// raylib-zig (c) Nikolas Wipper 2024 const rl = @import("raylib.zig"); const std = @import("std"); pub const cdef = @import("rlgl-ext.zig"); test { std.testing.refAllDeclsRecursive(@This()); } const Matrix = rl.Matrix; pub const rlVertexBuffer = extern struct { elementCount: c_int, vertices: [*c]f32, texcoords: [*c]f32, normals: [*c]f32, colors: [*c]u8, indices: [*c]c_ushort, vaoId: c_uint, vboId: [5]c_uint, }; pub const rlDrawCall = extern struct { mode: c_int, vertexCount: c_int, vertexAlignment: c_int, textureId: c_uint, }; pub const rlRenderBatch = extern struct { bufferCount: c_int, currentBuffer: c_int, vertexBuffer: [*c]rlVertexBuffer, draws: [*c]rlDrawCall, drawCounter: c_int, currentDepth: f32, }; pub const rlGlVersion = enum(c_int) { rl_opengl_11 = 1, rl_opengl_21 = 2, rl_opengl_33 = 3, rl_opengl_43 = 4, rl_opengl_es_20 = 5, rl_opengl_es_30 = 6 }; pub const rlTraceLogLevel = enum(c_int) { rl_log_all = 0, rl_log_trace = 1, rl_log_debug = 2, rl_log_info = 3, rl_log_warning = 4, rl_log_error = 5, rl_log_fatal = 6, rl_log_none = 7, }; pub const rlPixelFormat = enum(c_int) { rl_pixelformat_uncompressed_grayscale = 1, rl_pixelformat_uncompressed_gray_alpha = 2, rl_pixelformat_uncompressed_r5g6b5 = 3, rl_pixelformat_uncompressed_r8g8b8 = 4, rl_pixelformat_uncompressed_r5g5b5a1 = 5, rl_pixelformat_uncompressed_r4g4b4a4 = 6, rl_pixelformat_uncompressed_r8g8b8a8 = 7, rl_pixelformat_uncompressed_r32 = 8, rl_pixelformat_uncompressed_r32g32b32 = 9, rl_pixelformat_uncompressed_r32g32b32a32 = 10, rl_pixelformat_uncompressed_r16 = 11, rl_pixelformat_uncompressed_r16g16b16 = 12, rl_pixelformat_uncompressed_r16g16b16a16 = 13, rl_pixelformat_compressed_dxt1_rgb = 14, rl_pixelformat_compressed_dxt1_rgba = 15, rl_pixelformat_compressed_dxt3_rgba = 16, rl_pixelformat_compressed_dxt5_rgba = 17, rl_pixelformat_compressed_etc1_rgb = 18, rl_pixelformat_compressed_etc2_rgb = 19, rl_pixelformat_compressed_etc2_eac_rgba = 20, rl_pixelformat_compressed_pvrt_rgb = 21, rl_pixelformat_compressed_pvrt_rgba = 22, rl_pixelformat_compressed_astc_4x4_rgba = 23, rl_pixelformat_compressed_astc_8x8_rgba = 24, }; pub const rlTextureFilter = enum(c_int) { rl_texture_filter_point = 0, rl_texture_filter_bilinear = 1, rl_texture_filter_trilinear = 2, rl_texture_filter_anisotropic_4x = 3, rl_texture_filter_anisotropic_8x = 4, rl_texture_filter_anisotropic_16x = 5, }; pub const rlBlendMode = enum(c_int) { rl_blend_alpha = 0, rl_blend_additive = 1, rl_blend_multiplied = 2, rl_blend_add_colors = 3, rl_blend_subtract_colors = 4, rl_blend_alpha_premultiply = 5, rl_blend_custom = 6, rl_blend_custom_separate = 7, }; pub const rlShaderLocationIndex = enum(c_uint) { rl_shader_loc_vertex_position = 0, rl_shader_loc_vertex_texcoord01 = 1, rl_shader_loc_vertex_texcoord02 = 2, rl_shader_loc_vertex_normal = 3, rl_shader_loc_vertex_tangent = 4, rl_shader_loc_vertex_color = 5, rl_shader_loc_matrix_mvp = 6, rl_shader_loc_matrix_view = 7, rl_shader_loc_matrix_projection = 8, rl_shader_loc_matrix_model = 9, rl_shader_loc_matrix_normal = 10, rl_shader_loc_vector_view = 11, rl_shader_loc_color_diffuse = 12, rl_shader_loc_color_specular = 13, rl_shader_loc_color_ambient = 14, rl_shader_loc_map_albedo = 15, rl_shader_loc_map_metalness = 16, rl_shader_loc_map_normal = 17, rl_shader_loc_map_roughness = 18, rl_shader_loc_map_occlusion = 19, rl_shader_loc_map_emission = 20, rl_shader_loc_map_height = 21, rl_shader_loc_map_cubemap = 22, rl_shader_loc_map_irradiance = 23, rl_shader_loc_map_prefilter = 24, rl_shader_loc_map_brdf = 25, }; pub const rlShaderUniformDataType = enum(c_uint) { rl_shader_uniform_float = 0, rl_shader_uniform_vec2 = 1, rl_shader_uniform_vec3 = 2, rl_shader_uniform_vec4 = 3, rl_shader_uniform_int = 4, rl_shader_uniform_ivec2 = 5, rl_shader_uniform_ivec3 = 6, rl_shader_uniform_ivec4 = 7, rl_shader_uniform_uint = 8, rl_shader_uniform_uivec2 = 9, rl_shader_uniform_uivec3 = 10, rl_shader_uniform_uivec4 = 11, rl_shader_uniform_sampler2d = 12, }; pub const rlShaderAttributeDataType = enum(c_uint) { rl_shader_attrib_float = 0, rl_shader_attrib_vec2 = 1, rl_shader_attrib_vec3 = 2, rl_shader_attrib_vec4 = 3 }; pub const rlFramebufferAttachType = enum(c_uint) { rl_attachment_color_channel0 = 0, rl_attachment_color_channel1 = 1, rl_attachment_color_channel2 = 2, rl_attachment_color_channel3 = 3, rl_attachment_color_channel4 = 4, rl_attachment_color_channel5 = 5, rl_attachment_color_channel6 = 6, rl_attachment_color_channel7 = 7, rl_attachment_depth = 100, rl_attachment_stencil = 200, }; pub const rlFramebufferAttachTextureType = enum(c_uint) { rl_attachment_cubemap_positive_x = 0, rl_attachment_cubemap_negative_x = 1, rl_attachment_cubemap_positive_y = 2, rl_attachment_cubemap_negative_y = 3, rl_attachment_cubemap_positive_z = 4, rl_attachment_cubemap_negative_z = 5, rl_attachment_texture2d = 100, rl_attachment_renderbuffer = 200, }; pub const rlCullMode = enum(c_uint) { rl_cull_face_front = 0, rl_cull_face_back = 1, }; pub const rl_default_batch_buffer_elements = @as(i32, 8192); pub const rl_default_batch_buffers = @as(i32, 1); pub const rl_default_batch_drawcalls = @as(i32, 256); pub const rl_default_batch_max_texture_units = @as(i32, 4); pub const rl_max_matrix_stack_size = @as(i32, 32); pub const rl_max_shader_locations = @as(i32, 32); pub const rl_cull_distance_near = @as(f64, 0.01); pub const rl_cull_distance_far = @as(f64, 1000.0); pub const rl_texture_wrap_s = @as(i32, 0x2802); pub const rl_texture_wrap_t = @as(i32, 0x2803); pub const rl_texture_mag_filter = @as(i32, 0x2800); pub const rl_texture_min_filter = @as(i32, 0x2801); pub const rl_texture_filter_nearest = @as(i32, 0x2600); pub const rl_texture_filter_linear = @as(i32, 0x2601); pub const rl_texture_filter_mip_nearest = @as(i32, 0x2700); pub const rl_texture_filter_nearest_mip_linear = @as(i32, 0x2702); pub const rl_texture_filter_linear_mip_nearest = @as(i32, 0x2701); pub const rl_texture_filter_mip_linear = @as(i32, 0x2703); pub const rl_texture_filter_anisotropic = @as(i32, 0x3000); pub const rl_texture_mipmap_bias_ratio = @as(i32, 0x4000); pub const rl_texture_wrap_repeat = @as(i32, 0x2901); pub const rl_texture_wrap_clamp = @as(i32, 0x812f); pub const rl_texture_wrap_mirror_repeat = @as(i32, 0x8370); pub const rl_texture_wrap_mirror_clamp = @as(i32, 0x8742); pub const rl_modelview = @as(i32, 0x1700); pub const rl_projection = @as(i32, 0x1701); pub const rl_texture = @as(i32, 0x1702); pub const rl_lines = @as(i32, 0x0001); pub const rl_triangles = @as(i32, 0x0004); pub const rl_quads = @as(i32, 0x0007); pub const rl_unsigned_byte = @as(i32, 0x1401); pub const rl_float = @as(i32, 0x1406); pub const rl_stream_draw = @as(i32, 0x88e0); pub const rl_stream_read = @as(i32, 0x88e1); pub const rl_stream_copy = @as(i32, 0x88e2); pub const rl_static_draw = @as(i32, 0x88e4); pub const rl_static_read = @as(i32, 0x88e5); pub const rl_static_copy = @as(i32, 0x88e6); pub const rl_dynamic_draw = @as(i32, 0x88e8); pub const rl_dynamic_read = @as(i32, 0x88e9); pub const rl_dynamic_copy = @as(i32, 0x88ea); pub const rl_fragment_shader = @as(i32, 0x8b30); pub const rl_vertex_shader = @as(i32, 0x8b31); pub const rl_compute_shader = @as(i32, 0x91b9); pub const rl_zero = @as(i32, 0); pub const rl_one = @as(i32, 1); pub const rl_src_color = @as(i32, 0x0300); pub const rl_one_minus_src_color = @as(i32, 0x0301); pub const rl_src_alpha = @as(i32, 0x0302); pub const rl_one_minus_src_alpha = @as(i32, 0x0303); pub const rl_dst_alpha = @as(i32, 0x0304); pub const rl_one_minus_dst_alpha = @as(i32, 0x0305); pub const rl_dst_color = @as(i32, 0x0306); pub const rl_one_minus_dst_color = @as(i32, 0x0307); pub const rl_src_alpha_saturate = @as(i32, 0x0308); pub const rl_constant_color = @as(i32, 0x8001); pub const rl_one_minus_constant_color = @as(i32, 0x8002); pub const rl_constant_alpha = @as(i32, 0x8003); pub const rl_one_minus_constant_alpha = @as(i32, 0x8004); pub const rl_func_add = @as(i32, 0x8006); pub const rl_min = @as(i32, 0x8007); pub const rl_max = @as(i32, 0x8008); pub const rl_func_subtract = @as(i32, 0x800a); pub const rl_func_reverse_subtract = @as(i32, 0x800b); pub const rl_blend_equation = @as(i32, 0x8009); pub const rl_blend_equation_rgb = @as(i32, 0x8009); pub const rl_blend_equation_alpha = @as(i32, 0x883d); pub const rl_blend_dst_rgb = @as(i32, 0x80c8); pub const rl_blend_src_rgb = @as(i32, 0x80c9); pub const rl_blend_dst_alpha = @as(i32, 0x80ca); pub const rl_blend_src_alpha = @as(i32, 0x80cb); pub const rl_blend_color = @as(i32, 0x8005); pub const rl_read_framebuffer = @as(i32, 0x8ca8); pub const rl_draw_framebuffer = @as(i32, 0x8ca9); pub const rl_default_shader_attrib_location_position = @as(i32, 0); pub const rl_default_shader_attrib_location_texcoord = @as(i32, 1); pub const rl_default_shader_attrib_location_normal = @as(i32, 2); pub const rl_default_shader_attrib_location_color = @as(i32, 3); pub const rl_default_shader_attrib_location_tangent = @as(i32, 4); pub const rl_default_shader_attrib_location_texcoord2 = @as(i32, 5);