raylib/src/rlgl.h

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/**********************************************************************************************
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*
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* rlgl - raylib OpenGL abstraction layer
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*
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* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
*
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
* rlglInit() - Initialize internal buffers and auxiliar resources
* rlglDraw() - Process internal buffers and send required draw calls
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
*
* External libs:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
*
* Module Configuration Flags:
* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend
* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend
* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend
* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend
*
* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency)
*
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*
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* Copyright (c) 2014-2016 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
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* 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
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
#include "raylib.h" // Required for: Model, Shader, Texture2D
#include "utils.h" // Required for: TraceLog()
#endif
#ifdef RLGL_STANDALONE
#define RAYMATH_STANDALONE
#endif
#include "raymath.h" // Required for: Vector3, Matrix
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// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
// if OpenGL version is required by any other module, it uses rlGetVersion()
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
#define GRAPHICS_API_OPENGL_11
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_21)
#undef GRAPHICS_API_OPENGL_21
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
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#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33
#endif
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//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
#define MAX_LINES_BATCH 8192
#define MAX_TRIANGLES_BATCH 4096
#define MAX_QUADS_BATCH 4096
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
#endif
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// Texture parameters (equivalent to OpenGL defines)
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT
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//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
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typedef unsigned char byte;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Texture formats (support depends on OpenGL version)
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typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA,
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
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// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
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// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
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// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int colDiffuseLoc; // Color uniform location point (fragment shader)
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type
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// NOTE: Data stored in GPU memory
typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (TextureFormat)
} Texture2D;
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// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
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// Material type
typedef struct Material {
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
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// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
float intensity; // Light intensity level
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float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
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// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
FILTER_POINT = 0, // No filter, just pixel aproximation
FILTER_BILINEAR, // Linear filtering
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilterMode;
// Texture parameters: wrap mode
typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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// VR Head Mounted Display devices
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typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
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} VrDevice;
#endif
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#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
void rlMatrixMode(int mode); // Choose the current matrix to be transformed
void rlPushMatrix(void); // Push the current matrix to stack
void rlPopMatrix(void); // Pop lattest inserted matrix from stack
void rlLoadIdentity(void); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double near, double far);
void rlOrtho(double left, double right, double bottom, double top, double near, double far);
void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
void rlEnd(void); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
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//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
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void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
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void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// VR functions exposed to core module but not to raylib users
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
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void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);
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void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
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bool IsVrDeviceReady(void); // Detect if VR device is ready
bool IsVrSimulator(void); // Detect if VR simulator is running
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
// Oculus Rift API for direct access the device (no simulator)
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
void CloseOculusDevice(void); // Close Oculus device
void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking (and camera)
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
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#ifdef __cplusplus
}
#endif
#endif // RLGL_H