mirror of
https://github.com/Not-Nik/raylib-zig.git
synced 2025-09-09 12:07:27 +00:00
Blatant copy rcorre's 'Fix SetShaderValue and port rlights.'
This commit is contained in:
parent
3e6462d3af
commit
bc85894992
@ -6,7 +6,7 @@ Manually tweaked, auto generated [raylib](https://github.com/raysan5/raylib) bin
|
|||||||
|
|
||||||
Bindings tested on raylib version 3.7 and Zig 0.9.0-dev
|
Bindings tested on raylib version 3.7 and Zig 0.9.0-dev
|
||||||
|
|
||||||
Thanks to jessrud, mbcrocci, Gertkeno and sacredbirdman for their contributions to this binding.
|
Thanks to jessrud, mbcrocci, rcorre, Gertkeno and sacredbirdman for their contributions to this binding.
|
||||||
|
|
||||||
The binding currently only supports a subset of raylib. For more information read [here](https://github.com/Not-Nik/raylib-zig#technical-restrictions).
|
The binding currently only supports a subset of raylib. For more information read [here](https://github.com/Not-Nik/raylib-zig#technical-restrictions).
|
||||||
|
|
||||||
|
@ -55,6 +55,11 @@ pub fn build(b: *Builder) void {
|
|||||||
.path = "examples/models/models_loading.zig",
|
.path = "examples/models/models_loading.zig",
|
||||||
.desc = "Loads a model and renders it",
|
.desc = "Loads a model and renders it",
|
||||||
},
|
},
|
||||||
|
.{
|
||||||
|
.name = "shaders_basic_lighting",
|
||||||
|
.path = "examples/shaders/shaders_basic_lighting.zig",
|
||||||
|
.desc = "Loads a model and renders it",
|
||||||
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const examples_step = b.step("examples", "Builds all the examples");
|
const examples_step = b.step("examples", "Builds all the examples");
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
# Examples
|
# Examples
|
||||||
Making raylib bindings in zig is pretty straight forward since zig has a built-in c parser, so I am now on a quest to port all the examples.
|
|
||||||
|
|
||||||
|
Making raylib bindings in zig is pretty straight forward since zig has a built-in c parser, so I am now on a quest to port all the examples.
|
||||||
|
|
||||||
### category: core
|
### category: core
|
||||||
|
|
||||||
@ -9,13 +9,9 @@ Examples using raylib core platform functionality like window creation, inputs,
|
|||||||
| ## | example | developer |
|
| ## | example | developer |
|
||||||
|----|----------|:----------:|
|
|----|----------|:----------:|
|
||||||
| 01 | [core_basic_window](core/basic_window.zig) | ray
|
| 01 | [core_basic_window](core/basic_window.zig) | ray
|
||||||
| |
|
|
||||||
| 02 | [core_input_keys](core/input_keys.zig) | ray
|
| 02 | [core_input_keys](core/input_keys.zig) | ray
|
||||||
| |
|
|
||||||
| 04 | [core_input_mouse_wheel](core/input_mouse_wheel.zig) | ray
|
| 04 | [core_input_mouse_wheel](core/input_mouse_wheel.zig) | ray
|
||||||
| |
|
|
||||||
| 06 | [core_input_multitouch](core/input_multitouch.zig) | [Berni](https://github.com/Berni8k)
|
| 06 | [core_input_multitouch](core/input_multitouch.zig) | [Berni](https://github.com/Berni8k)
|
||||||
| |
|
|
||||||
| 08 | [core_2d_camera](core/2d_camera.zig) | ray
|
| 08 | [core_2d_camera](core/2d_camera.zig) | ray
|
||||||
|
|
||||||
### category: models
|
### category: models
|
||||||
@ -24,4 +20,13 @@ Examples using raylib models functionality, including models loading/generation
|
|||||||
|
|
||||||
| ## | example | developer |
|
| ## | example | developer |
|
||||||
|----|----------|:----------:|
|
|----|----------|:----------:|
|
||||||
| 74 | [models_loading](models/models_loading.zig) ([Won't work](https://github.com/G3bE/raylib-zig#Technical-restrictions)) | ray
|
| 74 | [models_loading](models/models_loading.zig) | ray
|
||||||
|
|
||||||
|
### category: shaders
|
||||||
|
|
||||||
|
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This
|
||||||
|
functionality is directly provided by raylib rlgl module.
|
||||||
|
|
||||||
|
| ## | example | developer |
|
||||||
|
|----|----------|:----------:|
|
||||||
|
| 74 | [shaders_basic_lighting](shaders/shaders_basic_lighting.zig) | [Chris Camacho](https://github.com/codifies)
|
||||||
|
126
examples/shaders/rlights.zig
Normal file
126
examples/shaders/rlights.zig
Normal file
@ -0,0 +1,126 @@
|
|||||||
|
// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
|
||||||
|
// The original notice follows:
|
||||||
|
//
|
||||||
|
// *********************************************************************************************
|
||||||
|
//
|
||||||
|
// raylib.lights - Some useful functions to deal with lights data
|
||||||
|
//
|
||||||
|
// CONFIGURATION:
|
||||||
|
//
|
||||||
|
// #define RLIGHTS_IMPLEMENTATION
|
||||||
|
// Generates the implementation of the library into the included file.
|
||||||
|
// If not defined, the library is in header only mode and can be included
|
||||||
|
// in other headers or source files without problems. But only ONE file should
|
||||||
|
// hold the implementation.
|
||||||
|
//
|
||||||
|
// LICENSE: zlib/libpng
|
||||||
|
//
|
||||||
|
// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
|
||||||
|
// (@raysan5)
|
||||||
|
//
|
||||||
|
// This software is provided "as-is", without any express or implied warranty.
|
||||||
|
// In no event will the authors be held liable for any damages arising from the
|
||||||
|
// use of this software.
|
||||||
|
//
|
||||||
|
// Permission is granted to anyone to use this software for any purpose,
|
||||||
|
// including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
// subject to the following restrictions:
|
||||||
|
//
|
||||||
|
// 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 as being the original software.
|
||||||
|
//
|
||||||
|
// 3. This notice may not be removed or altered from any source
|
||||||
|
// distribution.
|
||||||
|
//
|
||||||
|
// *********************************************************************************************/
|
||||||
|
|
||||||
|
const std = @import("std");
|
||||||
|
usingnamespace @import("raylib");
|
||||||
|
|
||||||
|
const max_lights = 4;
|
||||||
|
|
||||||
|
pub const Light = struct {
|
||||||
|
type: LightType,
|
||||||
|
position: Vector3,
|
||||||
|
target: Vector3,
|
||||||
|
color: Color,
|
||||||
|
enabled: bool,
|
||||||
|
|
||||||
|
// Shader locations
|
||||||
|
enabledLoc: i32,
|
||||||
|
typeLoc: i32,
|
||||||
|
posLoc: i32,
|
||||||
|
targetLoc: i32,
|
||||||
|
colorLoc: i32,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Light type
|
||||||
|
pub const LightType = enum { directional, point };
|
||||||
|
|
||||||
|
var lightsCount: u32 = 0;
|
||||||
|
|
||||||
|
fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
|
||||||
|
// TODO: Below code doesn't look good to me,
|
||||||
|
// it assumes a specific shader naming and structure
|
||||||
|
// Probably this implementation could be improved
|
||||||
|
// (note from original C implementation, I don't have a better idea)
|
||||||
|
var buf: [32]u8 = undefined;
|
||||||
|
const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
|
||||||
|
return GetShaderLocation(shader, key);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a light and get shader locations
|
||||||
|
pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
|
||||||
|
if (lightsCount >= max_lights) {
|
||||||
|
return error.TooManyLights;
|
||||||
|
}
|
||||||
|
|
||||||
|
const light = Light{
|
||||||
|
.enabled = true,
|
||||||
|
.type = typ,
|
||||||
|
.position = position,
|
||||||
|
.target = target,
|
||||||
|
.color = color,
|
||||||
|
|
||||||
|
.enabledLoc = try getShaderLoc(shader, "enabled"),
|
||||||
|
.typeLoc = try getShaderLoc(shader, "type"),
|
||||||
|
.posLoc = try getShaderLoc(shader, "position"),
|
||||||
|
.targetLoc = try getShaderLoc(shader, "target"),
|
||||||
|
.colorLoc = try getShaderLoc(shader, "color"),
|
||||||
|
};
|
||||||
|
UpdateLightValues(shader, light);
|
||||||
|
|
||||||
|
lightsCount += 1;
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send light properties to shader
|
||||||
|
// NOTE: Light shader locations should be available
|
||||||
|
pub fn UpdateLightValues(shader: Shader, light: Light) void {
|
||||||
|
// Send to shader light enabled state and type
|
||||||
|
SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
|
||||||
|
SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
|
||||||
|
|
||||||
|
// Send to shader light position values
|
||||||
|
const position = [3]f32{ light.position.x, light.position.y, light.position.z };
|
||||||
|
SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
|
||||||
|
|
||||||
|
// Send to shader light target position values
|
||||||
|
const target = [3]f32{ light.target.x, light.target.y, light.target.z };
|
||||||
|
SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
|
||||||
|
|
||||||
|
// Send to shader light color values
|
||||||
|
const color = [4]f32{
|
||||||
|
@intToFloat(f32, light.color.r) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.g) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.b) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.a) / 255.0,
|
||||||
|
};
|
||||||
|
SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4));
|
||||||
|
}
|
182
examples/shaders/shaders_basic_lighting.zig
Normal file
182
examples/shaders/shaders_basic_lighting.zig
Normal file
@ -0,0 +1,182 @@
|
|||||||
|
//
|
||||||
|
// shaders_basic_lighting
|
||||||
|
// Zig version:
|
||||||
|
// Author: Ryan Roden-Corrent
|
||||||
|
// Date: 2021-07-24
|
||||||
|
//
|
||||||
|
// NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders
|
||||||
|
// support,
|
||||||
|
// OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3
|
||||||
|
// version.
|
||||||
|
//
|
||||||
|
// NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
||||||
|
usingnamespace @import("raylib");
|
||||||
|
usingnamespace @import("rlights.zig");
|
||||||
|
usingnamespace @import("raylib-math");
|
||||||
|
|
||||||
|
const resourceDir = "raylib/examples/shaders/resources/";
|
||||||
|
|
||||||
|
pub fn main() !void {
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const screenWidth = 800;
|
||||||
|
const screenHeight = 450;
|
||||||
|
|
||||||
|
//SetConfigFlags(.FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x
|
||||||
|
// (if available)
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
const camera = Camera{
|
||||||
|
.position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position
|
||||||
|
.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
|
||||||
|
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
|
||||||
|
.fovy = 45.0, // Camera field-of-view Y
|
||||||
|
.type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type
|
||||||
|
};
|
||||||
|
|
||||||
|
// Load models
|
||||||
|
var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32));
|
||||||
|
var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
|
||||||
|
var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32));
|
||||||
|
|
||||||
|
// Load models texture
|
||||||
|
const texture = LoadTexture(resourceDir ++ "texel_checker.png");
|
||||||
|
|
||||||
|
// Assign texture to default model material
|
||||||
|
modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||||
|
modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||||
|
modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||||
|
|
||||||
|
var shader = LoadShader(
|
||||||
|
resourceDir ++ "/shaders/glsl330/base_lighting.vs",
|
||||||
|
resourceDir ++ "/shaders/glsl330/lighting.fs",
|
||||||
|
);
|
||||||
|
|
||||||
|
// Get some shader loactions
|
||||||
|
shader.locs[@enumToInt(ShaderLocationIndex.LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
|
||||||
|
shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
|
||||||
|
|
||||||
|
// ambient light level
|
||||||
|
const ambientLoc = GetShaderLocation(shader, "ambient");
|
||||||
|
const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
|
||||||
|
SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4));
|
||||||
|
|
||||||
|
var angle: f32 = 6.282;
|
||||||
|
|
||||||
|
// All models use the same shader
|
||||||
|
modelA.materials[0].shader = shader;
|
||||||
|
modelB.materials[0].shader = shader;
|
||||||
|
modelC.materials[0].shader = shader;
|
||||||
|
|
||||||
|
// Using 4 point lights, white, red, green and blue
|
||||||
|
var lights = [_]Light{
|
||||||
|
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader),
|
||||||
|
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader),
|
||||||
|
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader),
|
||||||
|
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader),
|
||||||
|
};
|
||||||
|
|
||||||
|
SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KeyboardKey.KEY_W)) {
|
||||||
|
lights[0].enabled = !lights[0].enabled;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.KEY_R)) {
|
||||||
|
lights[1].enabled = !lights[1].enabled;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.KEY_G)) {
|
||||||
|
lights[2].enabled = !lights[2].enabled;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.KEY_B)) {
|
||||||
|
lights[3].enabled = !lights[3].enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
//UpdateCamera(&camera); // Update camera
|
||||||
|
|
||||||
|
// Make the lights do differing orbits
|
||||||
|
angle -= 0.02;
|
||||||
|
lights[0].position.x = @cos(angle) * 4.0;
|
||||||
|
lights[0].position.z = @sin(angle) * 4.0;
|
||||||
|
lights[1].position.x = @cos(-angle * 0.6) * 4.0;
|
||||||
|
lights[1].position.z = @sin(-angle * 0.6) * 4.0;
|
||||||
|
lights[2].position.y = @cos(angle * 0.2) * 4.0;
|
||||||
|
lights[2].position.z = @sin(angle * 0.2) * 4.0;
|
||||||
|
lights[3].position.y = @cos(-angle * 0.35) * 4.0;
|
||||||
|
lights[3].position.z = @sin(-angle * 0.35) * 4.0;
|
||||||
|
|
||||||
|
UpdateLightValues(shader, lights[0]);
|
||||||
|
UpdateLightValues(shader, lights[1]);
|
||||||
|
UpdateLightValues(shader, lights[2]);
|
||||||
|
UpdateLightValues(shader, lights[3]);
|
||||||
|
|
||||||
|
// Rotate the torus
|
||||||
|
modelA.transform =
|
||||||
|
MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
|
||||||
|
modelA.transform =
|
||||||
|
MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
|
||||||
|
|
||||||
|
// Update the light shader with the camera view position
|
||||||
|
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
||||||
|
SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
// Draw the three models
|
||||||
|
DrawModel(modelA, Vector3Zero(), 1.0, WHITE);
|
||||||
|
DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
||||||
|
DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
||||||
|
|
||||||
|
// Draw markers to show where the lights are
|
||||||
|
if (lights[0].enabled) {
|
||||||
|
DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE);
|
||||||
|
}
|
||||||
|
if (lights[1].enabled) {
|
||||||
|
DrawSphereEx(lights[1].position, 0.2, 8, 8, RED);
|
||||||
|
}
|
||||||
|
if (lights[2].enabled) {
|
||||||
|
DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN);
|
||||||
|
}
|
||||||
|
if (lights[3].enabled) {
|
||||||
|
DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModel(modelA); // Unload the modelA
|
||||||
|
UnloadModel(modelB); // Unload the modelB
|
||||||
|
UnloadModel(modelC); // Unload the modelC
|
||||||
|
|
||||||
|
UnloadTexture(texture); // Unload the texture
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
@ -36,6 +36,9 @@ def fix_pointer(name: str, t: str):
|
|||||||
pre += "[*c]"
|
pre += "[*c]"
|
||||||
if len(pre) != 0:
|
if len(pre) != 0:
|
||||||
t = pre + "const " + t
|
t = pre + "const " + t
|
||||||
|
|
||||||
|
if t == "[*c]const void":
|
||||||
|
t = "*const c_void"
|
||||||
return name, t
|
return name, t
|
||||||
|
|
||||||
|
|
||||||
|
@ -23,7 +23,7 @@ pub extern fn SetWindowPosition(x: c_int, y: c_int) void;
|
|||||||
pub extern fn SetWindowMonitor(monitor: c_int) void;
|
pub extern fn SetWindowMonitor(monitor: c_int) void;
|
||||||
pub extern fn SetWindowMinSize(width: c_int, height: c_int) void;
|
pub extern fn SetWindowMinSize(width: c_int, height: c_int) void;
|
||||||
pub extern fn SetWindowSize(width: c_int, height: c_int) void;
|
pub extern fn SetWindowSize(width: c_int, height: c_int) void;
|
||||||
pub extern fn GetWindowHandle() [*c]const void;
|
pub extern fn GetWindowHandle() *const c_void;
|
||||||
pub extern fn GetScreenWidth() c_int;
|
pub extern fn GetScreenWidth() c_int;
|
||||||
pub extern fn GetScreenHeight() c_int;
|
pub extern fn GetScreenHeight() c_int;
|
||||||
pub extern fn GetMonitorCount() c_int;
|
pub extern fn GetMonitorCount() c_int;
|
||||||
@ -68,8 +68,8 @@ pub extern fn LoadShader(vsFileName: [*c]const u8, fsFileName: [*c]const u8) Sha
|
|||||||
pub extern fn LoadShaderFromMemory(vsCode: [*c]const u8, fsCode: [*c]const u8) Shader;
|
pub extern fn LoadShaderFromMemory(vsCode: [*c]const u8, fsCode: [*c]const u8) Shader;
|
||||||
pub extern fn GetShaderLocation(shader: Shader, uniformName: [*c]const u8) c_int;
|
pub extern fn GetShaderLocation(shader: Shader, uniformName: [*c]const u8) c_int;
|
||||||
pub extern fn GetShaderLocationAttrib(shader: Shader, attribName: [*c]const u8) c_int;
|
pub extern fn GetShaderLocationAttrib(shader: Shader, attribName: [*c]const u8) c_int;
|
||||||
pub extern fn SetShaderValue(shader: Shader, locIndex: c_int, value: [*c]const void, uniformType: c_int) void;
|
pub extern fn SetShaderValue(shader: Shader, locIndex: c_int, value: *const c_void, uniformType: c_int) void;
|
||||||
pub extern fn SetShaderValueV(shader: Shader, locIndex: c_int, value: [*c]const void, uniformType: c_int, count: c_int) void;
|
pub extern fn SetShaderValueV(shader: Shader, locIndex: c_int, value: *const c_void, uniformType: c_int, count: c_int) void;
|
||||||
pub extern fn SetShaderValueMatrix(shader: Shader, locIndex: c_int, mat: Matrix) void;
|
pub extern fn SetShaderValueMatrix(shader: Shader, locIndex: c_int, mat: Matrix) void;
|
||||||
pub extern fn SetShaderValueTexture(shader: Shader, locIndex: c_int, texture: Texture2D) void;
|
pub extern fn SetShaderValueTexture(shader: Shader, locIndex: c_int, texture: Texture2D) void;
|
||||||
pub extern fn UnloadShader(shader: Shader) void;
|
pub extern fn UnloadShader(shader: Shader) void;
|
||||||
@ -89,9 +89,9 @@ pub extern fn TakeScreenshot(fileName: [*c]const u8) void;
|
|||||||
pub extern fn SetConfigFlags(flags: c_uint) void;
|
pub extern fn SetConfigFlags(flags: c_uint) void;
|
||||||
pub extern fn TraceLog(logLevel: c_int, text: [*c]const u8, ...) void;
|
pub extern fn TraceLog(logLevel: c_int, text: [*c]const u8, ...) void;
|
||||||
pub extern fn SetTraceLogLevel(logLevel: c_int) void;
|
pub extern fn SetTraceLogLevel(logLevel: c_int) void;
|
||||||
pub extern fn MemAlloc(size: c_int) [*c]const void;
|
pub extern fn MemAlloc(size: c_int) *const c_void;
|
||||||
pub extern fn MemRealloc(ptr: [*c]const void, size: c_int) [*c]const void;
|
pub extern fn MemRealloc(ptr: *const c_void, size: c_int) *const c_void;
|
||||||
pub extern fn MemFree(ptr: [*c]const void) void;
|
pub extern fn MemFree(ptr: *const c_void) void;
|
||||||
pub extern fn SetTraceLogCallback(callback: TraceLogCallback) void;
|
pub extern fn SetTraceLogCallback(callback: TraceLogCallback) void;
|
||||||
pub extern fn SetLoadFileDataCallback(callback: LoadFileDataCallback) void;
|
pub extern fn SetLoadFileDataCallback(callback: LoadFileDataCallback) void;
|
||||||
pub extern fn SetSaveFileDataCallback(callback: SaveFileDataCallback) void;
|
pub extern fn SetSaveFileDataCallback(callback: SaveFileDataCallback) void;
|
||||||
@ -99,7 +99,7 @@ pub extern fn SetLoadFileTextCallback(callback: LoadFileTextCallback) void;
|
|||||||
pub extern fn SetSaveFileTextCallback(callback: SaveFileTextCallback) void;
|
pub extern fn SetSaveFileTextCallback(callback: SaveFileTextCallback) void;
|
||||||
pub extern fn LoadFileData(fileName: [*c]const u8, bytesRead: [*c]const c_uint) [*c]const u8;
|
pub extern fn LoadFileData(fileName: [*c]const u8, bytesRead: [*c]const c_uint) [*c]const u8;
|
||||||
pub extern fn UnloadFileData(data: [*c]const u8) void;
|
pub extern fn UnloadFileData(data: [*c]const u8) void;
|
||||||
pub extern fn SaveFileData(fileName: [*c]const u8, data: [*c]const void, bytesToWrite: c_uint) bool;
|
pub extern fn SaveFileData(fileName: [*c]const u8, data: *const c_void, bytesToWrite: c_uint) bool;
|
||||||
pub extern fn LoadFileText(fileName: [*c]const u8) [*c]const u8;
|
pub extern fn LoadFileText(fileName: [*c]const u8) [*c]const u8;
|
||||||
pub extern fn UnloadFileText(text: [*c]const u8) void;
|
pub extern fn UnloadFileText(text: [*c]const u8) void;
|
||||||
pub extern fn SaveFileText(fileName: [*c]const u8, text: [*c]const u8) bool;
|
pub extern fn SaveFileText(fileName: [*c]const u8, text: [*c]const u8) bool;
|
||||||
@ -282,8 +282,8 @@ pub extern fn LoadTextureCubemap(image: Image, layout: c_int) TextureCubemap;
|
|||||||
pub extern fn LoadRenderTexture(width: c_int, height: c_int) RenderTexture2D;
|
pub extern fn LoadRenderTexture(width: c_int, height: c_int) RenderTexture2D;
|
||||||
pub extern fn UnloadTexture(texture: Texture2D) void;
|
pub extern fn UnloadTexture(texture: Texture2D) void;
|
||||||
pub extern fn UnloadRenderTexture(target: RenderTexture2D) void;
|
pub extern fn UnloadRenderTexture(target: RenderTexture2D) void;
|
||||||
pub extern fn UpdateTexture(texture: Texture2D, pixels: [*c]const void) void;
|
pub extern fn UpdateTexture(texture: Texture2D, pixels: *const c_void) void;
|
||||||
pub extern fn UpdateTextureRec(texture: Texture2D, rec: Rectangle, pixels: [*c]const void) void;
|
pub extern fn UpdateTextureRec(texture: Texture2D, rec: Rectangle, pixels: *const c_void) void;
|
||||||
pub extern fn GetTextureData(texture: Texture2D) Image;
|
pub extern fn GetTextureData(texture: Texture2D) Image;
|
||||||
pub extern fn GetScreenData() Image;
|
pub extern fn GetScreenData() Image;
|
||||||
pub extern fn GenTextureMipmaps(texture: [*c]const Texture2D) void;
|
pub extern fn GenTextureMipmaps(texture: [*c]const Texture2D) void;
|
||||||
@ -307,8 +307,8 @@ pub extern fn ColorFromHSV(hue: f32, saturation: f32, value: f32) Color;
|
|||||||
pub extern fn ColorAlpha(color: Color, alpha: f32) Color;
|
pub extern fn ColorAlpha(color: Color, alpha: f32) Color;
|
||||||
pub extern fn ColorAlphaBlend(dst: Color, src: Color, tint: Color) Color;
|
pub extern fn ColorAlphaBlend(dst: Color, src: Color, tint: Color) Color;
|
||||||
pub extern fn GetColor(hexValue: c_int) Color;
|
pub extern fn GetColor(hexValue: c_int) Color;
|
||||||
pub extern fn GetPixelColor(srcPtr: [*c]const void, format: c_int) Color;
|
pub extern fn GetPixelColor(srcPtr: *const c_void, format: c_int) Color;
|
||||||
pub extern fn SetPixelColor(dstPtr: [*c]const void, color: Color, format: c_int) void;
|
pub extern fn SetPixelColor(dstPtr: *const c_void, color: Color, format: c_int) void;
|
||||||
pub extern fn GetPixelDataSize(width: c_int, height: c_int, format: c_int) c_int;
|
pub extern fn GetPixelDataSize(width: c_int, height: c_int, format: c_int) c_int;
|
||||||
pub extern fn GetFontDefault() Font;
|
pub extern fn GetFontDefault() Font;
|
||||||
pub extern fn LoadFont(fileName: [*c]const u8) Font;
|
pub extern fn LoadFont(fileName: [*c]const u8) Font;
|
||||||
@ -371,7 +371,7 @@ pub extern fn LoadModelFromMesh(mesh: Mesh) Model;
|
|||||||
pub extern fn UnloadModel(model: Model) void;
|
pub extern fn UnloadModel(model: Model) void;
|
||||||
pub extern fn UnloadModelKeepMeshes(model: Model) void;
|
pub extern fn UnloadModelKeepMeshes(model: Model) void;
|
||||||
pub extern fn UploadMesh(mesh: [*c]const Mesh, dynamic: bool) void;
|
pub extern fn UploadMesh(mesh: [*c]const Mesh, dynamic: bool) void;
|
||||||
pub extern fn UpdateMeshBuffer(mesh: Mesh, index: c_int, data: [*c]const void, dataSize: c_int, offset: c_int) void;
|
pub extern fn UpdateMeshBuffer(mesh: Mesh, index: c_int, data: *const c_void, dataSize: c_int, offset: c_int) void;
|
||||||
pub extern fn DrawMesh(mesh: Mesh, material: Material, transform: Matrix) void;
|
pub extern fn DrawMesh(mesh: Mesh, material: Material, transform: Matrix) void;
|
||||||
pub extern fn DrawMeshInstanced(mesh: Mesh, material: Material, transforms: [*c]const Matrix, instances: c_int) void;
|
pub extern fn DrawMeshInstanced(mesh: Mesh, material: Material, transforms: [*c]const Matrix, instances: c_int) void;
|
||||||
pub extern fn UnloadMesh(mesh: Mesh) void;
|
pub extern fn UnloadMesh(mesh: Mesh) void;
|
||||||
@ -424,7 +424,7 @@ pub extern fn LoadWave(fileName: [*c]const u8) Wave;
|
|||||||
pub extern fn LoadWaveFromMemory(fileType: [*c]const u8, fileData: [*c]const u8, dataSize: c_int) Wave;
|
pub extern fn LoadWaveFromMemory(fileType: [*c]const u8, fileData: [*c]const u8, dataSize: c_int) Wave;
|
||||||
pub extern fn LoadSound(fileName: [*c]const u8) Sound;
|
pub extern fn LoadSound(fileName: [*c]const u8) Sound;
|
||||||
pub extern fn LoadSoundFromWave(wave: Wave) Sound;
|
pub extern fn LoadSoundFromWave(wave: Wave) Sound;
|
||||||
pub extern fn UpdateSound(sound: Sound, data: [*c]const void, samplesCount: c_int) void;
|
pub extern fn UpdateSound(sound: Sound, data: *const c_void, samplesCount: c_int) void;
|
||||||
pub extern fn UnloadWave(wave: Wave) void;
|
pub extern fn UnloadWave(wave: Wave) void;
|
||||||
pub extern fn UnloadSound(sound: Sound) void;
|
pub extern fn UnloadSound(sound: Sound) void;
|
||||||
pub extern fn ExportWave(wave: Wave, fileName: [*c]const u8) bool;
|
pub extern fn ExportWave(wave: Wave, fileName: [*c]const u8) bool;
|
||||||
@ -458,7 +458,7 @@ pub extern fn SetMusicPitch(music: Music, pitch: f32) void;
|
|||||||
pub extern fn GetMusicTimeLength(music: Music) f32;
|
pub extern fn GetMusicTimeLength(music: Music) f32;
|
||||||
pub extern fn GetMusicTimePlayed(music: Music) f32;
|
pub extern fn GetMusicTimePlayed(music: Music) f32;
|
||||||
pub extern fn InitAudioStream(sampleRate: c_uint, sampleSize: c_uint, channels: c_uint) AudioStream;
|
pub extern fn InitAudioStream(sampleRate: c_uint, sampleSize: c_uint, channels: c_uint) AudioStream;
|
||||||
pub extern fn UpdateAudioStream(stream: AudioStream, data: [*c]const void, samplesCount: c_int) void;
|
pub extern fn UpdateAudioStream(stream: AudioStream, data: *const c_void, samplesCount: c_int) void;
|
||||||
pub extern fn CloseAudioStream(stream: AudioStream) void;
|
pub extern fn CloseAudioStream(stream: AudioStream) void;
|
||||||
pub extern fn IsAudioStreamProcessed(stream: AudioStream) bool;
|
pub extern fn IsAudioStreamProcessed(stream: AudioStream) bool;
|
||||||
pub extern fn PlayAudioStream(stream: AudioStream) void;
|
pub extern fn PlayAudioStream(stream: AudioStream) void;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user