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16
pkgs/raylib/raylib-5.0_win64_msvc16/LICENSE
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16
pkgs/raylib/raylib-5.0_win64_msvc16/LICENSE
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@@ -0,0 +1,16 @@
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Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
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This software is provided "as-is", without any express or implied warranty. In no event
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will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose, including commercial
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applications, and to alter it and redistribute it freely, subject to the following restrictions:
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||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
wrote the original software. If you use this software in a product, an acknowledgment
|
||||
in the product documentation would be appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented
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||||
as being the original software.
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||||
|
||||
3. This notice may not be removed or altered from any source distribution.
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1662
pkgs/raylib/raylib-5.0_win64_msvc16/include/raylib.h
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1662
pkgs/raylib/raylib-5.0_win64_msvc16/include/raylib.h
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File diff suppressed because it is too large
Load Diff
2190
pkgs/raylib/raylib-5.0_win64_msvc16/include/raymath.h
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2190
pkgs/raylib/raylib-5.0_win64_msvc16/include/raymath.h
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File diff suppressed because it is too large
Load Diff
4859
pkgs/raylib/raylib-5.0_win64_msvc16/include/rlgl.h
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4859
pkgs/raylib/raylib-5.0_win64_msvc16/include/rlgl.h
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File diff suppressed because it is too large
Load Diff
BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylib.dll
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BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylib.dll
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Binary file not shown.
BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylib.lib
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BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylib.lib
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Binary file not shown.
BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylibdll.lib
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BIN
pkgs/raylib/raylib-5.0_win64_msvc16/lib/raylibdll.lib
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Binary file not shown.
1012
pkgs/raylib/raylib.lc
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1012
pkgs/raylib/raylib.lc
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File diff suppressed because it is too large
Load Diff
122
pkgs/raylib/raymath.lc
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122
pkgs/raylib/raymath.lc
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@@ -0,0 +1,122 @@
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float3 :: struct {
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v: [3]float;
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}
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float16 :: struct {
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v: [16]float;
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||||
}
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||||
|
||||
Clamp :: proc(value: float, min: float, max: float): float; @api
|
||||
Lerp :: proc(start: float, end: float, amount: float): float; @api
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||||
Normalize :: proc(value: float, start: float, end: float): float; @api
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||||
Remap :: proc(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float): float; @api
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Wrap :: proc(value: float, min: float, max: float): float; @api
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||||
FloatEquals :: proc(x: float, y: float): int; @api
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||||
Vector2Zero :: proc(): Vector2; @api
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||||
Vector2One :: proc(): Vector2; @api
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||||
Vector2Add :: proc(v1: Vector2, v2: Vector2): Vector2; @api
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Vector2AddValue :: proc(v: Vector2, add: float): Vector2; @api
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Vector2Subtract :: proc(v1: Vector2, v2: Vector2): Vector2; @api
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Vector2SubtractValue :: proc(v: Vector2, sub: float): Vector2; @api
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Vector2Length :: proc(v: Vector2): float; @api
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Vector2LengthSqr :: proc(v: Vector2): float; @api
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Vector2DotProduct :: proc(v1: Vector2, v2: Vector2): float; @api
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Vector2Distance :: proc(v1: Vector2, v2: Vector2): float; @api
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Vector2DistanceSqr :: proc(v1: Vector2, v2: Vector2): float; @api
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||||
Vector2Angle :: proc(v1: Vector2, v2: Vector2): float; @api
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||||
Vector2LineAngle :: proc(start: Vector2, end: Vector2): float; @api
|
||||
Vector2Scale :: proc(v: Vector2, scale: float): Vector2; @api
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||||
Vector2Multiply :: proc(v1: Vector2, v2: Vector2): Vector2; @api
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||||
Vector2Negate :: proc(v: Vector2): Vector2; @api
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||||
Vector2Divide :: proc(v1: Vector2, v2: Vector2): Vector2; @api
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||||
Vector2Normalize :: proc(v: Vector2): Vector2; @api
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||||
Vector2Transform :: proc(v: Vector2, mat: Matrix): Vector2; @api
|
||||
Vector2Lerp :: proc(v1: Vector2, v2: Vector2, amount: float): Vector2; @api
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||||
Vector2Reflect :: proc(v: Vector2, normal: Vector2): Vector2; @api
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||||
Vector2Rotate :: proc(v: Vector2, angle: float): Vector2; @api
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||||
Vector2MoveTowards :: proc(v: Vector2, target: Vector2, maxDistance: float): Vector2; @api
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||||
Vector2Invert :: proc(v: Vector2): Vector2; @api
|
||||
Vector2Clamp :: proc(v: Vector2, min: Vector2, max: Vector2): Vector2; @api
|
||||
Vector2ClampValue :: proc(v: Vector2, min: float, max: float): Vector2; @api
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||||
Vector2Equals :: proc(p: Vector2, q: Vector2): int; @api
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Vector3Zero :: proc(): Vector3; @api
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Vector3One :: proc(): Vector3; @api
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Vector3Add :: proc(v1: Vector3, v2: Vector3): Vector3; @api
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||||
Vector3AddValue :: proc(v: Vector3, add: float): Vector3; @api
|
||||
Vector3Subtract :: proc(v1: Vector3, v2: Vector3): Vector3; @api
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||||
Vector3SubtractValue :: proc(v: Vector3, sub: float): Vector3; @api
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||||
Vector3Scale :: proc(v: Vector3, scalar: float): Vector3; @api
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Vector3Multiply :: proc(v1: Vector3, v2: Vector3): Vector3; @api
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||||
Vector3CrossProduct :: proc(v1: Vector3, v2: Vector3): Vector3; @api
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||||
Vector3Perpendicular :: proc(v: Vector3): Vector3; @api
|
||||
Vector3Length :: proc(v: Vector3): float; @api
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||||
Vector3LengthSqr :: proc(v: Vector3): float; @api
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||||
Vector3DotProduct :: proc(v1: Vector3, v2: Vector3): float; @api
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||||
Vector3Distance :: proc(v1: Vector3, v2: Vector3): float; @api
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||||
Vector3DistanceSqr :: proc(v1: Vector3, v2: Vector3): float; @api
|
||||
Vector3Angle :: proc(v1: Vector3, v2: Vector3): float; @api
|
||||
Vector3Negate :: proc(v: Vector3): Vector3; @api
|
||||
Vector3Divide :: proc(v1: Vector3, v2: Vector3): Vector3; @api
|
||||
Vector3Normalize :: proc(v: Vector3): Vector3; @api
|
||||
Vector3Project :: proc(v1: Vector3, v2: Vector3): Vector3; @api
|
||||
Vector3Reject :: proc(v1: Vector3, v2: Vector3): Vector3; @api
|
||||
Vector3OrthoNormalize :: proc(v1: *Vector3, v2: *Vector3); @api
|
||||
Vector3Transform :: proc(v: Vector3, mat: Matrix): Vector3; @api
|
||||
Vector3RotateByQuaternion :: proc(v: Vector3, q: Quaternion): Vector3; @api
|
||||
Vector3RotateByAxisAngle :: proc(v: Vector3, axis: Vector3, angle: float): Vector3; @api
|
||||
Vector3Lerp :: proc(v1: Vector3, v2: Vector3, amount: float): Vector3; @api
|
||||
Vector3Reflect :: proc(v: Vector3, normal: Vector3): Vector3; @api
|
||||
Vector3Min :: proc(v1: Vector3, v2: Vector3): Vector3; @api
|
||||
Vector3Max :: proc(v1: Vector3, v2: Vector3): Vector3; @api
|
||||
Vector3Barycenter :: proc(p: Vector3, a: Vector3, b: Vector3, c: Vector3): Vector3; @api
|
||||
Vector3Unproject :: proc(source: Vector3, projection: Matrix, view: Matrix): Vector3; @api
|
||||
Vector3ToFloatV :: proc(v: Vector3): float3; @api
|
||||
Vector3Invert :: proc(v: Vector3): Vector3; @api
|
||||
Vector3Clamp :: proc(v: Vector3, min: Vector3, max: Vector3): Vector3; @api
|
||||
Vector3ClampValue :: proc(v: Vector3, min: float, max: float): Vector3; @api
|
||||
Vector3Equals :: proc(p: Vector3, q: Vector3): int; @api
|
||||
Vector3Refract :: proc(v: Vector3, n: Vector3, r: float): Vector3; @api
|
||||
MatrixDeterminant :: proc(mat: Matrix): float; @api
|
||||
MatrixTrace :: proc(mat: Matrix): float; @api
|
||||
MatrixTranspose :: proc(mat: Matrix): Matrix; @api
|
||||
MatrixInvert :: proc(mat: Matrix): Matrix; @api
|
||||
MatrixIdentity :: proc(): Matrix; @api
|
||||
MatrixAdd :: proc(left: Matrix, right: Matrix): Matrix; @api
|
||||
MatrixSubtract :: proc(left: Matrix, right: Matrix): Matrix; @api
|
||||
MatrixMultiply :: proc(left: Matrix, right: Matrix): Matrix; @api
|
||||
MatrixTranslate :: proc(x: float, y: float, z: float): Matrix; @api
|
||||
MatrixRotate :: proc(axis: Vector3, angle: float): Matrix; @api
|
||||
MatrixRotateX :: proc(angle: float): Matrix; @api
|
||||
MatrixRotateY :: proc(angle: float): Matrix; @api
|
||||
MatrixRotateZ :: proc(angle: float): Matrix; @api
|
||||
MatrixRotateXYZ :: proc(angle: Vector3): Matrix; @api
|
||||
MatrixRotateZYX :: proc(angle: Vector3): Matrix; @api
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||||
MatrixScale :: proc(x: float, y: float, z: float): Matrix; @api
|
||||
MatrixFrustum :: proc(left: double, right: double, bottom: double, top: double, near: double, far: double): Matrix; @api
|
||||
MatrixPerspective :: proc(fovY: double, aspect: double, nearPlane: double, farPlane: double): Matrix; @api
|
||||
MatrixOrtho :: proc(left: double, right: double, bottom: double, top: double, nearPlane: double, farPlane: double): Matrix; @api
|
||||
MatrixLookAt :: proc(eye: Vector3, target: Vector3, up: Vector3): Matrix; @api
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||||
MatrixToFloatV :: proc(mat: Matrix): float16; @api
|
||||
QuaternionAdd :: proc(q1: Quaternion, q2: Quaternion): Quaternion; @api
|
||||
QuaternionAddValue :: proc(q: Quaternion, add: float): Quaternion; @api
|
||||
QuaternionSubtract :: proc(q1: Quaternion, q2: Quaternion): Quaternion; @api
|
||||
QuaternionSubtractValue :: proc(q: Quaternion, sub: float): Quaternion; @api
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||||
QuaternionIdentity :: proc(): Quaternion; @api
|
||||
QuaternionLength :: proc(q: Quaternion): float; @api
|
||||
QuaternionNormalize :: proc(q: Quaternion): Quaternion; @api
|
||||
QuaternionInvert :: proc(q: Quaternion): Quaternion; @api
|
||||
QuaternionMultiply :: proc(q1: Quaternion, q2: Quaternion): Quaternion; @api
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||||
QuaternionScale :: proc(q: Quaternion, mul: float): Quaternion; @api
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||||
QuaternionDivide :: proc(q1: Quaternion, q2: Quaternion): Quaternion; @api
|
||||
QuaternionLerp :: proc(q1: Quaternion, q2: Quaternion, amount: float): Quaternion; @api
|
||||
QuaternionNlerp :: proc(q1: Quaternion, q2: Quaternion, amount: float): Quaternion; @api
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||||
QuaternionSlerp :: proc(q1: Quaternion, q2: Quaternion, amount: float): Quaternion; @api
|
||||
QuaternionFromVector3ToVector3 :: proc(from: Vector3, to: Vector3): Quaternion; @api
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||||
QuaternionFromMatrix :: proc(mat: Matrix): Quaternion; @api
|
||||
QuaternionToMatrix :: proc(q: Quaternion): Matrix; @api
|
||||
QuaternionFromAxisAngle :: proc(axis: Vector3, angle: float): Quaternion; @api
|
||||
QuaternionToAxisAngle :: proc(q: Quaternion, outAxis: *Vector3, outAngle: *float); @api
|
||||
QuaternionFromEuler :: proc(pitch: float, yaw: float, roll: float): Quaternion; @api
|
||||
QuaternionToEuler :: proc(q: Quaternion): Vector3; @api
|
||||
QuaternionTransform :: proc(q: Quaternion, mat: Matrix): Quaternion; @api
|
||||
QuaternionEquals :: proc(p: Quaternion, q: Quaternion): int; @api
|
||||
173
pkgs/raylib/rlgl.lc
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173
pkgs/raylib/rlgl.lc
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@@ -0,0 +1,173 @@
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rlVertexBuffer :: struct {
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elementCount: int;
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vertices: *float;
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texcoords: *float;
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colors: *uchar;
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indices: *uint;
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vaoId: uint;
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vboId: [4]uint;
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||||
}
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|
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rlDrawCall :: struct {
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mode: int;
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vertexCount: int;
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vertexAlignment: int;
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textureId: uint;
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}
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rlRenderBatch :: struct {
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bufferCount: int;
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currentBuffer: int;
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vertexBuffer: *rlVertexBuffer;
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draws: *rlDrawCall;
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drawCounter: int;
|
||||
currentDepth: float;
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}
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|
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rlMatrixMode :: proc(mode: int); @dont_mangle @api
|
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rlPushMatrix :: proc(); @dont_mangle @api
|
||||
rlPopMatrix :: proc(); @dont_mangle @api
|
||||
rlLoadIdentity :: proc(); @dont_mangle @api
|
||||
rlTranslatef :: proc(x: float, y: float, z: float); @dont_mangle @api
|
||||
rlRotatef :: proc(angle: float, x: float, y: float, z: float); @dont_mangle @api
|
||||
rlScalef :: proc(x: float, y: float, z: float); @dont_mangle @api
|
||||
rlMultMatrixf :: proc(matf: *float); @dont_mangle @api
|
||||
rlFrustum :: proc(left: double, right: double, bottom: double, top: double, znear: double, zfar: double); @dont_mangle @api
|
||||
rlOrtho :: proc(left: double, right: double, bottom: double, top: double, znear: double, zfar: double); @dont_mangle @api
|
||||
rlViewport :: proc(x: int, y: int, width: int, height: int); @dont_mangle @api
|
||||
rlBegin :: proc(mode: int); @dont_mangle @api
|
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rlEnd :: proc(); @dont_mangle @api
|
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rlVertex2i :: proc(x: int, y: int); @dont_mangle @api
|
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rlVertex2f :: proc(x: float, y: float); @dont_mangle @api
|
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rlVertex3f :: proc(x: float, y: float, z: float); @dont_mangle @api
|
||||
rlTexCoord2f :: proc(x: float, y: float); @dont_mangle @api
|
||||
rlNormal3f :: proc(x: float, y: float, z: float); @dont_mangle @api
|
||||
rlColor4ub :: proc(r: uchar, g: uchar, b: uchar, a: uchar); @dont_mangle @api
|
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rlColor3f :: proc(x: float, y: float, z: float); @dont_mangle @api
|
||||
rlColor4f :: proc(x: float, y: float, z: float, w: float); @dont_mangle @api
|
||||
rlEnableVertexArray :: proc(vaoId: uint): bool; @dont_mangle @api
|
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rlDisableVertexArray :: proc(); @dont_mangle @api
|
||||
rlEnableVertexBuffer :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableVertexBuffer :: proc(); @dont_mangle @api
|
||||
rlEnableVertexBufferElement :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableVertexBufferElement :: proc(); @dont_mangle @api
|
||||
rlEnableVertexAttribute :: proc(index: uint); @dont_mangle @api
|
||||
rlDisableVertexAttribute :: proc(index: uint); @dont_mangle @api
|
||||
rlActiveTextureSlot :: proc(slot: int); @dont_mangle @api
|
||||
rlEnableTexture :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableTexture :: proc(); @dont_mangle @api
|
||||
rlEnableTextureCubemap :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableTextureCubemap :: proc(); @dont_mangle @api
|
||||
rlTextureParameters :: proc(id: uint, param: int, value: int); @dont_mangle @api
|
||||
rlCubemapParameters :: proc(id: uint, param: int, value: int); @dont_mangle @api
|
||||
rlEnableShader :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableShader :: proc(); @dont_mangle @api
|
||||
rlEnableFramebuffer :: proc(id: uint); @dont_mangle @api
|
||||
rlDisableFramebuffer :: proc(); @dont_mangle @api
|
||||
rlActiveDrawBuffers :: proc(count: int); @dont_mangle @api
|
||||
rlBlitFramebuffer :: proc(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int); @dont_mangle @api
|
||||
rlEnableColorBlend :: proc(); @dont_mangle @api
|
||||
rlDisableColorBlend :: proc(); @dont_mangle @api
|
||||
rlEnableDepthTest :: proc(); @dont_mangle @api
|
||||
rlDisableDepthTest :: proc(); @dont_mangle @api
|
||||
rlEnableDepthMask :: proc(); @dont_mangle @api
|
||||
rlDisableDepthMask :: proc(); @dont_mangle @api
|
||||
rlEnableBackfaceCulling :: proc(); @dont_mangle @api
|
||||
rlDisableBackfaceCulling :: proc(); @dont_mangle @api
|
||||
rlSetCullFace :: proc(mode: int); @dont_mangle @api
|
||||
rlEnableScissorTest :: proc(); @dont_mangle @api
|
||||
rlDisableScissorTest :: proc(); @dont_mangle @api
|
||||
rlScissor :: proc(x: int, y: int, width: int, height: int); @dont_mangle @api
|
||||
rlEnableWireMode :: proc(); @dont_mangle @api
|
||||
rlEnablePointMode :: proc(); @dont_mangle @api
|
||||
rlDisableWireMode :: proc(); @dont_mangle @api
|
||||
rlSetLineWidth :: proc(width: float); @dont_mangle @api
|
||||
rlGetLineWidth :: proc(): float; @dont_mangle @api
|
||||
rlEnableSmoothLines :: proc(); @dont_mangle @api
|
||||
rlDisableSmoothLines :: proc(); @dont_mangle @api
|
||||
rlEnableStereoRender :: proc(); @dont_mangle @api
|
||||
rlDisableStereoRender :: proc(); @dont_mangle @api
|
||||
rlIsStereoRenderEnabled :: proc(): bool; @dont_mangle @api
|
||||
rlClearColor :: proc(r: uchar, g: uchar, b: uchar, a: uchar); @dont_mangle @api
|
||||
rlClearScreenBuffers :: proc(); @dont_mangle @api
|
||||
rlCheckErrors :: proc(); @dont_mangle @api
|
||||
rlSetBlendMode :: proc(mode: int); @dont_mangle @api
|
||||
rlSetBlendFactors :: proc(glSrcFactor: int, glDstFactor: int, glEquation: int); @dont_mangle @api
|
||||
rlSetBlendFactorsSeparate :: proc(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int); @dont_mangle @api
|
||||
rlglInit :: proc(width: int, height: int); @dont_mangle @api
|
||||
rlglClose :: proc(); @dont_mangle @api
|
||||
rlLoadExtensions :: proc(loader: *void); @dont_mangle @api
|
||||
rlGetVersion :: proc(): int; @dont_mangle @api
|
||||
rlSetFramebufferWidth :: proc(width: int); @dont_mangle @api
|
||||
rlGetFramebufferWidth :: proc(): int; @dont_mangle @api
|
||||
rlSetFramebufferHeight :: proc(height: int); @dont_mangle @api
|
||||
rlGetFramebufferHeight :: proc(): int; @dont_mangle @api
|
||||
rlGetTextureIdDefault :: proc(): uint; @dont_mangle @api
|
||||
rlGetShaderIdDefault :: proc(): uint; @dont_mangle @api
|
||||
rlGetShaderLocsDefault :: proc(): *int; @dont_mangle @api
|
||||
rlLoadRenderBatch :: proc(numBuffers: int, bufferElements: int): rlRenderBatch; @dont_mangle @api
|
||||
rlUnloadRenderBatch :: proc(batch: rlRenderBatch); @dont_mangle @api
|
||||
rlDrawRenderBatch :: proc(batch: *rlRenderBatch); @dont_mangle @api
|
||||
rlSetRenderBatchActive :: proc(batch: *rlRenderBatch); @dont_mangle @api
|
||||
rlDrawRenderBatchActive :: proc(); @dont_mangle @api
|
||||
rlCheckRenderBatchLimit :: proc(vCount: int): bool; @dont_mangle @api
|
||||
rlSetTexture :: proc(id: uint); @dont_mangle @api
|
||||
rlLoadVertexArray :: proc(): uint; @dont_mangle @api
|
||||
rlLoadVertexBuffer :: proc(buffer: *void, size: int, dynamic: bool): uint; @dont_mangle @api
|
||||
rlLoadVertexBufferElement :: proc(buffer: *void, size: int, dynamic: bool): uint; @dont_mangle @api
|
||||
rlUpdateVertexBuffer :: proc(bufferId: uint, data: *void, dataSize: int, offset: int); @dont_mangle @api
|
||||
rlUpdateVertexBufferElements :: proc(id: uint, data: *void, dataSize: int, offset: int); @dont_mangle @api
|
||||
rlUnloadVertexArray :: proc(vaoId: uint); @dont_mangle @api
|
||||
rlUnloadVertexBuffer :: proc(vboId: uint); @dont_mangle @api
|
||||
rlSetVertexAttribute :: proc(index: uint, compSize: int, type: int, normalized: bool, stride: int, pointer: *void); @dont_mangle @api
|
||||
rlSetVertexAttributeDivisor :: proc(index: uint, divisor: int); @dont_mangle @api
|
||||
rlSetVertexAttributeDefault :: proc(locIndex: int, value: *void, attribType: int, count: int); @dont_mangle @api
|
||||
rlDrawVertexArray :: proc(offset: int, count: int); @dont_mangle @api
|
||||
rlDrawVertexArrayElements :: proc(offset: int, count: int, buffer: *void); @dont_mangle @api
|
||||
rlDrawVertexArrayInstanced :: proc(offset: int, count: int, instances: int); @dont_mangle @api
|
||||
rlDrawVertexArrayElementsInstanced :: proc(offset: int, count: int, buffer: *void, instances: int); @dont_mangle @api
|
||||
rlLoadTexture :: proc(data: *void, width: int, height: int, format: int, mipmapCount: int): uint; @dont_mangle @api
|
||||
rlLoadTextureDepth :: proc(width: int, height: int, useRenderBuffer: bool): uint; @dont_mangle @api
|
||||
rlLoadTextureCubemap :: proc(data: *void, size: int, format: int): uint; @dont_mangle @api
|
||||
rlUpdateTexture :: proc(id: uint, offsetX: int, offsetY: int, width: int, height: int, format: int, data: *void); @dont_mangle @api
|
||||
rlGetGlTextureFormats :: proc(format: int, glInternalFormat: *uint, glFormat: *uint, glType: *uint); @dont_mangle @api
|
||||
rlGetPixelFormatName :: proc(format: uint): *char; @dont_mangle @api
|
||||
rlUnloadTexture :: proc(id: uint); @dont_mangle @api
|
||||
rlGenTextureMipmaps :: proc(id: uint, width: int, height: int, format: int, mipmaps: *int); @dont_mangle @api
|
||||
rlReadTexturePixels :: proc(id: uint, width: int, height: int, format: int): *void; @dont_mangle @api
|
||||
rlReadScreenPixels :: proc(width: int, height: int): *uchar; @dont_mangle @api
|
||||
rlLoadFramebuffer :: proc(width: int, height: int): uint; @dont_mangle @api
|
||||
rlFramebufferAttach :: proc(fboId: uint, texId: uint, attachType: int, texType: int, mipLevel: int); @dont_mangle @api
|
||||
rlFramebufferComplete :: proc(id: uint): bool; @dont_mangle @api
|
||||
rlUnloadFramebuffer :: proc(id: uint); @dont_mangle @api
|
||||
rlLoadShaderCode :: proc(vsCode: *char, fsCode: *char): uint; @dont_mangle @api
|
||||
rlCompileShader :: proc(shaderCode: *char, type: int): uint; @dont_mangle @api
|
||||
rlLoadShaderProgram :: proc(vShaderId: uint, fShaderId: uint): uint; @dont_mangle @api
|
||||
rlUnloadShaderProgram :: proc(id: uint); @dont_mangle @api
|
||||
rlGetLocationUniform :: proc(shaderId: uint, uniformName: *char): int; @dont_mangle @api
|
||||
rlGetLocationAttrib :: proc(shaderId: uint, attribName: *char): int; @dont_mangle @api
|
||||
rlSetUniform :: proc(locIndex: int, value: *void, uniformType: int, count: int); @dont_mangle @api
|
||||
rlSetUniformMatrix :: proc(locIndex: int, mat: Matrix); @dont_mangle @api
|
||||
rlSetUniformSampler :: proc(locIndex: int, textureId: uint); @dont_mangle @api
|
||||
rlSetShader :: proc(id: uint, locs: *int); @dont_mangle @api
|
||||
rlLoadComputeShaderProgram :: proc(shaderId: uint): uint; @dont_mangle @api
|
||||
rlComputeShaderDispatch :: proc(groupX: uint, groupY: uint, groupZ: uint); @dont_mangle @api
|
||||
rlLoadShaderBuffer :: proc(size: uint, data: *void, usageHint: int): uint; @dont_mangle @api
|
||||
rlUnloadShaderBuffer :: proc(ssboId: uint); @dont_mangle @api
|
||||
rlUpdateShaderBuffer :: proc(id: uint, data: *void, dataSize: uint, offset: uint); @dont_mangle @api
|
||||
rlBindShaderBuffer :: proc(id: uint, index: uint); @dont_mangle @api
|
||||
rlReadShaderBuffer :: proc(id: uint, dest: *void, count: uint, offset: uint); @dont_mangle @api
|
||||
rlCopyShaderBuffer :: proc(destId: uint, srcId: uint, destOffset: uint, srcOffset: uint, count: uint); @dont_mangle @api
|
||||
rlGetShaderBufferSize :: proc(id: uint): uint; @dont_mangle @api
|
||||
rlBindImageTexture :: proc(id: uint, index: uint, format: int, readonly: bool); @dont_mangle @api
|
||||
rlGetMatrixModelview :: proc(): Matrix; @dont_mangle @api
|
||||
rlGetMatrixProjection :: proc(): Matrix; @dont_mangle @api
|
||||
rlGetMatrixTransform :: proc(): Matrix; @dont_mangle @api
|
||||
rlGetMatrixProjectionStereo :: proc(eye: int): Matrix; @dont_mangle @api
|
||||
rlGetMatrixViewOffsetStereo :: proc(eye: int): Matrix; @dont_mangle @api
|
||||
rlSetMatrixProjection :: proc(proj: Matrix); @dont_mangle @api
|
||||
rlSetMatrixModelview :: proc(view: Matrix); @dont_mangle @api
|
||||
rlSetMatrixProjectionStereo :: proc(right: Matrix, left: Matrix); @dont_mangle @api
|
||||
rlSetMatrixViewOffsetStereo :: proc(right: Matrix, left: Matrix); @dont_mangle @api
|
||||
rlLoadDrawCube :: proc(); @dont_mangle @api
|
||||
rlLoadDrawQuad :: proc(); @dont_mangle @api
|
||||
Reference in New Issue
Block a user