mirror of
https://github.com/raylib-zig/raylib-zig.git
synced 2025-12-06 06:13:08 +00:00
721 lines
19 KiB
C
721 lines
19 KiB
C
// raylib-zig (c) Nikolas Wipper 2020
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#include <raylib.h>
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#include <raymath.h>
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void WClearBackground(Color *color)
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{
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ClearBackground(*color);
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}
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Ray WGetMouseRay(Vector2 *mousePosition, Camera camera)
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{
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return GetMouseRay(*mousePosition, camera);
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}
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int WColorToInt(Color *color)
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{
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return ColorToInt(*color);
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}
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void WDrawPixel(int posX, int posY, Color *color)
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{
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DrawPixel(posX, posY, *color);
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}
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void WDrawPixelV(Vector2 *position, Color *color)
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{
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DrawPixelV(*position, *color);
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}
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void WDrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color *color)
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{
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DrawLine(startPosX, startPosY, endPosX, endPosY, *color);
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}
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void WDrawLineV(Vector2 *startPos, Vector2 *endPos, Color *color)
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{
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DrawLineV(*startPos, *endPos, *color);
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}
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void WDrawLineEx(Vector2 *startPos, Vector2 *endPos, float thick, Color *color)
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{
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DrawLineEx(*startPos, *endPos, thick, *color);
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}
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void WDrawLineBezier(Vector2 *startPos, Vector2 *endPos, float thick, Color *color)
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{
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DrawLineBezier(*startPos, *endPos, thick, *color);
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}
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void WDrawLineStrip(Vector2 *points, int numPoints, Color *color)
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{
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DrawLineStrip(points, numPoints, *color);
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}
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void WDrawCircle(int centerX, int centerY, float radius, Color *color)
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{
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DrawCircle(centerX, centerY, radius, *color);
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}
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void WDrawCircleSector(Vector2 *center, float radius, int startAngle, int endAngle, int segments, Color *color)
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{
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DrawCircleSector(*center, radius, startAngle, endAngle, segments, *color);
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}
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void WDrawCircleSectorLines(Vector2 *center, float radius, int startAngle, int endAngle, int segments, Color *color)
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{
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DrawCircleSectorLines(*center, radius, startAngle, endAngle, segments, *color);
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}
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void WDrawCircleGradient(int centerX, int centerY, float radius, Color *color1, Color *color2)
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{
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DrawCircleGradient(centerX, centerY, radius, *color1, *color2);
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}
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void WDrawCircleV(Vector2 *center, float radius, Color *color)
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{
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DrawCircleV(*center, radius, *color);
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}
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void WDrawCircleLines(int centerX, int centerY, float radius, Color *color)
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{
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DrawCircleLines(centerX, centerY, radius, *color);
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}
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void WDrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color *color)
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{
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DrawEllipse(centerX, centerY, radiusH, radiusV, *color);
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}
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void WDrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color *color)
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{
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DrawEllipseLines(centerX, centerY, radiusH, radiusV, *color);
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}
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void WDrawRing(Vector2 *center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color *color)
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{
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DrawRing(*center, innerRadius, outerRadius, startAngle, endAngle, segments, *color);
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}
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void WDrawRingLines(Vector2 *center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color *color)
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{
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DrawRingLines(*center, innerRadius, outerRadius, startAngle, endAngle, segments, *color);
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}
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void WDrawRectangle(int posX, int posY, int width, int height, Color *color)
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{
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DrawRectangle(posX, posY, width, height, *color);
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}
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void WDrawRectangleV(Vector2 *position, Vector2 *size, Color *color)
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{
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DrawRectangleV(*position, *size, *color);
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}
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void WDrawRectangleRec(Rectangle *rec, Color *color)
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{
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DrawRectangleRec(*rec, *color);
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}
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void WDrawRectanglePro(Rectangle *rec, Vector2 *origin, float rotation, Color *color)
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{
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DrawRectanglePro(*rec, *origin, rotation, *color);
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}
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void WDrawRectangleGradientV(int posX, int posY, int width, int height, Color *color1, Color *color2)
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{
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DrawRectangleGradientV(posX, posY, width, height, *color1, *color2);
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}
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void WDrawRectangleGradientH(int posX, int posY, int width, int height, Color *color1, Color *color2)
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{
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DrawRectangleGradientH(posX, posY, width, height, *color1, *color2);
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}
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void WDrawRectangleGradientEx(Rectangle *rec, Color *col1, Color *col2, Color *col3, Color *col4)
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{
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DrawRectangleGradientEx(*rec, *col1, *col2, *col3, *col4);
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}
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void WDrawRectangleLines(int posX, int posY, int width, int height, Color *color)
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{
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DrawRectangleLines(posX, posY, width, height, *color);
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}
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void WDrawRectangleLinesEx(Rectangle *rec, int lineThick, Color *color)
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{
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DrawRectangleLinesEx(*rec, lineThick, *color);
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}
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void WDrawRectangleRounded(Rectangle *rec, float roundness, int segments, Color *color)
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{
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DrawRectangleRounded(*rec, roundness, segments, *color);
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}
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void WDrawRectangleRoundedLines(Rectangle *rec, float roundness, int segments, int lineThick, Color *color)
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{
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DrawRectangleRoundedLines(*rec, roundness, segments, lineThick, *color);
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}
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void WDrawTriangle(Vector2 *v1, Vector2 *v2, Vector2 *v3, Color *color)
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{
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DrawTriangle(*v1, *v2, *v3, *color);
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}
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void WDrawTriangleLines(Vector2 *v1, Vector2 *v2, Vector2 *v3, Color *color)
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{
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DrawTriangleLines(*v1, *v2, *v3, *color);
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}
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void WDrawTriangleFan(Vector2 *points, int numPoints, Color *color)
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{
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DrawTriangleFan(points, numPoints, *color);
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}
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void WDrawTriangleStrip(Vector2 *points, int pointsCount, Color *color)
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{
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DrawTriangleStrip(points, pointsCount, *color);
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}
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void WDrawPoly(Vector2 *center, int sides, float radius, float rotation, Color *color)
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{
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DrawPoly(*center, sides, radius, rotation, *color);
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}
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void WDrawPolyLines(Vector2 *center, int sides, float radius, float rotation, Color *color)
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{
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DrawPolyLines(*center, sides, radius, rotation, *color);
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}
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bool WCheckCollisionRecs(Rectangle *rec1, Rectangle *rec2)
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{
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return CheckCollisionRecs(*rec1, *rec2);
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}
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bool WCheckCollisionCircles(Vector2 *center1, float radius1, Vector2 *center2, float radius2)
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{
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return CheckCollisionCircles(*center1, radius1, *center2, radius2);
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}
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bool WCheckCollisionCircleRec(Vector2 *center, float radius, Rectangle *rec)
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{
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return CheckCollisionCircleRec(*center, radius, *rec);
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}
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bool WCheckCollisionPointRec(Vector2 *point, Rectangle *rec)
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{
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return CheckCollisionPointRec(*point, *rec);
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}
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bool WCheckCollisionPointCircle(Vector2 *point, Vector2 *center, float radius)
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{
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return CheckCollisionPointCircle(*point, *center, radius);
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}
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bool WCheckCollisionPointTriangle(Vector2 *point, Vector2 *p1, Vector2 *p2, Vector2 *p3)
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{
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return CheckCollisionPointTriangle(*point, *p1, *p2, *p3);
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}
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Image WLoadImageEx(Color *pixels, int width, int height)
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{
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return LoadImageEx(pixels, width, height);
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}
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Image WGenImageColor(int width, int height, Color *color)
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{
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return GenImageColor(width, height, *color);
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}
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Image WGenImageGradientV(int width, int height, Color *top, Color *bottom)
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{
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return GenImageGradientV(width, height, *top, *bottom);
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}
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Image WGenImageGradientH(int width, int height, Color *left, Color *right)
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{
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return GenImageGradientH(width, height, *left, *right);
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}
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Image WGenImageGradientRadial(int width, int height, float density, Color *inner, Color *outer)
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{
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return GenImageGradientRadial(width, height, density, *inner, *outer);
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}
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Image WGenImageChecked(int width, int height, int checksX, int checksY, Color *col1, Color *col2)
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{
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return GenImageChecked(width, height, checksX, checksY, *col1, *col2);
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}
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Image WImageFromImage(Image image, Rectangle *rec)
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{
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return ImageFromImage(image, *rec);
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}
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Image WImageText(char *text, int fontSize, Color *color)
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{
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return ImageText(text, fontSize, *color);
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}
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Image WImageTextEx(Font font, char *text, float fontSize, float spacing, Color *tint)
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{
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return ImageTextEx(font, text, fontSize, spacing, *tint);
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}
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void WImageToPOT(Image *image, Color *fillColor)
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{
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ImageToPOT(image, *fillColor);
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}
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void WImageAlphaClear(Image *image, Color *color, float threshold)
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{
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ImageAlphaClear(image, *color, threshold);
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}
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void WImageCrop(Image *image, Rectangle *crop)
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{
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ImageCrop(image, *crop);
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}
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void WImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color *color)
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{
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ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, *color);
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}
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void WImageColorTint(Image *image, Color *color)
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{
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ImageColorTint(image, *color);
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}
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void WImageColorReplace(Image *image, Color *color, Color *replace)
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{
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ImageColorReplace(image, *color, *replace);
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}
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void WImageClearBackground(Image *dst, Color *color)
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{
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ImageClearBackground(dst, *color);
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}
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void WImageDrawPixel(Image *dst, int posX, int posY, Color *color)
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{
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ImageDrawPixel(dst, posX, posY, *color);
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}
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void WImageDrawPixelV(Image *dst, Vector2 *position, Color *color)
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{
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ImageDrawPixelV(dst, *position, *color);
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}
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void WImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color *color)
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{
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ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, *color);
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}
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void WImageDrawLineV(Image *dst, Vector2 *start, Vector2 *end, Color *color)
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{
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ImageDrawLineV(dst, *start, *end, *color);
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}
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void WImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color *color)
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{
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ImageDrawCircle(dst, centerX, centerY, radius, *color);
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}
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void WImageDrawCircleV(Image *dst, Vector2 *center, int radius, Color *color)
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{
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ImageDrawCircleV(dst, *center, radius, *color);
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}
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void WImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color *color)
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{
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ImageDrawRectangle(dst, posX, posY, width, height, *color);
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}
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void WImageDrawRectangleV(Image *dst, Vector2 *position, Vector2 *size, Color *color)
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{
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ImageDrawRectangleV(dst, *position, *size, *color);
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}
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void WImageDrawRectangleRec(Image *dst, Rectangle *rec, Color *color)
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{
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ImageDrawRectangleRec(dst, *rec, *color);
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}
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void WImageDrawRectangleLines(Image *dst, Rectangle *rec, int thick, Color *color)
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{
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ImageDrawRectangleLines(dst, *rec, thick, *color);
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}
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void WImageDraw(Image *dst, Image src, Rectangle *srcRec, Rectangle *dstRec, Color *tint)
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{
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ImageDraw(dst, src, *srcRec, *dstRec, *tint);
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}
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void WImageDrawText(Image *dst, Vector2 *position, char *text, int fontSize, Color *color)
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{
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ImageDrawText(dst, *position, text, fontSize, *color);
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}
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void WImageDrawTextEx(Image *dst, Vector2 *position, Font font, char *text, float fontSize, float spacing, Color *color)
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{
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ImageDrawTextEx(dst, *position, font, text, fontSize, spacing, *color);
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}
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void WDrawTexture(Texture2D texture, int posX, int posY, Color *tint)
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{
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DrawTexture(texture, posX, posY, *tint);
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}
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void WDrawTextureV(Texture2D texture, Vector2 *position, Color *tint)
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{
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DrawTextureV(texture, *position, *tint);
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}
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void WDrawTextureEx(Texture2D texture, Vector2 *position, float rotation, float scale, Color *tint)
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{
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DrawTextureEx(texture, *position, rotation, scale, *tint);
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}
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void WDrawTextureRec(Texture2D texture, Rectangle *sourceRec, Vector2 *position, Color *tint)
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{
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DrawTextureRec(texture, *sourceRec, *position, *tint);
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}
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void WDrawTextureQuad(Texture2D texture, Vector2 *tiling, Vector2 *offset, Rectangle *quad, Color *tint)
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{
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DrawTextureQuad(texture, *tiling, *offset, *quad, *tint);
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}
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void WDrawTexturePro(Texture2D texture, Rectangle *sourceRec, Rectangle *destRec, Vector2 *origin, float rotation, Color *tint)
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{
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DrawTexturePro(texture, *sourceRec, *destRec, *origin, rotation, *tint);
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}
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void WDrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle *destRec, Vector2 *origin, float rotation, Color *tint)
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{
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DrawTextureNPatch(texture, nPatchInfo, *destRec, *origin, rotation, *tint);
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}
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Font WLoadFontFromImage(Image image, Color *key, int firstChar)
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{
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return LoadFontFromImage(image, *key, firstChar);
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}
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Image WGenImageFontAtlas(CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod)
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{
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return GenImageFontAtlas(chars, recs, charsCount, fontSize, padding, packMethod);
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}
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void WDrawText(char *text, int posX, int posY, int fontSize, Color *color)
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{
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DrawText(text, posX, posY, fontSize, *color);
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}
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void WDrawTextEx(Font font, char *text, Vector2 *position, float fontSize, float spacing, Color *tint)
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{
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DrawTextEx(font, text, *position, fontSize, spacing, *tint);
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}
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void WDrawTextRec(Font font, char *text, Rectangle *rec, float fontSize, float spacing, bool wordWrap, Color *tint)
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{
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DrawTextRec(font, text, *rec, fontSize, spacing, wordWrap, *tint);
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}
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void WDrawTextRecEx(Font font, char *text, Rectangle *rec, float fontSize, float spacing, bool wordWrap, Color *tint, int selectStart, int selectLength, Color *selectTint, Color *selectBackTint)
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{
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DrawTextRecEx(font, text, *rec, fontSize, spacing, wordWrap, *tint, selectStart, selectLength, *selectTint, *selectBackTint);
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}
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void WDrawTextCodepoint(Font font, int codepoint, Vector2 *position, float scale, Color *tint)
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{
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DrawTextCodepoint(font, codepoint, *position, scale, *tint);
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}
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void WDrawLine3D(Vector3 *startPos, Vector3 *endPos, Color *color)
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{
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DrawLine3D(*startPos, *endPos, *color);
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}
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void WDrawPoint3D(Vector3 *position, Color *color)
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{
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DrawPoint3D(*position, *color);
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}
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void WDrawCircle3D(Vector3 *center, float radius, Vector3 *rotationAxis, float rotationAngle, Color *color)
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{
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DrawCircle3D(*center, radius, *rotationAxis, rotationAngle, *color);
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}
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void WDrawCube(Vector3 *position, float width, float height, float length, Color *color)
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{
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DrawCube(*position, width, height, length, *color);
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}
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void WDrawCubeV(Vector3 *position, Vector3 *size, Color *color)
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{
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DrawCubeV(*position, *size, *color);
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}
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void WDrawCubeWires(Vector3 *position, float width, float height, float length, Color *color)
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{
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DrawCubeWires(*position, width, height, length, *color);
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}
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void WDrawCubeWiresV(Vector3 *position, Vector3 *size, Color *color)
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{
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DrawCubeWiresV(*position, *size, *color);
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}
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void WDrawCubeTexture(Texture2D texture, Vector3 *position, float width, float height, float length, Color *color)
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{
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DrawCubeTexture(texture, *position, width, height, length, *color);
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}
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void WDrawSphere(Vector3 *centerPos, float radius, Color *color)
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{
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DrawSphere(*centerPos, radius, *color);
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}
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void WDrawSphereEx(Vector3 *centerPos, float radius, int rings, int slices, Color *color)
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{
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DrawSphereEx(*centerPos, radius, rings, slices, *color);
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}
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void WDrawSphereWires(Vector3 *centerPos, float radius, int rings, int slices, Color *color)
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{
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DrawSphereWires(*centerPos, radius, rings, slices, *color);
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}
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void WDrawCylinder(Vector3 *position, float radiusTop, float radiusBottom, float height, int slices, Color *color)
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{
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DrawCylinder(*position, radiusTop, radiusBottom, height, slices, *color);
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}
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void WDrawCylinderWires(Vector3 *position, float radiusTop, float radiusBottom, float height, int slices, Color *color)
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{
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DrawCylinderWires(*position, radiusTop, radiusBottom, height, slices, *color);
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}
|
|
|
|
void WDrawPlane(Vector3 *centerPos, Vector2 *size, Color *color)
|
|
{
|
|
DrawPlane(*centerPos, *size, *color);
|
|
}
|
|
|
|
void WDrawRay(Ray ray, Color *color)
|
|
{
|
|
DrawRay(ray, *color);
|
|
}
|
|
|
|
void WDrawGizmo(Vector3 *position)
|
|
{
|
|
DrawGizmo(*position);
|
|
}
|
|
|
|
Mesh WGenMeshHeightmap(Image heightmap, Vector3 *size)
|
|
{
|
|
return GenMeshHeightmap(heightmap, *size);
|
|
}
|
|
|
|
Mesh WGenMeshCubicmap(Image cubicmap, Vector3 *cubeSize)
|
|
{
|
|
return GenMeshCubicmap(cubicmap, *cubeSize);
|
|
}
|
|
|
|
void WDrawModel(Model model, Vector3 *position, float scale, Color *tint)
|
|
{
|
|
DrawModel(model, *position, scale, *tint);
|
|
}
|
|
|
|
void WDrawModelEx(Model model, Vector3 *position, Vector3 *rotationAxis, float rotationAngle, Vector3 *scale, Color *tint)
|
|
{
|
|
DrawModelEx(model, *position, *rotationAxis, rotationAngle, *scale, *tint);
|
|
}
|
|
|
|
void WDrawModelWires(Model model, Vector3 *position, float scale, Color *tint)
|
|
{
|
|
DrawModelWires(model, *position, scale, *tint);
|
|
}
|
|
|
|
void WDrawModelWiresEx(Model model, Vector3 *position, Vector3 *rotationAxis, float rotationAngle, Vector3 *scale, Color *tint)
|
|
{
|
|
DrawModelWiresEx(model, *position, *rotationAxis, rotationAngle, *scale, *tint);
|
|
}
|
|
|
|
void WDrawBoundingBox(BoundingBox box, Color *color)
|
|
{
|
|
DrawBoundingBox(box, *color);
|
|
}
|
|
|
|
void WDrawBillboard(Camera camera, Texture2D texture, Vector3 *center, float size, Color *tint)
|
|
{
|
|
DrawBillboard(camera, texture, *center, size, *tint);
|
|
}
|
|
|
|
void WDrawBillboardRec(Camera camera, Texture2D texture, Rectangle *sourceRec, Vector3 *center, float size, Color *tint)
|
|
{
|
|
DrawBillboardRec(camera, texture, *sourceRec, *center, size, *tint);
|
|
}
|
|
|
|
bool WCheckCollisionSpheres(Vector3 *centerA, float radiusA, Vector3 *centerB, float radiusB)
|
|
{
|
|
return CheckCollisionSpheres(*centerA, radiusA, *centerB, radiusB);
|
|
}
|
|
|
|
bool WCheckCollisionBoxSphere(BoundingBox box, Vector3 *center, float radius)
|
|
{
|
|
return CheckCollisionBoxSphere(box, *center, radius);
|
|
}
|
|
|
|
bool WCheckCollisionRaySphere(Ray ray, Vector3 *center, float radius)
|
|
{
|
|
return CheckCollisionRaySphere(ray, *center, radius);
|
|
}
|
|
|
|
bool WCheckCollisionRaySphereEx(Ray ray, Vector3 *center, float radius, Vector3 *collisionPoint)
|
|
{
|
|
return CheckCollisionRaySphereEx(ray, *center, radius, collisionPoint);
|
|
}
|
|
|
|
RayHitInfo WGetCollisionRayTriangle(Ray ray, Vector3 *p1, Vector3 *p2, Vector3 *p3)
|
|
{
|
|
return GetCollisionRayTriangle(ray, *p1, *p2, *p3);
|
|
}
|
|
|
|
void WUnloadShader(Shader *shader)
|
|
{
|
|
UnloadShader(*shader);
|
|
}
|
|
|
|
void WSetShapesTexture(Texture2D texture, Rectangle *source)
|
|
{
|
|
SetShapesTexture(texture, *source);
|
|
}
|
|
|
|
int WGetShaderLocation(Shader *shader, char *uniformName)
|
|
{
|
|
return GetShaderLocation(*shader, uniformName);
|
|
}
|
|
|
|
void WSetShaderValue(Shader *shader, int uniformLoc, void *value, int uniformType)
|
|
{
|
|
SetShaderValue(*shader, uniformLoc, value, uniformType);
|
|
}
|
|
|
|
void WSetShaderValueV(Shader *shader, int uniformLoc, void *value, int uniformType, int count)
|
|
{
|
|
SetShaderValueV(*shader, uniformLoc, value, uniformType, count);
|
|
}
|
|
|
|
void WSetShaderValueMatrix(Shader *shader, int uniformLoc, Matrix mat)
|
|
{
|
|
SetShaderValueMatrix(*shader, uniformLoc, mat);
|
|
}
|
|
|
|
void WSetShaderValueTexture(Shader *shader, int uniformLoc, Texture2D texture)
|
|
{
|
|
SetShaderValueTexture(*shader, uniformLoc, texture);
|
|
}
|
|
|
|
Texture2D WGenTextureCubemap(Shader *shader, Texture2D map, int size)
|
|
{
|
|
return GenTextureCubemap(*shader, map, size);
|
|
}
|
|
|
|
Texture2D WGenTextureIrradiance(Shader *shader, Texture2D cubemap, int size)
|
|
{
|
|
return GenTextureIrradiance(*shader, cubemap, size);
|
|
}
|
|
|
|
Texture2D WGenTexturePrefilter(Shader *shader, Texture2D cubemap, int size)
|
|
{
|
|
return GenTexturePrefilter(*shader, cubemap, size);
|
|
}
|
|
|
|
Texture2D WGenTextureBRDF(Shader *shader, int size)
|
|
{
|
|
return GenTextureBRDF(*shader, size);
|
|
}
|
|
|
|
void WBeginShaderMode(Shader *shader)
|
|
{
|
|
BeginShaderMode(*shader);
|
|
}
|
|
|
|
void WSetVrConfiguration(VrDeviceInfo info, Shader *distortion)
|
|
{
|
|
SetVrConfiguration(info, *distortion);
|
|
}
|
|
|
|
float WVector2Length(Vector2 *v)
|
|
{
|
|
return Vector2Length(*v);
|
|
}
|
|
|
|
float WVector2DotProduct(Vector2 *v1, Vector2 *v2)
|
|
{
|
|
return Vector2DotProduct(*v1, *v2);
|
|
}
|
|
|
|
float WVector2Distance(Vector2 *v1, Vector2 *v2)
|
|
{
|
|
return Vector2Distance(*v1, *v2);
|
|
}
|
|
|
|
float WVector2Angle(Vector2 *v1, Vector2 *v2)
|
|
{
|
|
return Vector2Angle(*v1, *v2);
|
|
}
|
|
|
|
float WVector3Length(Vector3 *v)
|
|
{
|
|
return Vector3Length(*v);
|
|
}
|
|
|
|
float WVector3DotProduct(Vector3 *v1, Vector3 *v2)
|
|
{
|
|
return Vector3DotProduct(*v1, *v2);
|
|
}
|
|
|
|
float WVector3Distance(Vector3 *v1, Vector3 *v2)
|
|
{
|
|
return Vector3Distance(*v1, *v2);
|
|
}
|
|
|
|
void WVector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
|
|
{
|
|
Vector3OrthoNormalize(v1, v2);
|
|
}
|
|
|
|
Matrix WMatrixRotate(Vector3 *axis, float angle)
|
|
{
|
|
return MatrixRotate(*axis, angle);
|
|
}
|
|
|
|
Matrix WMatrixRotateXYZ(Vector3 *ang)
|
|
{
|
|
return MatrixRotateXYZ(*ang);
|
|
}
|
|
|
|
Matrix WMatrixLookAt(Vector3 *eye, Vector3 *target, Vector3 *up)
|
|
{
|
|
return MatrixLookAt(*eye, *target, *up);
|
|
}
|
|
|
|
float WQuaternionLength(Quaternion *q)
|
|
{
|
|
return QuaternionLength(*q);
|
|
}
|
|
|
|
Matrix WQuaternionToMatrix(Quaternion *q)
|
|
{
|
|
return QuaternionToMatrix(*q);
|
|
}
|
|
|
|
void WQuaternionToAxisAngle(Quaternion *q, Vector3 *outAxis, float *outAngle)
|
|
{
|
|
QuaternionToAxisAngle(*q, outAxis, outAngle);
|
|
}
|
|
|