8 ** paths)
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public this(uint32 capacity, uint32 count, char8 ** paths)
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{
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{
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this.capacity = capacity;
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this.capacity = capacity;
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this.count = count;
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this.count = count;
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@ -7,13 +7,13 @@ namespace RaylibBeef;
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public struct Font
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public struct Font
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{
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{
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/// Base size (default chars height)
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/// Base size (default chars height)
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public int32 baseSize;
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public int baseSize;
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/// Number of glyph characters
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/// Number of glyph characters
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public int32 glyphCount;
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public int glyphCount;
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/// Padding around the glyph characters
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/// Padding around the glyph characters
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public int32 glyphPadding;
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public int glyphPadding;
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/// Texture atlas containing the glyphs
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/// Texture atlas containing the glyphs
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public Texture2D texture;
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public Texture2D texture;
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/// Glyphs info data
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/// Glyphs info data
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public GlyphInfo * glyphs;
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public GlyphInfo * glyphs;
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public this(int32 baseSize, int32 glyphCount, int32 glyphPadding, Texture2D texture, Rectangle * recs, GlyphInfo * glyphs)
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public this(int baseSize, int glyphCount, int glyphPadding, Texture2D texture, Rectangle * recs, GlyphInfo * glyphs)
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{
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{
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this.baseSize = baseSize;
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this.baseSize = baseSize;
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this.glyphCount = glyphCount;
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this.glyphCount = glyphCount;
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@ -7,21 +7,21 @@ namespace RaylibBeef;
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public struct GlyphInfo
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public struct GlyphInfo
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{
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{
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/// Character value (Unicode)
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/// Character value (Unicode)
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public int32 value;
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public int value;
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/// Character offset X when drawing
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/// Character offset X when drawing
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public int32 offsetX;
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public int offsetX;
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/// Character offset Y when drawing
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/// Character offset Y when drawing
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public int32 offsetY;
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public int offsetY;
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/// Character advance position X
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/// Character advance position X
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public int32 advanceX;
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public int advanceX;
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/// Character image data
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/// Character image data
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public Image image;
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public Image image;
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public this(int32 value, int32 offsetX, int32 offsetY, int32 advanceX, Image image)
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public this(int value, int offsetX, int offsetY, int advanceX, Image image)
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{
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{
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this.value = value;
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this.value = value;
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this.offsetX = offsetX;
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this.offsetX = offsetX;
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@ -10,18 +10,18 @@ public struct Image
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public void * data;
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public void * data;
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/// Image base width
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/// Image base width
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public int32 width;
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public int width;
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/// Image base height
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/// Image base height
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public int32 height;
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public int height;
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/// Mipmap levels, 1 by default
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/// Mipmap levels, 1 by default
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public int32 mipmaps;
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public int mipmaps;
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/// Data format (PixelFormat type)
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/// Data format (PixelFormat type)
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public int32 format;
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public int format;
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public this(void * data, int32 width, int32 height, int32 mipmaps, int32 format)
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public this(void * data, int width, int height, int mipmaps, int format)
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{
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{
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this.data = data;
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this.data = data;
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this.width = width;
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this.width = width;
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@ -7,10 +7,10 @@ namespace RaylibBeef;
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public struct Mesh
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public struct Mesh
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{
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{
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/// Number of vertices stored in arrays
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/// Number of vertices stored in arrays
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public int32 vertexCount;
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public int vertexCount;
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/// Number of triangles stored (indexed or not)
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/// Number of triangles stored (indexed or not)
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public int32 triangleCount;
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public int triangleCount;
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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public float * vertices;
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public float * vertices;
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@ -46,12 +46,12 @@ public struct Mesh
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public float * boneWeights;
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public float * boneWeights;
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/// OpenGL Vertex Array Object id
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/// OpenGL Vertex Array Object id
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public int32 vaoId;
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public uint32 vaoId;
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/// OpenGL Vertex Buffer Objects id (default vertex data)
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/// OpenGL Vertex Buffer Objects id (default vertex data)
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public int32 * vboId;
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public int * vboId;
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public this(int32 vertexCount, int32 triangleCount, float * vertices, float * texcoords, float * texcoords2, float * normals, float * tangents, char8 * colors, uint16 * indices, float * animVertices, float * animNormals, char8 * boneIds, float * boneWeights, int32 vaoId, int32 * vboId)
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public this(int vertexCount, int triangleCount, float * vertices, float * texcoords, float * texcoords2, float * normals, float * tangents, char8 * colors, uint16 * indices, float * animVertices, float * animNormals, char8 * boneIds, float * boneWeights, uint32 vaoId, int * vboId)
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{
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{
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this.vertexCount = vertexCount;
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this.vertexCount = vertexCount;
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this.triangleCount = triangleCount;
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this.triangleCount = triangleCount;
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@ -10,10 +10,10 @@ public struct Model
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public Matrix transform;
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public Matrix transform;
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/// Number of meshes
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/// Number of meshes
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public int32 meshCount;
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public int meshCount;
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/// Number of materials
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/// Number of materials
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public int32 materialCount;
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public int materialCount;
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/// Meshes array
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/// Meshes array
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public Mesh * meshes;
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public Mesh * meshes;
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@ -22,10 +22,10 @@ public struct Model
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public Material * materials;
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public Material * materials;
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/// Mesh material number
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/// Mesh material number
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public int32 * meshMaterial;
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public int * meshMaterial;
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/// Number of bones
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/// Number of bones
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public int32 boneCount;
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public int boneCount;
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/// Bones information (skeleton)
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/// Bones information (skeleton)
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public BoneInfo * bones;
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public BoneInfo * bones;
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@ -33,7 +33,7 @@ public struct Model
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/// Bones base transformation (pose)
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/// Bones base transformation (pose)
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public Transform * bindPose;
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public Transform * bindPose;
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public this(Matrix transform, int32 meshCount, int32 materialCount, Mesh * meshes, Material * materials, int32 * meshMaterial, int32 boneCount, BoneInfo * bones, Transform * bindPose)
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public this(Matrix transform, int meshCount, int materialCount, Mesh * meshes, Material * materials, int * meshMaterial, int boneCount, BoneInfo * bones, Transform * bindPose)
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{
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{
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this.transform = transform;
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this.transform = transform;
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this.meshCount = meshCount;
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this.meshCount = meshCount;
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@ -7,10 +7,10 @@ namespace RaylibBeef;
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public struct ModelAnimation
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public struct ModelAnimation
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{
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{
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/// Number of bones
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/// Number of bones
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public int32 boneCount;
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public int boneCount;
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/// Number of animation frames
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/// Number of animation frames
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public int32 frameCount;
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public int frameCount;
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/// Bones information (skeleton)
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/// Bones information (skeleton)
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public BoneInfo * bones;
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public BoneInfo * bones;
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@ -18,7 +18,7 @@ public struct ModelAnimation
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/// Poses array by frame
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/// Poses array by frame
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public Transform ** framePoses;
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public Transform ** framePoses;
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public this(int32 boneCount, int32 frameCount, BoneInfo * bones, Transform ** framePoses)
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public this(int boneCount, int frameCount, BoneInfo * bones, Transform ** framePoses)
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{
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{
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this.boneCount = boneCount;
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this.boneCount = boneCount;
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this.frameCount = frameCount;
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this.frameCount = frameCount;
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@ -10,18 +10,18 @@ public struct Music
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public AudioStream stream;
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public AudioStream stream;
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/// Total number of frames (considering channels)
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/// Total number of frames (considering channels)
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public int32 frameCount;
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public uint32 frameCount;
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/// Music looping enable
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/// Music looping enable
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public bool looping;
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public bool looping;
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|
|
||||||
/// Type of music context (audio filetype)
|
/// Type of music context (audio filetype)
|
||||||
public int32 ctxType;
|
public int ctxType;
|
||||||
|
|
||||||
/// Audio context data, depends on type
|
/// Audio context data, depends on type
|
||||||
public void * ctxData;
|
public void * ctxData;
|
||||||
|
|
||||||
public this(AudioStream stream, int32 frameCount, bool looping, int32 ctxType, void * ctxData)
|
public this(AudioStream stream, uint32 frameCount, bool looping, int ctxType, void * ctxData)
|
||||||
{
|
{
|
||||||
this.stream = stream;
|
this.stream = stream;
|
||||||
this.frameCount = frameCount;
|
this.frameCount = frameCount;
|
||||||
|
|
|
@ -10,21 +10,21 @@ public struct NPatchInfo
|
||||||
public Rectangle source;
|
public Rectangle source;
|
||||||
|
|
||||||
/// Left border offset
|
/// Left border offset
|
||||||
public int32 left;
|
public int left;
|
||||||
|
|
||||||
/// Top border offset
|
/// Top border offset
|
||||||
public int32 top;
|
public int top;
|
||||||
|
|
||||||
/// Right border offset
|
/// Right border offset
|
||||||
public int32 right;
|
public int right;
|
||||||
|
|
||||||
/// Bottom border offset
|
/// Bottom border offset
|
||||||
public int32 bottom;
|
public int bottom;
|
||||||
|
|
||||||
/// Layout of the n-patch: 3x3, 1x3 or 3x1
|
/// Layout of the n-patch: 3x3, 1x3 or 3x1
|
||||||
public int32 layout;
|
public int layout;
|
||||||
|
|
||||||
public this(Rectangle source, int32 left, int32 top, int32 right, int32 bottom, int32 layout)
|
public this(Rectangle source, int left, int top, int right, int bottom, int layout)
|
||||||
{
|
{
|
||||||
this.source = source;
|
this.source = source;
|
||||||
this.left = left;
|
this.left = left;
|
||||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -14,452 +14,452 @@ public static class Raymath
|
||||||
public const float RAD2DEG = (180.0f/PI);
|
public const float RAD2DEG = (180.0f/PI);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Clamp")]
|
[CLink]
|
||||||
public static extern float Clamp(float value, float min, float max);
|
public static extern float Clamp(float value, float min, float max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Lerp")]
|
[CLink]
|
||||||
public static extern float Lerp(float start, float end, float amount);
|
public static extern float Lerp(float start, float end, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Normalize")]
|
[CLink]
|
||||||
public static extern float Normalize(float value, float start, float end);
|
public static extern float Normalize(float value, float start, float end);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Remap")]
|
[CLink]
|
||||||
public static extern float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);
|
public static extern float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Wrap")]
|
[CLink]
|
||||||
public static extern float Wrap(float value, float min, float max);
|
public static extern float Wrap(float value, float min, float max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("FloatEquals")]
|
[CLink]
|
||||||
public static extern int32 FloatEquals(float x, float y);
|
public static extern int FloatEquals(float x, float y);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Zero")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Zero();
|
public static extern Vector2 Vector2Zero();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2One")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2One();
|
public static extern Vector2 Vector2One();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Add")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Add(Vector2 v1, Vector2 v2);
|
public static extern Vector2 Vector2Add(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2AddValue")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2AddValue(Vector2 v, float add);
|
public static extern Vector2 Vector2AddValue(Vector2 v, float add);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Subtract")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
|
public static extern Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2SubtractValue")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2SubtractValue(Vector2 v, float sub);
|
public static extern Vector2 Vector2SubtractValue(Vector2 v, float sub);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Length")]
|
[CLink]
|
||||||
public static extern float Vector2Length(Vector2 v);
|
public static extern float Vector2Length(Vector2 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2LengthSqr")]
|
[CLink]
|
||||||
public static extern float Vector2LengthSqr(Vector2 v);
|
public static extern float Vector2LengthSqr(Vector2 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2DotProduct")]
|
[CLink]
|
||||||
public static extern float Vector2DotProduct(Vector2 v1, Vector2 v2);
|
public static extern float Vector2DotProduct(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Distance")]
|
[CLink]
|
||||||
public static extern float Vector2Distance(Vector2 v1, Vector2 v2);
|
public static extern float Vector2Distance(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2DistanceSqr")]
|
[CLink]
|
||||||
public static extern float Vector2DistanceSqr(Vector2 v1, Vector2 v2);
|
public static extern float Vector2DistanceSqr(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Angle")]
|
[CLink]
|
||||||
public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
|
public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2LineAngle")]
|
[CLink]
|
||||||
public static extern float Vector2LineAngle(Vector2 start, Vector2 end);
|
public static extern float Vector2LineAngle(Vector2 start, Vector2 end);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Scale")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Scale(Vector2 v, float scale);
|
public static extern Vector2 Vector2Scale(Vector2 v, float scale);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Multiply")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);
|
public static extern Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Negate")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Negate(Vector2 v);
|
public static extern Vector2 Vector2Negate(Vector2 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Divide")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Divide(Vector2 v1, Vector2 v2);
|
public static extern Vector2 Vector2Divide(Vector2 v1, Vector2 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Normalize")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Normalize(Vector2 v);
|
public static extern Vector2 Vector2Normalize(Vector2 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Transform")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Transform(Vector2 v, Matrix mat);
|
public static extern Vector2 Vector2Transform(Vector2 v, Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Lerp")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
|
public static extern Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Reflect")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Reflect(Vector2 v, Vector2 normal);
|
public static extern Vector2 Vector2Reflect(Vector2 v, Vector2 normal);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Rotate")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Rotate(Vector2 v, float angle);
|
public static extern Vector2 Vector2Rotate(Vector2 v, float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2MoveTowards")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);
|
public static extern Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Invert")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Invert(Vector2 v);
|
public static extern Vector2 Vector2Invert(Vector2 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Clamp")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);
|
public static extern Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2ClampValue")]
|
[CLink]
|
||||||
public static extern Vector2 Vector2ClampValue(Vector2 v, float min, float max);
|
public static extern Vector2 Vector2ClampValue(Vector2 v, float min, float max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector2Equals")]
|
[CLink]
|
||||||
public static extern int32 Vector2Equals(Vector2 p, Vector2 q);
|
public static extern int Vector2Equals(Vector2 p, Vector2 q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Zero")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Zero();
|
public static extern Vector3 Vector3Zero();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3One")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3One();
|
public static extern Vector3 Vector3One();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Add")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Add(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Add(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3AddValue")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3AddValue(Vector3 v, float add);
|
public static extern Vector3 Vector3AddValue(Vector3 v, float add);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Subtract")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3SubtractValue")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3SubtractValue(Vector3 v, float sub);
|
public static extern Vector3 Vector3SubtractValue(Vector3 v, float sub);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Scale")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Scale(Vector3 v, float scalar);
|
public static extern Vector3 Vector3Scale(Vector3 v, float scalar);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Multiply")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3CrossProduct")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Perpendicular")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Perpendicular(Vector3 v);
|
public static extern Vector3 Vector3Perpendicular(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Length")]
|
[CLink]
|
||||||
public static extern float Vector3Length(Vector3 v);
|
public static extern float Vector3Length(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3LengthSqr")]
|
[CLink]
|
||||||
public static extern float Vector3LengthSqr(Vector3 v);
|
public static extern float Vector3LengthSqr(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3DotProduct")]
|
[CLink]
|
||||||
public static extern float Vector3DotProduct(Vector3 v1, Vector3 v2);
|
public static extern float Vector3DotProduct(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Distance")]
|
[CLink]
|
||||||
public static extern float Vector3Distance(Vector3 v1, Vector3 v2);
|
public static extern float Vector3Distance(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3DistanceSqr")]
|
[CLink]
|
||||||
public static extern float Vector3DistanceSqr(Vector3 v1, Vector3 v2);
|
public static extern float Vector3DistanceSqr(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Angle")]
|
[CLink]
|
||||||
public static extern float Vector3Angle(Vector3 v1, Vector3 v2);
|
public static extern float Vector3Angle(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Negate")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Negate(Vector3 v);
|
public static extern Vector3 Vector3Negate(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Divide")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Divide(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Divide(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Normalize")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Normalize(Vector3 v);
|
public static extern Vector3 Vector3Normalize(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3OrthoNormalize")]
|
[CLink]
|
||||||
public static extern void Vector3OrthoNormalize(Vector3 * v1, Vector3 * v2);
|
public static extern void Vector3OrthoNormalize(Vector3 * v1, Vector3 * v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Transform")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Transform(Vector3 v, Matrix mat);
|
public static extern Vector3 Vector3Transform(Vector3 v, Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3RotateByQuaternion")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
|
public static extern Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3RotateByAxisAngle")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);
|
public static extern Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Lerp")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
|
public static extern Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Reflect")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
|
public static extern Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Min")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Min(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Min(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Max")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Max(Vector3 v1, Vector3 v2);
|
public static extern Vector3 Vector3Max(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Barycenter")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
|
public static extern Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Unproject")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);
|
public static extern Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3ToFloatV")]
|
[CLink]
|
||||||
public static extern float3 Vector3ToFloatV(Vector3 v);
|
public static extern float3 Vector3ToFloatV(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Invert")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Invert(Vector3 v);
|
public static extern Vector3 Vector3Invert(Vector3 v);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Clamp")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);
|
public static extern Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3ClampValue")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3ClampValue(Vector3 v, float min, float max);
|
public static extern Vector3 Vector3ClampValue(Vector3 v, float min, float max);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Equals")]
|
[CLink]
|
||||||
public static extern int32 Vector3Equals(Vector3 p, Vector3 q);
|
public static extern int Vector3Equals(Vector3 p, Vector3 q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("Vector3Refract")]
|
[CLink]
|
||||||
public static extern Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);
|
public static extern Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixDeterminant")]
|
[CLink]
|
||||||
public static extern float MatrixDeterminant(Matrix mat);
|
public static extern float MatrixDeterminant(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixTrace")]
|
[CLink]
|
||||||
public static extern float MatrixTrace(Matrix mat);
|
public static extern float MatrixTrace(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixTranspose")]
|
[CLink]
|
||||||
public static extern Matrix MatrixTranspose(Matrix mat);
|
public static extern Matrix MatrixTranspose(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixInvert")]
|
[CLink]
|
||||||
public static extern Matrix MatrixInvert(Matrix mat);
|
public static extern Matrix MatrixInvert(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixIdentity")]
|
[CLink]
|
||||||
public static extern Matrix MatrixIdentity();
|
public static extern Matrix MatrixIdentity();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixAdd")]
|
[CLink]
|
||||||
public static extern Matrix MatrixAdd(Matrix left, Matrix right);
|
public static extern Matrix MatrixAdd(Matrix left, Matrix right);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixSubtract")]
|
[CLink]
|
||||||
public static extern Matrix MatrixSubtract(Matrix left, Matrix right);
|
public static extern Matrix MatrixSubtract(Matrix left, Matrix right);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixMultiply")]
|
[CLink]
|
||||||
public static extern Matrix MatrixMultiply(Matrix left, Matrix right);
|
public static extern Matrix MatrixMultiply(Matrix left, Matrix right);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixTranslate")]
|
[CLink]
|
||||||
public static extern Matrix MatrixTranslate(float x, float y, float z);
|
public static extern Matrix MatrixTranslate(float x, float y, float z);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotate")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotate(Vector3 axis, float angle);
|
public static extern Matrix MatrixRotate(Vector3 axis, float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotateX")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotateX(float angle);
|
public static extern Matrix MatrixRotateX(float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotateY")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotateY(float angle);
|
public static extern Matrix MatrixRotateY(float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotateZ")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotateZ(float angle);
|
public static extern Matrix MatrixRotateZ(float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotateXYZ")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotateXYZ(Vector3 angle);
|
public static extern Matrix MatrixRotateXYZ(Vector3 angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixRotateZYX")]
|
[CLink]
|
||||||
public static extern Matrix MatrixRotateZYX(Vector3 angle);
|
public static extern Matrix MatrixRotateZYX(Vector3 angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixScale")]
|
[CLink]
|
||||||
public static extern Matrix MatrixScale(float x, float y, float z);
|
public static extern Matrix MatrixScale(float x, float y, float z);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixFrustum")]
|
[CLink]
|
||||||
public static extern Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
|
public static extern Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixPerspective")]
|
[CLink]
|
||||||
public static extern Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
public static extern Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixOrtho")]
|
[CLink]
|
||||||
public static extern Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
|
public static extern Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixLookAt")]
|
[CLink]
|
||||||
public static extern Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
public static extern Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("MatrixToFloatV")]
|
[CLink]
|
||||||
public static extern float16 MatrixToFloatV(Matrix mat);
|
public static extern float16 MatrixToFloatV(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionAdd")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);
|
public static extern Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionAddValue")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionAddValue(Quaternion q, float add);
|
public static extern Quaternion QuaternionAddValue(Quaternion q, float add);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionSubtract")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);
|
public static extern Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionSubtractValue")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionSubtractValue(Quaternion q, float sub);
|
public static extern Quaternion QuaternionSubtractValue(Quaternion q, float sub);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionIdentity")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionIdentity();
|
public static extern Quaternion QuaternionIdentity();
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionLength")]
|
[CLink]
|
||||||
public static extern float QuaternionLength(Quaternion q);
|
public static extern float QuaternionLength(Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionNormalize")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionNormalize(Quaternion q);
|
public static extern Quaternion QuaternionNormalize(Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionInvert")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionInvert(Quaternion q);
|
public static extern Quaternion QuaternionInvert(Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionMultiply")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
|
public static extern Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionScale")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionScale(Quaternion q, float mul);
|
public static extern Quaternion QuaternionScale(Quaternion q, float mul);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionDivide")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);
|
public static extern Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionLerp")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
|
public static extern Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionNlerp")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
|
public static extern Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionSlerp")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
|
public static extern Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionFromVector3ToVector3")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
|
public static extern Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionFromMatrix")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionFromMatrix(Matrix mat);
|
public static extern Quaternion QuaternionFromMatrix(Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionToMatrix")]
|
[CLink]
|
||||||
public static extern Matrix QuaternionToMatrix(Quaternion q);
|
public static extern Matrix QuaternionToMatrix(Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionFromAxisAngle")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
|
public static extern Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionToAxisAngle")]
|
[CLink]
|
||||||
public static extern void QuaternionToAxisAngle(Quaternion q, Vector3 * outAxis, float * outAngle);
|
public static extern void QuaternionToAxisAngle(Quaternion q, Vector3 * outAxis, float * outAngle);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionFromEuler")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);
|
public static extern Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionToEuler")]
|
[CLink]
|
||||||
public static extern Vector3 QuaternionToEuler(Quaternion q);
|
public static extern Vector3 QuaternionToEuler(Quaternion q);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionTransform")]
|
[CLink]
|
||||||
public static extern Quaternion QuaternionTransform(Quaternion q, Matrix mat);
|
public static extern Quaternion QuaternionTransform(Quaternion q, Matrix mat);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("QuaternionEquals")]
|
[CLink]
|
||||||
public static extern int32 QuaternionEquals(Quaternion p, Quaternion q);
|
public static extern int QuaternionEquals(Quaternion p, Quaternion q);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,7 +9,7 @@ typealias RenderTexture2D = RenderTexture;
|
||||||
public struct RenderTexture
|
public struct RenderTexture
|
||||||
{
|
{
|
||||||
/// OpenGL framebuffer object id
|
/// OpenGL framebuffer object id
|
||||||
public int32 id;
|
public uint32 id;
|
||||||
|
|
||||||
/// Color buffer attachment texture
|
/// Color buffer attachment texture
|
||||||
public Texture texture;
|
public Texture texture;
|
||||||
|
@ -17,7 +17,7 @@ public struct RenderTexture
|
||||||
/// Depth buffer attachment texture
|
/// Depth buffer attachment texture
|
||||||
public Texture depth;
|
public Texture depth;
|
||||||
|
|
||||||
public this(int32 id, Texture texture, Texture depth)
|
public this(uint32 id, Texture texture, Texture depth)
|
||||||
{
|
{
|
||||||
this.id = id;
|
this.id = id;
|
||||||
this.texture = texture;
|
this.texture = texture;
|
||||||
|
|
|
@ -223,591 +223,591 @@ public static class Rlgl
|
||||||
public const int RL_BLEND_COLOR = 32773;
|
public const int RL_BLEND_COLOR = 32773;
|
||||||
|
|
||||||
/// Choose the current matrix to be transformed
|
/// Choose the current matrix to be transformed
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlMatrixMode")]
|
[CLink]
|
||||||
public static extern void rlMatrixMode(int32 mode);
|
public static extern void rlMatrixMode(int mode);
|
||||||
|
|
||||||
/// Push the current matrix to stack
|
/// Push the current matrix to stack
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlPushMatrix")]
|
[CLink]
|
||||||
public static extern void rlPushMatrix();
|
public static extern void rlPushMatrix();
|
||||||
|
|
||||||
/// Pop latest inserted matrix from stack
|
/// Pop latest inserted matrix from stack
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlPopMatrix")]
|
[CLink]
|
||||||
public static extern void rlPopMatrix();
|
public static extern void rlPopMatrix();
|
||||||
|
|
||||||
/// Reset current matrix to identity matrix
|
/// Reset current matrix to identity matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadIdentity")]
|
[CLink]
|
||||||
public static extern void rlLoadIdentity();
|
public static extern void rlLoadIdentity();
|
||||||
|
|
||||||
/// Multiply the current matrix by a translation matrix
|
/// Multiply the current matrix by a translation matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlTranslatef")]
|
[CLink]
|
||||||
public static extern void rlTranslatef(float x, float y, float z);
|
public static extern void rlTranslatef(float x, float y, float z);
|
||||||
|
|
||||||
/// Multiply the current matrix by a rotation matrix
|
/// Multiply the current matrix by a rotation matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlRotatef")]
|
[CLink]
|
||||||
public static extern void rlRotatef(float angle, float x, float y, float z);
|
public static extern void rlRotatef(float angle, float x, float y, float z);
|
||||||
|
|
||||||
/// Multiply the current matrix by a scaling matrix
|
/// Multiply the current matrix by a scaling matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlScalef")]
|
[CLink]
|
||||||
public static extern void rlScalef(float x, float y, float z);
|
public static extern void rlScalef(float x, float y, float z);
|
||||||
|
|
||||||
/// Multiply the current matrix by another matrix
|
/// Multiply the current matrix by another matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlMultMatrixf")]
|
[CLink]
|
||||||
public static extern void rlMultMatrixf(float * matf);
|
public static extern void rlMultMatrixf(float * matf);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlFrustum")]
|
[CLink]
|
||||||
public static extern void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
|
public static extern void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlOrtho")]
|
[CLink]
|
||||||
public static extern void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
|
public static extern void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
|
||||||
|
|
||||||
/// Set the viewport area
|
/// Set the viewport area
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlViewport")]
|
[CLink]
|
||||||
public static extern void rlViewport(int32 x, int32 y, int32 width, int32 height);
|
public static extern void rlViewport(int x, int y, int width, int height);
|
||||||
|
|
||||||
/// Initialize drawing mode (how to organize vertex)
|
/// Initialize drawing mode (how to organize vertex)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlBegin")]
|
[CLink]
|
||||||
public static extern void rlBegin(int32 mode);
|
public static extern void rlBegin(int mode);
|
||||||
|
|
||||||
/// Finish vertex providing
|
/// Finish vertex providing
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnd")]
|
[CLink]
|
||||||
public static extern void rlEnd();
|
public static extern void rlEnd();
|
||||||
|
|
||||||
/// Define one vertex (position) - 2 int
|
/// Define one vertex (position) - 2 int
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlVertex2i")]
|
[CLink]
|
||||||
public static extern void rlVertex2i(int32 x, int32 y);
|
public static extern void rlVertex2i(int x, int y);
|
||||||
|
|
||||||
/// Define one vertex (position) - 2 float
|
/// Define one vertex (position) - 2 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlVertex2f")]
|
[CLink]
|
||||||
public static extern void rlVertex2f(float x, float y);
|
public static extern void rlVertex2f(float x, float y);
|
||||||
|
|
||||||
/// Define one vertex (position) - 3 float
|
/// Define one vertex (position) - 3 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlVertex3f")]
|
[CLink]
|
||||||
public static extern void rlVertex3f(float x, float y, float z);
|
public static extern void rlVertex3f(float x, float y, float z);
|
||||||
|
|
||||||
/// Define one vertex (texture coordinate) - 2 float
|
/// Define one vertex (texture coordinate) - 2 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlTexCoord2f")]
|
[CLink]
|
||||||
public static extern void rlTexCoord2f(float x, float y);
|
public static extern void rlTexCoord2f(float x, float y);
|
||||||
|
|
||||||
/// Define one vertex (normal) - 3 float
|
/// Define one vertex (normal) - 3 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlNormal3f")]
|
[CLink]
|
||||||
public static extern void rlNormal3f(float x, float y, float z);
|
public static extern void rlNormal3f(float x, float y, float z);
|
||||||
|
|
||||||
/// Define one vertex (color) - 4 byte
|
/// Define one vertex (color) - 4 byte
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlColor4ub")]
|
[CLink]
|
||||||
public static extern void rlColor4ub(uint8 r, uint8 g, uint8 b, uint8 a);
|
public static extern void rlColor4ub(uint8 r, uint8 g, uint8 b, uint8 a);
|
||||||
|
|
||||||
/// Define one vertex (color) - 3 float
|
/// Define one vertex (color) - 3 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlColor3f")]
|
[CLink]
|
||||||
public static extern void rlColor3f(float x, float y, float z);
|
public static extern void rlColor3f(float x, float y, float z);
|
||||||
|
|
||||||
/// Define one vertex (color) - 4 float
|
/// Define one vertex (color) - 4 float
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlColor4f")]
|
[CLink]
|
||||||
public static extern void rlColor4f(float x, float y, float z, float w);
|
public static extern void rlColor4f(float x, float y, float z, float w);
|
||||||
|
|
||||||
/// Enable vertex array (VAO, if supported)
|
/// Enable vertex array (VAO, if supported)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableVertexArray")]
|
[CLink]
|
||||||
public static extern bool rlEnableVertexArray(int32 vaoId);
|
public static extern bool rlEnableVertexArray(uint32 vaoId);
|
||||||
|
|
||||||
/// Disable vertex array (VAO, if supported)
|
/// Disable vertex array (VAO, if supported)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableVertexArray")]
|
[CLink]
|
||||||
public static extern void rlDisableVertexArray();
|
public static extern void rlDisableVertexArray();
|
||||||
|
|
||||||
/// Enable vertex buffer (VBO)
|
/// Enable vertex buffer (VBO)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableVertexBuffer")]
|
[CLink]
|
||||||
public static extern void rlEnableVertexBuffer(int32 id);
|
public static extern void rlEnableVertexBuffer(uint32 id);
|
||||||
|
|
||||||
/// Disable vertex buffer (VBO)
|
/// Disable vertex buffer (VBO)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableVertexBuffer")]
|
[CLink]
|
||||||
public static extern void rlDisableVertexBuffer();
|
public static extern void rlDisableVertexBuffer();
|
||||||
|
|
||||||
/// Enable vertex buffer element (VBO element)
|
/// Enable vertex buffer element (VBO element)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableVertexBufferElement")]
|
[CLink]
|
||||||
public static extern void rlEnableVertexBufferElement(int32 id);
|
public static extern void rlEnableVertexBufferElement(uint32 id);
|
||||||
|
|
||||||
/// Disable vertex buffer element (VBO element)
|
/// Disable vertex buffer element (VBO element)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableVertexBufferElement")]
|
[CLink]
|
||||||
public static extern void rlDisableVertexBufferElement();
|
public static extern void rlDisableVertexBufferElement();
|
||||||
|
|
||||||
/// Enable vertex attribute index
|
/// Enable vertex attribute index
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableVertexAttribute")]
|
[CLink]
|
||||||
public static extern void rlEnableVertexAttribute(int32 index);
|
public static extern void rlEnableVertexAttribute(uint32 index);
|
||||||
|
|
||||||
/// Disable vertex attribute index
|
/// Disable vertex attribute index
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableVertexAttribute")]
|
[CLink]
|
||||||
public static extern void rlDisableVertexAttribute(int32 index);
|
public static extern void rlDisableVertexAttribute(uint32 index);
|
||||||
|
|
||||||
/// Enable attribute state pointer
|
/// Enable attribute state pointer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableStatePointer")]
|
[CLink]
|
||||||
public static extern void rlEnableStatePointer(int32 vertexAttribType, void * buffer);
|
public static extern void rlEnableStatePointer(int vertexAttribType, void * buffer);
|
||||||
|
|
||||||
/// Disable attribute state pointer
|
/// Disable attribute state pointer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableStatePointer")]
|
[CLink]
|
||||||
public static extern void rlDisableStatePointer(int32 vertexAttribType);
|
public static extern void rlDisableStatePointer(int vertexAttribType);
|
||||||
|
|
||||||
/// Select and active a texture slot
|
/// Select and active a texture slot
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlActiveTextureSlot")]
|
[CLink]
|
||||||
public static extern void rlActiveTextureSlot(int32 slot);
|
public static extern void rlActiveTextureSlot(int slot);
|
||||||
|
|
||||||
/// Enable texture
|
/// Enable texture
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableTexture")]
|
[CLink]
|
||||||
public static extern void rlEnableTexture(int32 id);
|
public static extern void rlEnableTexture(uint32 id);
|
||||||
|
|
||||||
/// Disable texture
|
/// Disable texture
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableTexture")]
|
[CLink]
|
||||||
public static extern void rlDisableTexture();
|
public static extern void rlDisableTexture();
|
||||||
|
|
||||||
/// Enable texture cubemap
|
/// Enable texture cubemap
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableTextureCubemap")]
|
[CLink]
|
||||||
public static extern void rlEnableTextureCubemap(int32 id);
|
public static extern void rlEnableTextureCubemap(uint32 id);
|
||||||
|
|
||||||
/// Disable texture cubemap
|
/// Disable texture cubemap
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableTextureCubemap")]
|
[CLink]
|
||||||
public static extern void rlDisableTextureCubemap();
|
public static extern void rlDisableTextureCubemap();
|
||||||
|
|
||||||
/// Set texture parameters (filter, wrap)
|
/// Set texture parameters (filter, wrap)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlTextureParameters")]
|
[CLink]
|
||||||
public static extern void rlTextureParameters(int32 id, int32 param, int32 value);
|
public static extern void rlTextureParameters(uint32 id, int param, int value);
|
||||||
|
|
||||||
/// Set cubemap parameters (filter, wrap)
|
/// Set cubemap parameters (filter, wrap)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlCubemapParameters")]
|
[CLink]
|
||||||
public static extern void rlCubemapParameters(int32 id, int32 param, int32 value);
|
public static extern void rlCubemapParameters(uint32 id, int param, int value);
|
||||||
|
|
||||||
/// Enable shader program
|
/// Enable shader program
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableShader")]
|
[CLink]
|
||||||
public static extern void rlEnableShader(int32 id);
|
public static extern void rlEnableShader(uint32 id);
|
||||||
|
|
||||||
/// Disable shader program
|
/// Disable shader program
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableShader")]
|
[CLink]
|
||||||
public static extern void rlDisableShader();
|
public static extern void rlDisableShader();
|
||||||
|
|
||||||
/// Enable render texture (fbo)
|
/// Enable render texture (fbo)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableFramebuffer")]
|
[CLink]
|
||||||
public static extern void rlEnableFramebuffer(int32 id);
|
public static extern void rlEnableFramebuffer(uint32 id);
|
||||||
|
|
||||||
/// Disable render texture (fbo), return to default framebuffer
|
/// Disable render texture (fbo), return to default framebuffer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableFramebuffer")]
|
[CLink]
|
||||||
public static extern void rlDisableFramebuffer();
|
public static extern void rlDisableFramebuffer();
|
||||||
|
|
||||||
/// Activate multiple draw color buffers
|
/// Activate multiple draw color buffers
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlActiveDrawBuffers")]
|
[CLink]
|
||||||
public static extern void rlActiveDrawBuffers(int32 count);
|
public static extern void rlActiveDrawBuffers(int count);
|
||||||
|
|
||||||
/// Enable color blending
|
/// Enable color blending
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableColorBlend")]
|
[CLink]
|
||||||
public static extern void rlEnableColorBlend();
|
public static extern void rlEnableColorBlend();
|
||||||
|
|
||||||
/// Disable color blending
|
/// Disable color blending
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableColorBlend")]
|
[CLink]
|
||||||
public static extern void rlDisableColorBlend();
|
public static extern void rlDisableColorBlend();
|
||||||
|
|
||||||
/// Enable depth test
|
/// Enable depth test
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableDepthTest")]
|
[CLink]
|
||||||
public static extern void rlEnableDepthTest();
|
public static extern void rlEnableDepthTest();
|
||||||
|
|
||||||
/// Disable depth test
|
/// Disable depth test
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableDepthTest")]
|
[CLink]
|
||||||
public static extern void rlDisableDepthTest();
|
public static extern void rlDisableDepthTest();
|
||||||
|
|
||||||
/// Enable depth write
|
/// Enable depth write
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableDepthMask")]
|
[CLink]
|
||||||
public static extern void rlEnableDepthMask();
|
public static extern void rlEnableDepthMask();
|
||||||
|
|
||||||
/// Disable depth write
|
/// Disable depth write
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableDepthMask")]
|
[CLink]
|
||||||
public static extern void rlDisableDepthMask();
|
public static extern void rlDisableDepthMask();
|
||||||
|
|
||||||
/// Enable backface culling
|
/// Enable backface culling
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableBackfaceCulling")]
|
[CLink]
|
||||||
public static extern void rlEnableBackfaceCulling();
|
public static extern void rlEnableBackfaceCulling();
|
||||||
|
|
||||||
/// Disable backface culling
|
/// Disable backface culling
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableBackfaceCulling")]
|
[CLink]
|
||||||
public static extern void rlDisableBackfaceCulling();
|
public static extern void rlDisableBackfaceCulling();
|
||||||
|
|
||||||
/// Set face culling mode
|
/// Set face culling mode
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetCullFace")]
|
[CLink]
|
||||||
public static extern void rlSetCullFace(int32 mode);
|
public static extern void rlSetCullFace(int mode);
|
||||||
|
|
||||||
/// Enable scissor test
|
/// Enable scissor test
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableScissorTest")]
|
[CLink]
|
||||||
public static extern void rlEnableScissorTest();
|
public static extern void rlEnableScissorTest();
|
||||||
|
|
||||||
/// Disable scissor test
|
/// Disable scissor test
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableScissorTest")]
|
[CLink]
|
||||||
public static extern void rlDisableScissorTest();
|
public static extern void rlDisableScissorTest();
|
||||||
|
|
||||||
/// Scissor test
|
/// Scissor test
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlScissor")]
|
[CLink]
|
||||||
public static extern void rlScissor(int32 x, int32 y, int32 width, int32 height);
|
public static extern void rlScissor(int x, int y, int width, int height);
|
||||||
|
|
||||||
/// Enable wire mode
|
/// Enable wire mode
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableWireMode")]
|
[CLink]
|
||||||
public static extern void rlEnableWireMode();
|
public static extern void rlEnableWireMode();
|
||||||
|
|
||||||
/// Disable wire mode
|
/// Disable wire mode
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableWireMode")]
|
[CLink]
|
||||||
public static extern void rlDisableWireMode();
|
public static extern void rlDisableWireMode();
|
||||||
|
|
||||||
/// Set the line drawing width
|
/// Set the line drawing width
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetLineWidth")]
|
[CLink]
|
||||||
public static extern void rlSetLineWidth(float width);
|
public static extern void rlSetLineWidth(float width);
|
||||||
|
|
||||||
/// Get the line drawing width
|
/// Get the line drawing width
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetLineWidth")]
|
[CLink]
|
||||||
public static extern float rlGetLineWidth();
|
public static extern float rlGetLineWidth();
|
||||||
|
|
||||||
/// Enable line aliasing
|
/// Enable line aliasing
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableSmoothLines")]
|
[CLink]
|
||||||
public static extern void rlEnableSmoothLines();
|
public static extern void rlEnableSmoothLines();
|
||||||
|
|
||||||
/// Disable line aliasing
|
/// Disable line aliasing
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableSmoothLines")]
|
[CLink]
|
||||||
public static extern void rlDisableSmoothLines();
|
public static extern void rlDisableSmoothLines();
|
||||||
|
|
||||||
/// Enable stereo rendering
|
/// Enable stereo rendering
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlEnableStereoRender")]
|
[CLink]
|
||||||
public static extern void rlEnableStereoRender();
|
public static extern void rlEnableStereoRender();
|
||||||
|
|
||||||
/// Disable stereo rendering
|
/// Disable stereo rendering
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDisableStereoRender")]
|
[CLink]
|
||||||
public static extern void rlDisableStereoRender();
|
public static extern void rlDisableStereoRender();
|
||||||
|
|
||||||
/// Check if stereo render is enabled
|
/// Check if stereo render is enabled
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlIsStereoRenderEnabled")]
|
[CLink]
|
||||||
public static extern bool rlIsStereoRenderEnabled();
|
public static extern bool rlIsStereoRenderEnabled();
|
||||||
|
|
||||||
/// Clear color buffer with color
|
/// Clear color buffer with color
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlClearColor")]
|
[CLink]
|
||||||
public static extern void rlClearColor(uint8 r, uint8 g, uint8 b, uint8 a);
|
public static extern void rlClearColor(uint8 r, uint8 g, uint8 b, uint8 a);
|
||||||
|
|
||||||
/// Clear used screen buffers (color and depth)
|
/// Clear used screen buffers (color and depth)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlClearScreenBuffers")]
|
[CLink]
|
||||||
public static extern void rlClearScreenBuffers();
|
public static extern void rlClearScreenBuffers();
|
||||||
|
|
||||||
/// Check and log OpenGL error codes
|
/// Check and log OpenGL error codes
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlCheckErrors")]
|
[CLink]
|
||||||
public static extern void rlCheckErrors();
|
public static extern void rlCheckErrors();
|
||||||
|
|
||||||
/// Set blending mode
|
/// Set blending mode
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetBlendMode")]
|
[CLink]
|
||||||
public static extern void rlSetBlendMode(int32 mode);
|
public static extern void rlSetBlendMode(int mode);
|
||||||
|
|
||||||
/// Set blending mode factor and equation (using OpenGL factors)
|
/// Set blending mode factor and equation (using OpenGL factors)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetBlendFactors")]
|
[CLink]
|
||||||
public static extern void rlSetBlendFactors(int32 glSrcFactor, int32 glDstFactor, int32 glEquation);
|
public static extern void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
|
||||||
|
|
||||||
/// Set blending mode factors and equations separately (using OpenGL factors)
|
/// Set blending mode factors and equations separately (using OpenGL factors)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetBlendFactorsSeparate")]
|
[CLink]
|
||||||
public static extern void rlSetBlendFactorsSeparate(int32 glSrcRGB, int32 glDstRGB, int32 glSrcAlpha, int32 glDstAlpha, int32 glEqRGB, int32 glEqAlpha);
|
public static extern void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha);
|
||||||
|
|
||||||
/// Initialize rlgl (buffers, shaders, textures, states)
|
/// Initialize rlgl (buffers, shaders, textures, states)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlglInit")]
|
[CLink]
|
||||||
public static extern void rlglInit(int32 width, int32 height);
|
public static extern void rlglInit(int width, int height);
|
||||||
|
|
||||||
/// De-initialize rlgl (buffers, shaders, textures)
|
/// De-initialize rlgl (buffers, shaders, textures)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlglClose")]
|
[CLink]
|
||||||
public static extern void rlglClose();
|
public static extern void rlglClose();
|
||||||
|
|
||||||
/// Load OpenGL extensions (loader function required)
|
/// Load OpenGL extensions (loader function required)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadExtensions")]
|
[CLink]
|
||||||
public static extern void rlLoadExtensions(void * loader);
|
public static extern void rlLoadExtensions(void * loader);
|
||||||
|
|
||||||
/// Get current OpenGL version
|
/// Get current OpenGL version
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetVersion")]
|
[CLink]
|
||||||
public static extern int32 rlGetVersion();
|
public static extern int rlGetVersion();
|
||||||
|
|
||||||
/// Set current framebuffer width
|
/// Set current framebuffer width
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetFramebufferWidth")]
|
[CLink]
|
||||||
public static extern void rlSetFramebufferWidth(int32 width);
|
public static extern void rlSetFramebufferWidth(int width);
|
||||||
|
|
||||||
/// Get default framebuffer width
|
/// Get default framebuffer width
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetFramebufferWidth")]
|
[CLink]
|
||||||
public static extern int32 rlGetFramebufferWidth();
|
public static extern int rlGetFramebufferWidth();
|
||||||
|
|
||||||
/// Set current framebuffer height
|
/// Set current framebuffer height
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetFramebufferHeight")]
|
[CLink]
|
||||||
public static extern void rlSetFramebufferHeight(int32 height);
|
public static extern void rlSetFramebufferHeight(int height);
|
||||||
|
|
||||||
/// Get default framebuffer height
|
/// Get default framebuffer height
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetFramebufferHeight")]
|
[CLink]
|
||||||
public static extern int32 rlGetFramebufferHeight();
|
public static extern int rlGetFramebufferHeight();
|
||||||
|
|
||||||
/// Get default texture id
|
/// Get default texture id
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetTextureIdDefault")]
|
[CLink]
|
||||||
public static extern int32 rlGetTextureIdDefault();
|
public static extern uint32 rlGetTextureIdDefault();
|
||||||
|
|
||||||
/// Get default shader id
|
/// Get default shader id
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetShaderIdDefault")]
|
[CLink]
|
||||||
public static extern int32 rlGetShaderIdDefault();
|
public static extern uint32 rlGetShaderIdDefault();
|
||||||
|
|
||||||
/// Get default shader locations
|
/// Get default shader locations
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetShaderLocsDefault")]
|
[CLink]
|
||||||
public static extern int32 * rlGetShaderLocsDefault();
|
public static extern int * rlGetShaderLocsDefault();
|
||||||
|
|
||||||
/// Load a render batch system
|
/// Load a render batch system
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadRenderBatch")]
|
[CLink]
|
||||||
public static extern rlRenderBatch rlLoadRenderBatch(int32 numBuffers, int32 bufferElements);
|
public static extern rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements);
|
||||||
|
|
||||||
/// Unload render batch system
|
/// Unload render batch system
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadRenderBatch")]
|
[CLink]
|
||||||
public static extern void rlUnloadRenderBatch(rlRenderBatch batch);
|
public static extern void rlUnloadRenderBatch(rlRenderBatch batch);
|
||||||
|
|
||||||
/// Draw render batch data (Update->Draw->Reset)
|
/// Draw render batch data (Update->Draw->Reset)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawRenderBatch")]
|
[CLink]
|
||||||
public static extern void rlDrawRenderBatch(rlRenderBatch * batch);
|
public static extern void rlDrawRenderBatch(rlRenderBatch * batch);
|
||||||
|
|
||||||
/// Set the active render batch for rlgl (NULL for default internal)
|
/// Set the active render batch for rlgl (NULL for default internal)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetRenderBatchActive")]
|
[CLink]
|
||||||
public static extern void rlSetRenderBatchActive(rlRenderBatch * batch);
|
public static extern void rlSetRenderBatchActive(rlRenderBatch * batch);
|
||||||
|
|
||||||
/// Update and draw internal render batch
|
/// Update and draw internal render batch
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawRenderBatchActive")]
|
[CLink]
|
||||||
public static extern void rlDrawRenderBatchActive();
|
public static extern void rlDrawRenderBatchActive();
|
||||||
|
|
||||||
/// Check internal buffer overflow for a given number of vertex
|
/// Check internal buffer overflow for a given number of vertex
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlCheckRenderBatchLimit")]
|
[CLink]
|
||||||
public static extern bool rlCheckRenderBatchLimit(int32 vCount);
|
public static extern bool rlCheckRenderBatchLimit(int vCount);
|
||||||
|
|
||||||
/// Set current texture for render batch and check buffers limits
|
/// Set current texture for render batch and check buffers limits
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetTexture")]
|
[CLink]
|
||||||
public static extern void rlSetTexture(int32 id);
|
public static extern void rlSetTexture(uint32 id);
|
||||||
|
|
||||||
/// Load vertex array (vao) if supported
|
/// Load vertex array (vao) if supported
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadVertexArray")]
|
[CLink]
|
||||||
public static extern int32 rlLoadVertexArray();
|
public static extern uint32 rlLoadVertexArray();
|
||||||
|
|
||||||
/// Load a vertex buffer attribute
|
/// Load a vertex buffer attribute
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadVertexBuffer")]
|
[CLink]
|
||||||
public static extern int32 rlLoadVertexBuffer(void * buffer, int32 size, bool dynamic);
|
public static extern uint32 rlLoadVertexBuffer(void * buffer, int size, bool dynamic);
|
||||||
|
|
||||||
/// Load a new attributes element buffer
|
/// Load a new attributes element buffer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadVertexBufferElement")]
|
[CLink]
|
||||||
public static extern int32 rlLoadVertexBufferElement(void * buffer, int32 size, bool dynamic);
|
public static extern uint32 rlLoadVertexBufferElement(void * buffer, int size, bool dynamic);
|
||||||
|
|
||||||
/// Update GPU buffer with new data
|
/// Update GPU buffer with new data
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUpdateVertexBuffer")]
|
[CLink]
|
||||||
public static extern void rlUpdateVertexBuffer(int32 bufferId, void * data, int32 dataSize, int32 offset);
|
public static extern void rlUpdateVertexBuffer(uint32 bufferId, void * data, int dataSize, int offset);
|
||||||
|
|
||||||
/// Update vertex buffer elements with new data
|
/// Update vertex buffer elements with new data
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUpdateVertexBufferElements")]
|
[CLink]
|
||||||
public static extern void rlUpdateVertexBufferElements(int32 id, void * data, int32 dataSize, int32 offset);
|
public static extern void rlUpdateVertexBufferElements(uint32 id, void * data, int dataSize, int offset);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadVertexArray")]
|
[CLink]
|
||||||
public static extern void rlUnloadVertexArray(int32 vaoId);
|
public static extern void rlUnloadVertexArray(uint32 vaoId);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadVertexBuffer")]
|
[CLink]
|
||||||
public static extern void rlUnloadVertexBuffer(int32 vboId);
|
public static extern void rlUnloadVertexBuffer(uint32 vboId);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetVertexAttribute")]
|
[CLink]
|
||||||
public static extern void rlSetVertexAttribute(int32 index, int32 compSize, int32 type, bool normalized, int32 stride, void * pointer);
|
public static extern void rlSetVertexAttribute(uint32 index, int compSize, int type, bool normalized, int stride, void * pointer);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetVertexAttributeDivisor")]
|
[CLink]
|
||||||
public static extern void rlSetVertexAttributeDivisor(int32 index, int32 divisor);
|
public static extern void rlSetVertexAttributeDivisor(uint32 index, int divisor);
|
||||||
|
|
||||||
/// Set vertex attribute default value
|
/// Set vertex attribute default value
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetVertexAttributeDefault")]
|
[CLink]
|
||||||
public static extern void rlSetVertexAttributeDefault(int32 locIndex, void * value, int32 attribType, int32 count);
|
public static extern void rlSetVertexAttributeDefault(int locIndex, void * value, int attribType, int count);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawVertexArray")]
|
[CLink]
|
||||||
public static extern void rlDrawVertexArray(int32 offset, int32 count);
|
public static extern void rlDrawVertexArray(int offset, int count);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawVertexArrayElements")]
|
[CLink]
|
||||||
public static extern void rlDrawVertexArrayElements(int32 offset, int32 count, void * buffer);
|
public static extern void rlDrawVertexArrayElements(int offset, int count, void * buffer);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawVertexArrayInstanced")]
|
[CLink]
|
||||||
public static extern void rlDrawVertexArrayInstanced(int32 offset, int32 count, int32 instances);
|
public static extern void rlDrawVertexArrayInstanced(int offset, int count, int instances);
|
||||||
|
|
||||||
///
|
///
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlDrawVertexArrayElementsInstanced")]
|
[CLink]
|
||||||
public static extern void rlDrawVertexArrayElementsInstanced(int32 offset, int32 count, void * buffer, int32 instances);
|
public static extern void rlDrawVertexArrayElementsInstanced(int offset, int count, void * buffer, int instances);
|
||||||
|
|
||||||
/// Load texture in GPU
|
/// Load texture in GPU
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadTexture")]
|
[CLink]
|
||||||
public static extern int32 rlLoadTexture(void * data, int32 width, int32 height, int32 format, int32 mipmapCount);
|
public static extern uint32 rlLoadTexture(void * data, int width, int height, int format, int mipmapCount);
|
||||||
|
|
||||||
/// Load depth texture/renderbuffer (to be attached to fbo)
|
/// Load depth texture/renderbuffer (to be attached to fbo)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadTextureDepth")]
|
[CLink]
|
||||||
public static extern int32 rlLoadTextureDepth(int32 width, int32 height, bool useRenderBuffer);
|
public static extern uint32 rlLoadTextureDepth(int width, int height, bool useRenderBuffer);
|
||||||
|
|
||||||
/// Load texture cubemap
|
/// Load texture cubemap
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadTextureCubemap")]
|
[CLink]
|
||||||
public static extern int32 rlLoadTextureCubemap(void * data, int32 size, int32 format);
|
public static extern uint32 rlLoadTextureCubemap(void * data, int size, int format);
|
||||||
|
|
||||||
/// Update GPU texture with new data
|
/// Update GPU texture with new data
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUpdateTexture")]
|
[CLink]
|
||||||
public static extern void rlUpdateTexture(int32 id, int32 offsetX, int32 offsetY, int32 width, int32 height, int32 format, void * data);
|
public static extern void rlUpdateTexture(uint32 id, int offsetX, int offsetY, int width, int height, int format, void * data);
|
||||||
|
|
||||||
/// Get OpenGL internal formats
|
/// Get OpenGL internal formats
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetGlTextureFormats")]
|
[CLink]
|
||||||
public static extern void rlGetGlTextureFormats(int32 format, int32 * glInternalFormat, int32 * glFormat, int32 * glType);
|
public static extern void rlGetGlTextureFormats(int format, int * glInternalFormat, int * glFormat, int * glType);
|
||||||
|
|
||||||
/// Get name string for pixel format
|
/// Get name string for pixel format
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetPixelFormatName")]
|
[CLink]
|
||||||
public static extern char8 * rlGetPixelFormatName(int32 format);
|
public static extern char8 * rlGetPixelFormatName(uint32 format);
|
||||||
|
|
||||||
/// Unload texture from GPU memory
|
/// Unload texture from GPU memory
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadTexture")]
|
[CLink]
|
||||||
public static extern void rlUnloadTexture(int32 id);
|
public static extern void rlUnloadTexture(uint32 id);
|
||||||
|
|
||||||
/// Generate mipmap data for selected texture
|
/// Generate mipmap data for selected texture
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGenTextureMipmaps")]
|
[CLink]
|
||||||
public static extern void rlGenTextureMipmaps(int32 id, int32 width, int32 height, int32 format, int32 * mipmaps);
|
public static extern void rlGenTextureMipmaps(uint32 id, int width, int height, int format, int * mipmaps);
|
||||||
|
|
||||||
/// Read texture pixel data
|
/// Read texture pixel data
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlReadTexturePixels")]
|
[CLink]
|
||||||
public static extern void * rlReadTexturePixels(int32 id, int32 width, int32 height, int32 format);
|
public static extern void * rlReadTexturePixels(uint32 id, int width, int height, int format);
|
||||||
|
|
||||||
/// Read screen pixel data (color buffer)
|
/// Read screen pixel data (color buffer)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlReadScreenPixels")]
|
[CLink]
|
||||||
public static extern char8 * rlReadScreenPixels(int32 width, int32 height);
|
public static extern char8 * rlReadScreenPixels(int width, int height);
|
||||||
|
|
||||||
/// Load an empty framebuffer
|
/// Load an empty framebuffer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadFramebuffer")]
|
[CLink]
|
||||||
public static extern int32 rlLoadFramebuffer(int32 width, int32 height);
|
public static extern uint32 rlLoadFramebuffer(int width, int height);
|
||||||
|
|
||||||
/// Attach texture/renderbuffer to a framebuffer
|
/// Attach texture/renderbuffer to a framebuffer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlFramebufferAttach")]
|
[CLink]
|
||||||
public static extern void rlFramebufferAttach(int32 fboId, int32 texId, int32 attachType, int32 texType, int32 mipLevel);
|
public static extern void rlFramebufferAttach(uint32 fboId, uint32 texId, int attachType, int texType, int mipLevel);
|
||||||
|
|
||||||
/// Verify framebuffer is complete
|
/// Verify framebuffer is complete
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlFramebufferComplete")]
|
[CLink]
|
||||||
public static extern bool rlFramebufferComplete(int32 id);
|
public static extern bool rlFramebufferComplete(uint32 id);
|
||||||
|
|
||||||
/// Delete framebuffer from GPU
|
/// Delete framebuffer from GPU
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadFramebuffer")]
|
[CLink]
|
||||||
public static extern void rlUnloadFramebuffer(int32 id);
|
public static extern void rlUnloadFramebuffer(uint32 id);
|
||||||
|
|
||||||
/// Load shader from code strings
|
/// Load shader from code strings
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadShaderCode")]
|
[CLink]
|
||||||
public static extern int32 rlLoadShaderCode(char8 * vsCode, char8 * fsCode);
|
public static extern uint32 rlLoadShaderCode(char8 * vsCode, char8 * fsCode);
|
||||||
|
|
||||||
/// Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
/// Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlCompileShader")]
|
[CLink]
|
||||||
public static extern int32 rlCompileShader(char8 * shaderCode, int32 type);
|
public static extern uint32 rlCompileShader(char8 * shaderCode, int type);
|
||||||
|
|
||||||
/// Load custom shader program
|
/// Load custom shader program
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadShaderProgram")]
|
[CLink]
|
||||||
public static extern int32 rlLoadShaderProgram(int32 vShaderId, int32 fShaderId);
|
public static extern uint32 rlLoadShaderProgram(uint32 vShaderId, uint32 fShaderId);
|
||||||
|
|
||||||
/// Unload shader program
|
/// Unload shader program
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadShaderProgram")]
|
[CLink]
|
||||||
public static extern void rlUnloadShaderProgram(int32 id);
|
public static extern void rlUnloadShaderProgram(uint32 id);
|
||||||
|
|
||||||
/// Get shader location uniform
|
/// Get shader location uniform
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetLocationUniform")]
|
[CLink]
|
||||||
public static extern int32 rlGetLocationUniform(int32 shaderId, char8 * uniformName);
|
public static extern int rlGetLocationUniform(uint32 shaderId, char8 * uniformName);
|
||||||
|
|
||||||
/// Get shader location attribute
|
/// Get shader location attribute
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetLocationAttrib")]
|
[CLink]
|
||||||
public static extern int32 rlGetLocationAttrib(int32 shaderId, char8 * attribName);
|
public static extern int rlGetLocationAttrib(uint32 shaderId, char8 * attribName);
|
||||||
|
|
||||||
/// Set shader value uniform
|
/// Set shader value uniform
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetUniform")]
|
[CLink]
|
||||||
public static extern void rlSetUniform(int32 locIndex, void * value, int32 uniformType, int32 count);
|
public static extern void rlSetUniform(int locIndex, void * value, int uniformType, int count);
|
||||||
|
|
||||||
/// Set shader value matrix
|
/// Set shader value matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetUniformMatrix")]
|
[CLink]
|
||||||
public static extern void rlSetUniformMatrix(int32 locIndex, Matrix mat);
|
public static extern void rlSetUniformMatrix(int locIndex, Matrix mat);
|
||||||
|
|
||||||
/// Set shader value sampler
|
/// Set shader value sampler
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetUniformSampler")]
|
[CLink]
|
||||||
public static extern void rlSetUniformSampler(int32 locIndex, int32 textureId);
|
public static extern void rlSetUniformSampler(int locIndex, uint32 textureId);
|
||||||
|
|
||||||
/// Set shader currently active (id and locations)
|
/// Set shader currently active (id and locations)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetShader")]
|
[CLink]
|
||||||
public static extern void rlSetShader(int32 id, int32 * locs);
|
public static extern void rlSetShader(uint32 id, int * locs);
|
||||||
|
|
||||||
/// Load compute shader program
|
/// Load compute shader program
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadComputeShaderProgram")]
|
[CLink]
|
||||||
public static extern int32 rlLoadComputeShaderProgram(int32 shaderId);
|
public static extern uint32 rlLoadComputeShaderProgram(uint32 shaderId);
|
||||||
|
|
||||||
/// Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
/// Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlComputeShaderDispatch")]
|
[CLink]
|
||||||
public static extern void rlComputeShaderDispatch(int32 groupX, int32 groupY, int32 groupZ);
|
public static extern void rlComputeShaderDispatch(uint32 groupX, uint32 groupY, uint32 groupZ);
|
||||||
|
|
||||||
/// Load shader storage buffer object (SSBO)
|
/// Load shader storage buffer object (SSBO)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadShaderBuffer")]
|
[CLink]
|
||||||
public static extern int32 rlLoadShaderBuffer(int32 size, void * data, int32 usageHint);
|
public static extern uint32 rlLoadShaderBuffer(uint32 size, void * data, int usageHint);
|
||||||
|
|
||||||
/// Unload shader storage buffer object (SSBO)
|
/// Unload shader storage buffer object (SSBO)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUnloadShaderBuffer")]
|
[CLink]
|
||||||
public static extern void rlUnloadShaderBuffer(int32 ssboId);
|
public static extern void rlUnloadShaderBuffer(uint32 ssboId);
|
||||||
|
|
||||||
/// Update SSBO buffer data
|
/// Update SSBO buffer data
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlUpdateShaderBuffer")]
|
[CLink]
|
||||||
public static extern void rlUpdateShaderBuffer(int32 id, void * data, int32 dataSize, int32 offset);
|
public static extern void rlUpdateShaderBuffer(uint32 id, void * data, uint32 dataSize, uint32 offset);
|
||||||
|
|
||||||
/// Bind SSBO buffer
|
/// Bind SSBO buffer
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlBindShaderBuffer")]
|
[CLink]
|
||||||
public static extern void rlBindShaderBuffer(int32 id, int32 index);
|
public static extern void rlBindShaderBuffer(uint32 id, uint32 index);
|
||||||
|
|
||||||
/// Read SSBO buffer data (GPU->CPU)
|
/// Read SSBO buffer data (GPU->CPU)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlReadShaderBuffer")]
|
[CLink]
|
||||||
public static extern void rlReadShaderBuffer(int32 id, void * dest, int32 count, int32 offset);
|
public static extern void rlReadShaderBuffer(uint32 id, void * dest, uint32 count, uint32 offset);
|
||||||
|
|
||||||
/// Copy SSBO data between buffers
|
/// Copy SSBO data between buffers
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlCopyShaderBuffer")]
|
[CLink]
|
||||||
public static extern void rlCopyShaderBuffer(int32 destId, int32 srcId, int32 destOffset, int32 srcOffset, int32 count);
|
public static extern void rlCopyShaderBuffer(uint32 destId, uint32 srcId, uint32 destOffset, uint32 srcOffset, uint32 count);
|
||||||
|
|
||||||
/// Get SSBO buffer size
|
/// Get SSBO buffer size
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetShaderBufferSize")]
|
[CLink]
|
||||||
public static extern int32 rlGetShaderBufferSize(int32 id);
|
public static extern uint32 rlGetShaderBufferSize(uint32 id);
|
||||||
|
|
||||||
/// Bind image texture
|
/// Bind image texture
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlBindImageTexture")]
|
[CLink]
|
||||||
public static extern void rlBindImageTexture(int32 id, int32 index, int32 format, bool @readonly);
|
public static extern void rlBindImageTexture(uint32 id, uint32 index, int format, bool @readonly);
|
||||||
|
|
||||||
/// Get internal modelview matrix
|
/// Get internal modelview matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetMatrixModelview")]
|
[CLink]
|
||||||
public static extern Matrix rlGetMatrixModelview();
|
public static extern Matrix rlGetMatrixModelview();
|
||||||
|
|
||||||
/// Get internal projection matrix
|
/// Get internal projection matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetMatrixProjection")]
|
[CLink]
|
||||||
public static extern Matrix rlGetMatrixProjection();
|
public static extern Matrix rlGetMatrixProjection();
|
||||||
|
|
||||||
/// Get internal accumulated transform matrix
|
/// Get internal accumulated transform matrix
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetMatrixTransform")]
|
[CLink]
|
||||||
public static extern Matrix rlGetMatrixTransform();
|
public static extern Matrix rlGetMatrixTransform();
|
||||||
|
|
||||||
/// Get internal projection matrix for stereo render (selected eye)
|
/// Get internal projection matrix for stereo render (selected eye)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetMatrixProjectionStereo")]
|
[CLink]
|
||||||
public static extern Matrix rlGetMatrixProjectionStereo(int32 eye);
|
public static extern Matrix rlGetMatrixProjectionStereo(int eye);
|
||||||
|
|
||||||
/// Get internal view offset matrix for stereo render (selected eye)
|
/// Get internal view offset matrix for stereo render (selected eye)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlGetMatrixViewOffsetStereo")]
|
[CLink]
|
||||||
public static extern Matrix rlGetMatrixViewOffsetStereo(int32 eye);
|
public static extern Matrix rlGetMatrixViewOffsetStereo(int eye);
|
||||||
|
|
||||||
/// Set a custom projection matrix (replaces internal projection matrix)
|
/// Set a custom projection matrix (replaces internal projection matrix)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetMatrixProjection")]
|
[CLink]
|
||||||
public static extern void rlSetMatrixProjection(Matrix proj);
|
public static extern void rlSetMatrixProjection(Matrix proj);
|
||||||
|
|
||||||
/// Set a custom modelview matrix (replaces internal modelview matrix)
|
/// Set a custom modelview matrix (replaces internal modelview matrix)
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetMatrixModelview")]
|
[CLink]
|
||||||
public static extern void rlSetMatrixModelview(Matrix view);
|
public static extern void rlSetMatrixModelview(Matrix view);
|
||||||
|
|
||||||
/// Set eyes projection matrices for stereo rendering
|
/// Set eyes projection matrices for stereo rendering
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetMatrixProjectionStereo")]
|
[CLink]
|
||||||
public static extern void rlSetMatrixProjectionStereo(Matrix right, Matrix left);
|
public static extern void rlSetMatrixProjectionStereo(Matrix right, Matrix left);
|
||||||
|
|
||||||
/// Set eyes view offsets matrices for stereo rendering
|
/// Set eyes view offsets matrices for stereo rendering
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlSetMatrixViewOffsetStereo")]
|
[CLink]
|
||||||
public static extern void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);
|
public static extern void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);
|
||||||
|
|
||||||
/// Load and draw a cube
|
/// Load and draw a cube
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadDrawCube")]
|
[CLink]
|
||||||
public static extern void rlLoadDrawCube();
|
public static extern void rlLoadDrawCube();
|
||||||
|
|
||||||
/// Load and draw a quad
|
/// Load and draw a quad
|
||||||
[Import("raylib.dll"), CallingConvention(.Cdecl), LinkName("rlLoadDrawQuad")]
|
[CLink]
|
||||||
public static extern void rlLoadDrawQuad();
|
public static extern void rlLoadDrawQuad();
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -7,12 +7,12 @@ namespace RaylibBeef;
|
||||||
public struct Shader
|
public struct Shader
|
||||||
{
|
{
|
||||||
/// Shader program id
|
/// Shader program id
|
||||||
public int32 id;
|
public uint32 id;
|
||||||
|
|
||||||
/// Shader locations array (RL_MAX_SHADER_LOCATIONS)
|
/// Shader locations array (RL_MAX_SHADER_LOCATIONS)
|
||||||
public int32 * locs;
|
public int * locs;
|
||||||
|
|
||||||
public this(int32 id, int32 * locs)
|
public this(uint32 id, int * locs)
|
||||||
{
|
{
|
||||||
this.id = id;
|
this.id = id;
|
||||||
this.locs = locs;
|
this.locs = locs;
|
||||||
|
|
|
@ -10,9 +10,9 @@ public struct Sound
|
||||||
public AudioStream stream;
|
public AudioStream stream;
|
||||||
|
|
||||||
/// Total number of frames (considering channels)
|
/// Total number of frames (considering channels)
|
||||||
public int32 frameCount;
|
public uint32 frameCount;
|
||||||
|
|
||||||
public this(AudioStream stream, int32 frameCount)
|
public this(AudioStream stream, uint32 frameCount)
|
||||||
{
|
{
|
||||||
this.stream = stream;
|
this.stream = stream;
|
||||||
this.frameCount = frameCount;
|
this.frameCount = frameCount;
|
||||||
|
|
|
@ -10,21 +10,21 @@ typealias TextureCubemap = Texture;
|
||||||
public struct Texture
|
public struct Texture
|
||||||
{
|
{
|
||||||
/// OpenGL texture id
|
/// OpenGL texture id
|
||||||
public int32 id;
|
public uint32 id;
|
||||||
|
|
||||||
/// Texture base width
|
/// Texture base width
|
||||||
public int32 width;
|
public int width;
|
||||||
|
|
||||||
/// Texture base height
|
/// Texture base height
|
||||||
public int32 height;
|
public int height;
|
||||||
|
|
||||||
/// Mipmap levels, 1 by default
|
/// Mipmap levels, 1 by default
|
||||||
public int32 mipmaps;
|
public int mipmaps;
|
||||||
|
|
||||||
/// Data format (PixelFormat type)
|
/// Data format (PixelFormat type)
|
||||||
public int32 format;
|
public int format;
|
||||||
|
|
||||||
public this(int32 id, int32 width, int32 height, int32 mipmaps, int32 format)
|
public this(uint32 id, int width, int height, int mipmaps, int format)
|
||||||
{
|
{
|
||||||
this.id = id;
|
this.id = id;
|
||||||
this.width = width;
|
this.width = width;
|
||||||
|
|
|
@ -7,10 +7,10 @@ namespace RaylibBeef;
|
||||||
public struct VrDeviceInfo
|
public struct VrDeviceInfo
|
||||||
{
|
{
|
||||||
/// Horizontal resolution in pixels
|
/// Horizontal resolution in pixels
|
||||||
public int32 hResolution;
|
public int hResolution;
|
||||||
|
|
||||||
/// Vertical resolution in pixels
|
/// Vertical resolution in pixels
|
||||||
public int32 vResolution;
|
public int vResolution;
|
||||||
|
|
||||||
/// Horizontal size in meters
|
/// Horizontal size in meters
|
||||||
public float hScreenSize;
|
public float hScreenSize;
|
||||||
|
@ -36,7 +36,7 @@ public struct VrDeviceInfo
|
||||||
/// Chromatic aberration correction parameters
|
/// Chromatic aberration correction parameters
|
||||||
public float[4] chromaAbCorrection;
|
public float[4] chromaAbCorrection;
|
||||||
|
|
||||||
public this(int32 hResolution, int32 vResolution, float hScreenSize, float vScreenSize, float vScreenCenter, float eyeToScreenDistance, float lensSeparationDistance, float interpupillaryDistance, float[4] lensDistortionValues, float[4] chromaAbCorrection)
|
public this(int hResolution, int vResolution, float hScreenSize, float vScreenSize, float vScreenCenter, float eyeToScreenDistance, float lensSeparationDistance, float interpupillaryDistance, float[4] lensDistortionValues, float[4] chromaAbCorrection)
|
||||||
{
|
{
|
||||||
this.hResolution = hResolution;
|
this.hResolution = hResolution;
|
||||||
this.vResolution = vResolution;
|
this.vResolution = vResolution;
|
||||||
|
|
|
@ -7,21 +7,21 @@ namespace RaylibBeef;
|
||||||
public struct Wave
|
public struct Wave
|
||||||
{
|
{
|
||||||
/// Total number of frames (considering channels)
|
/// Total number of frames (considering channels)
|
||||||
public int32 frameCount;
|
public uint32 frameCount;
|
||||||
|
|
||||||
/// Frequency (samples per second)
|
/// Frequency (samples per second)
|
||||||
public int32 sampleRate;
|
public uint32 sampleRate;
|
||||||
|
|
||||||
/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||||
public int32 sampleSize;
|
public uint32 sampleSize;
|
||||||
|
|
||||||
/// Number of channels (1-mono, 2-stereo, ...)
|
/// Number of channels (1-mono, 2-stereo, ...)
|
||||||
public int32 channels;
|
public uint32 channels;
|
||||||
|
|
||||||
/// Buffer data pointer
|
/// Buffer data pointer
|
||||||
public void * data;
|
public void * data;
|
||||||
|
|
||||||
public this(int32 frameCount, int32 sampleRate, int32 sampleSize, int32 channels, void * data)
|
public this(uint32 frameCount, uint32 sampleRate, uint32 sampleSize, uint32 channels, void * data)
|
||||||
{
|
{
|
||||||
this.frameCount = frameCount;
|
this.frameCount = frameCount;
|
||||||
this.sampleRate = sampleRate;
|
this.sampleRate = sampleRate;
|
||||||
|
|
|
@ -7,18 +7,18 @@ namespace RaylibBeef;
|
||||||
public struct rlDrawCall
|
public struct rlDrawCall
|
||||||
{
|
{
|
||||||
/// Drawing mode: LINES, TRIANGLES, QUADS
|
/// Drawing mode: LINES, TRIANGLES, QUADS
|
||||||
public int32 mode;
|
public int mode;
|
||||||
|
|
||||||
/// Number of vertex of the draw
|
/// Number of vertex of the draw
|
||||||
public int32 vertexCount;
|
public int vertexCount;
|
||||||
|
|
||||||
/// Number of vertex required for index alignment (LINES, TRIANGLES)
|
/// Number of vertex required for index alignment (LINES, TRIANGLES)
|
||||||
public int32 vertexAlignment;
|
public int vertexAlignment;
|
||||||
|
|
||||||
/// Texture id to be used on the draw -> Use to create new draw call if changes
|
/// Texture id to be used on the draw -> Use to create new draw call if changes
|
||||||
public int32 textureId;
|
public uint32 textureId;
|
||||||
|
|
||||||
public this(int32 mode, int32 vertexCount, int32 vertexAlignment, int32 textureId)
|
public this(int mode, int vertexCount, int vertexAlignment, uint32 textureId)
|
||||||
{
|
{
|
||||||
this.mode = mode;
|
this.mode = mode;
|
||||||
this.vertexCount = vertexCount;
|
this.vertexCount = vertexCount;
|
||||||
|
|
|
@ -7,10 +7,10 @@ namespace RaylibBeef;
|
||||||
public struct rlRenderBatch
|
public struct rlRenderBatch
|
||||||
{
|
{
|
||||||
/// Number of vertex buffers (multi-buffering support)
|
/// Number of vertex buffers (multi-buffering support)
|
||||||
public int32 bufferCount;
|
public int bufferCount;
|
||||||
|
|
||||||
/// Current buffer tracking in case of multi-buffering
|
/// Current buffer tracking in case of multi-buffering
|
||||||
public int32 currentBuffer;
|
public int currentBuffer;
|
||||||
|
|
||||||
/// Dynamic buffer(s) for vertex data
|
/// Dynamic buffer(s) for vertex data
|
||||||
public rlVertexBuffer * vertexBuffer;
|
public rlVertexBuffer * vertexBuffer;
|
||||||
|
@ -19,12 +19,12 @@ public struct rlRenderBatch
|
||||||
public rlDrawCall * draws;
|
public rlDrawCall * draws;
|
||||||
|
|
||||||
/// Draw calls counter
|
/// Draw calls counter
|
||||||
public int32 drawCounter;
|
public int drawCounter;
|
||||||
|
|
||||||
/// Current depth value for next draw
|
/// Current depth value for next draw
|
||||||
public float currentDepth;
|
public float currentDepth;
|
||||||
|
|
||||||
public this(int32 bufferCount, int32 currentBuffer, rlVertexBuffer * vertexBuffer, rlDrawCall * draws, int32 drawCounter, float currentDepth)
|
public this(int bufferCount, int currentBuffer, rlVertexBuffer * vertexBuffer, rlDrawCall * draws, int drawCounter, float currentDepth)
|
||||||
{
|
{
|
||||||
this.bufferCount = bufferCount;
|
this.bufferCount = bufferCount;
|
||||||
this.currentBuffer = currentBuffer;
|
this.currentBuffer = currentBuffer;
|
||||||
|
|
|
@ -7,7 +7,7 @@ namespace RaylibBeef;
|
||||||
public struct rlVertexBuffer
|
public struct rlVertexBuffer
|
||||||
{
|
{
|
||||||
/// Number of elements in the buffer (QUADS)
|
/// Number of elements in the buffer (QUADS)
|
||||||
public int32 elementCount;
|
public int elementCount;
|
||||||
|
|
||||||
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
||||||
public float * vertices;
|
public float * vertices;
|
||||||
|
@ -19,15 +19,15 @@ public struct rlVertexBuffer
|
||||||
public char8 * colors;
|
public char8 * colors;
|
||||||
|
|
||||||
/// Vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
/// Vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
||||||
public int32 * indices;
|
public void* indices;
|
||||||
|
|
||||||
/// OpenGL Vertex Array Object id
|
/// OpenGL Vertex Array Object id
|
||||||
public int32 vaoId;
|
public void* vaoId;
|
||||||
|
|
||||||
/// OpenGL Vertex Buffer Objects id (4 types of vertex data)
|
/// OpenGL Vertex Buffer Objects id (4 types of vertex data)
|
||||||
public int32[4] vboId;
|
public int[4] vboId;
|
||||||
|
|
||||||
public this(int32 elementCount, float * vertices, float * texcoords, char8 * colors, int32 * indices, int32 vaoId, int32[4] vboId)
|
public this(int elementCount, float * vertices, float * texcoords, char8 * colors, void* indices, void* vaoId, int[4] vboId)
|
||||||
{
|
{
|
||||||
this.elementCount = elementCount;
|
this.elementCount = elementCount;
|
||||||
this.vertices = vertices;
|
this.vertices = vertices;
|
||||||
|
|
Loading…
Add table
Reference in a new issue