/** * See rlgl_bindings.h */ #include "rlgl_bindings.h" RLBIND rlRenderBatch *rlLoadRenderBatch_(int numBuffers, int bufferElements) { rlRenderBatch *ptr = (rlRenderBatch *)malloc(sizeof(rlRenderBatch)); *ptr = rlLoadRenderBatch(numBuffers, bufferElements); return ptr; } RLBIND void rlUnloadRenderBatch_(rlRenderBatch *batch) { rlUnloadRenderBatch(*batch); } RLBIND void rlSetUniformMatrix_(int locIndex, Matrix *mat) { rlSetUniformMatrix(locIndex, *mat); } RLBIND Matrix *rlGetMatrixProjectionStereo_(int eye) { Matrix *ptr = (Matrix *)malloc(sizeof(Matrix)); *ptr = rlGetMatrixProjectionStereo(eye); return ptr; } RLBIND Matrix *rlGetMatrixViewOffsetStereo_(int eye) { Matrix *ptr = (Matrix *)malloc(sizeof(Matrix)); *ptr = rlGetMatrixViewOffsetStereo(eye); return ptr; } RLBIND void rlSetMatrixProjection_(Matrix *proj) { rlSetMatrixProjection(*proj); } RLBIND void rlSetMatrixModelview_(Matrix *view) { rlSetMatrixModelview(*view); } RLBIND void rlSetMatrixProjectionStereo_(Matrix *right, Matrix *left) { rlSetMatrixProjectionStereo(*right, *left); } RLBIND void rlSetMatrixViewOffsetStereo_(Matrix *right, Matrix *left) { rlSetMatrixViewOffsetStereo(*right, *left); } RLBIND Matrix *rlGetMatrixModelview_() { Matrix *ptr = (Matrix *)malloc(sizeof(Matrix)); *ptr = rlGetMatrixModelview(); return ptr; } RLBIND Matrix *rlGetMatrixProjection_() { Matrix *ptr = (Matrix *)malloc(sizeof(Matrix)); *ptr = rlGetMatrixProjection(); return ptr; } RLBIND Matrix *rlGetMatrixTransform_() { Matrix *ptr = (Matrix *)malloc(sizeof(Matrix)); *ptr = rlGetMatrixTransform(); return ptr; } RLBIND void rlMatrixMode_(int a) { rlMatrixMode(a); } RLBIND void rlTranslatef_(float a, float b, float c) { rlTranslatef(a, b, c); } RLBIND void rlRotatef_(float a, float b, float c, float d) { rlRotatef(a, b, c, d); } RLBIND void rlScalef_(float a, float b, float c) { rlScalef(a, b, c); } RLBIND void rlMultMatrixf_(const float *a) { rlMultMatrixf(a); } RLBIND void rlFrustum_(double a, double b, double c, double d, double e, double f) { rlFrustum(a, b, c, d, e, f); } RLBIND void rlOrtho_(double a, double b, double c, double d, double e, double f) { rlOrtho(a, b, c, d, e, f); } RLBIND void rlViewport_(int a, int b, int c, int d) { rlViewport(a, b, c, d); } RLBIND void rlBegin_(int a) { rlBegin(a); } RLBIND void rlVertex2i_(int a, int b) { rlVertex2i(a, b); } RLBIND void rlVertex2f_(float a, float b) { rlVertex2f(a, b); } RLBIND void rlVertex3f_(float a, float b, float c) { rlVertex3f(a, b, c); } RLBIND void rlTexCoord2f_(float a, float b) { rlTexCoord2f(a, b); } RLBIND void rlNormal3f_(float a, float b, float c) { rlNormal3f(a, b, c); } RLBIND void rlColor4ub_(unsigned char a, unsigned char b, unsigned char c, unsigned char d) { rlColor4ub(a, b, c, d); } RLBIND void rlColor3f_(float a, float b, float c) { rlColor3f(a, b, c); } RLBIND void rlColor4f_(float a, float b, float c, float d) { rlColor4f(a, b, c, d); } RLBIND bool rlEnableVertexArray_(unsigned int a) { return rlEnableVertexArray(a); } RLBIND void rlEnableVertexBuffer_(unsigned int a) { rlEnableVertexBuffer(a); } RLBIND void rlEnableVertexBufferElement_(unsigned int a) { rlEnableVertexBufferElement(a); } RLBIND void rlEnableVertexAttribute_(unsigned int a) { rlEnableVertexAttribute(a); } RLBIND void rlDisableVertexAttribute_(unsigned int a) { rlDisableVertexAttribute(a); } RLBIND void rlActiveTextureSlot_(int a) { rlActiveTextureSlot(a); } RLBIND void rlEnableTexture_(unsigned int a) { rlEnableTexture(a); } RLBIND void rlEnableTextureCubemap_(unsigned int a) { rlEnableTextureCubemap(a); } RLBIND void rlTextureParameters_(unsigned int a, int b, int c) { rlTextureParameters(a, b, c); } RLBIND void rlCubemapParameters_(unsigned int a, int b, int c) { rlCubemapParameters(a, b, c); } RLBIND void rlEnableShader_(unsigned int a) { rlEnableShader(a); } RLBIND void rlEnableFramebuffer_(unsigned int a) { rlEnableFramebuffer(a); } RLBIND void rlActiveDrawBuffers_(int a) { rlActiveDrawBuffers(a); } RLBIND void rlBlitFramebuffer_(int a, int b, int c, int d, int e, int f, int g, int h, int i) { rlBlitFramebuffer(a, b, c, d, e, f, g, h, i); } RLBIND void rlBindFramebuffer_(unsigned int a, unsigned int b) { rlBindFramebuffer(a, b); } RLBIND void rlColorMask_(bool a, bool b, bool c, bool d) { rlColorMask(a, b, c, d); } RLBIND void rlSetCullFace_(int a) { rlSetCullFace(a); } RLBIND void rlScissor_(int a, int b, int c, int d) { rlScissor(a, b, c, d); } RLBIND void rlSetLineWidth_(float a) { rlSetLineWidth(a); } RLBIND float rlGetLineWidth_() { return rlGetLineWidth(); } RLBIND bool rlIsStereoRenderEnabled_() { return rlIsStereoRenderEnabled(); } RLBIND void rlClearColor_(unsigned char a, unsigned char b, unsigned char c, unsigned char d) { rlClearColor(a, b, c, d); } RLBIND void rlSetBlendMode_(int a) { rlSetBlendMode(a); } RLBIND void rlSetBlendFactors_(int a, int b, int c) { rlSetBlendFactors(a, b, c); } RLBIND void rlSetBlendFactorsSeparate_(int a, int b, int c, int d, int e, int f) { rlSetBlendFactorsSeparate(a, b, c, d, e, f); } RLBIND void rlglInit_(int a, int b) { rlglInit(a, b); } RLBIND void rlLoadExtensions_(void *a) { rlLoadExtensions(a); } RLBIND int rlGetVersion_() { return rlGetVersion(); } RLBIND void rlSetFramebufferWidth_(int a) { rlSetFramebufferWidth(a); } RLBIND int rlGetFramebufferWidth_() { return rlGetFramebufferWidth(); } RLBIND void rlSetFramebufferHeight_(int a) { rlSetFramebufferHeight(a); } RLBIND int rlGetFramebufferHeight_() { return rlGetFramebufferHeight(); } RLBIND unsigned int rlGetTextureIdDefault_() { return rlGetTextureIdDefault(); } RLBIND unsigned int rlGetShaderIdDefault_() { return rlGetShaderIdDefault(); } RLBIND int *rlGetShaderLocsDefault_() { return rlGetShaderLocsDefault(); } RLBIND void rlDrawRenderBatch_(rlRenderBatch *a) { rlDrawRenderBatch(a); } RLBIND void rlSetRenderBatchActive_(rlRenderBatch *a) { rlSetRenderBatchActive(a); } RLBIND bool rlCheckRenderBatchLimit_(int a) { return rlCheckRenderBatchLimit(a); } RLBIND void rlSetTexture_(unsigned int a) { rlSetTexture(a); } RLBIND unsigned int rlLoadVertexArray_() { return rlLoadVertexArray(); } RLBIND unsigned int rlLoadVertexBuffer_(const void *a, int b, bool c) { return rlLoadVertexBuffer(a, b, c); } RLBIND unsigned int rlLoadVertexBufferElement_(const void *a, int b, bool c) { return rlLoadVertexBufferElement(a, b, c); } RLBIND void rlUpdateVertexBuffer_(unsigned int a, const void *b, int c, int d) { rlUpdateVertexBuffer(a, b, c, d); } RLBIND void rlUpdateVertexBufferElements_(unsigned int a, const void *b, int c, int d) { rlUpdateVertexBufferElements(a, b, c, d); } RLBIND void rlUnloadVertexArray_(unsigned int a) { rlUnloadVertexArray(a); } RLBIND void rlUnloadVertexBuffer_(unsigned int a) { rlUnloadVertexBuffer(a); } RLBIND void rlSetVertexAttribute_(unsigned int a, int b, int c, bool d, int e, const void *f) { rlSetVertexAttribute(a, b, c, d, e, f); } RLBIND void rlSetVertexAttributeDivisor_(unsigned int a, int b) { rlSetVertexAttributeDivisor(a, b); } RLBIND void rlSetVertexAttributeDefault_(int a, const void *b, int c, int d) { rlSetVertexAttributeDefault(a, b, c, d); } RLBIND void rlDrawVertexArray_(int a, int b) { rlDrawVertexArray(a, b); } RLBIND void rlDrawVertexArrayElements_(int a, int b, const void *c) { rlDrawVertexArrayElements(a, b, c); } RLBIND void rlDrawVertexArrayInstanced_(int a, int b, int c) { rlDrawVertexArrayInstanced(a, b, c); } RLBIND void rlDrawVertexArrayElementsInstanced_(int a, int b, const void *c, int d) { rlDrawVertexArrayElementsInstanced(a, b, c, d); } RLBIND unsigned int rlLoadTexture_(const void *a, int b, int c, int d, int e) { return rlLoadTexture(a, b, c, d, e); } RLBIND unsigned int rlLoadTextureDepth_(int a, int b, bool c) { return rlLoadTextureDepth(a, b, c); } RLBIND unsigned int rlLoadTextureCubemap_(const void *a, int b, int c) { return rlLoadTextureCubemap(a, b, c); } RLBIND void rlUpdateTexture_(unsigned int a, int b, int c, int d, int e, int f, const void *g) { rlUpdateTexture(a, b, c, d, e, f, g); } RLBIND void rlGetGlTextureFormats_(int a, unsigned int *b, unsigned int *c, unsigned int *d) { rlGetGlTextureFormats(a, b, c, d); } RLBIND const char *rlGetPixelFormatName_(unsigned int a) { return rlGetPixelFormatName(a); } RLBIND void rlUnloadTexture_(unsigned int a) { rlUnloadTexture(a); } RLBIND void rlGenTextureMipmaps_(unsigned int a, int b, int c, int d, int *e) { rlGenTextureMipmaps(a, b, c, d, e); } RLBIND void *rlReadTexturePixels_(unsigned int a, int b, int c, int d) { return rlReadTexturePixels(a, b, c, d); } RLBIND unsigned char *rlReadScreenPixels_(int a, int b) { return rlReadScreenPixels(a, b); } RLBIND unsigned int rlLoadFramebuffer_() { return rlLoadFramebuffer(); } RLBIND void rlFramebufferAttach_(unsigned int a, unsigned int b, int c, int d, int e) { rlFramebufferAttach(a, b, c, d, e); } RLBIND bool rlFramebufferComplete_(unsigned int a) { return rlFramebufferComplete(a); } RLBIND void rlUnloadFramebuffer_(unsigned int a) { rlUnloadFramebuffer(a); } RLBIND unsigned int rlLoadShaderCode_(const char *a, const char *b) { return rlLoadShaderCode(a, b); } RLBIND unsigned int rlCompileShader_(const char *a, int b) { return rlCompileShader(a, b); } RLBIND unsigned int rlLoadShaderProgram_(unsigned int a, unsigned int b) { return rlLoadShaderProgram(a, b); } RLBIND void rlUnloadShaderProgram_(unsigned int a) { rlUnloadShaderProgram(a); } RLBIND int rlGetLocationUniform_(unsigned int a, const char *b) { return rlGetLocationUniform(a, b); } RLBIND int rlGetLocationAttrib_(unsigned int a, const char *b) { return rlGetLocationAttrib(a, b); } RLBIND void rlSetUniform_(int a, const void *b, int c, int d) { rlSetUniform(a, b, c, d); } RLBIND void rlSetUniformSampler_(int a, unsigned int b) { rlSetUniformSampler(a, b); } RLBIND void rlSetShader_(unsigned int a, int *b) { rlSetShader(a, b); } RLBIND unsigned int rlLoadComputeShaderProgram_(unsigned int a) { return rlLoadComputeShaderProgram(a); } RLBIND void rlComputeShaderDispatch_(unsigned int a, unsigned int b, unsigned int c) { rlComputeShaderDispatch(a, b, c); } RLBIND unsigned int rlLoadShaderBuffer_(unsigned int a, const void *b, int c) { return rlLoadShaderBuffer(a, b, c); } RLBIND void rlUnloadShaderBuffer_(unsigned int a) { rlUnloadShaderBuffer(a); } RLBIND void rlUpdateShaderBuffer_(unsigned int a, const void *b, unsigned int c, unsigned int d) { rlUpdateShaderBuffer(a, b, c, d); } RLBIND void rlBindShaderBuffer_(unsigned int a, unsigned int b) { rlBindShaderBuffer(a, b); } RLBIND void rlReadShaderBuffer_(unsigned int a, void *b, unsigned int c, unsigned int d) { rlReadShaderBuffer(a, b, c, d); } RLBIND void rlCopyShaderBuffer_(unsigned int a, unsigned int b, unsigned int c, unsigned int d, unsigned int e) { rlCopyShaderBuffer(a, b, c, d, e); } RLBIND unsigned int rlGetShaderBufferSize_(unsigned int a) { return rlGetShaderBufferSize(a); } RLBIND void rlBindImageTexture_(unsigned int a, unsigned int b, int c, bool d) { rlBindImageTexture(a, b, c, d); } RLBIND void rlPushMatrix_() { rlPushMatrix(); } RLBIND void rlPopMatrix_() { rlPopMatrix(); } RLBIND void rlLoadIdentity_() { rlLoadIdentity(); } RLBIND void rlEnd_() { rlEnd(); } RLBIND void rlDisableVertexArray_() { rlDisableVertexArray(); } RLBIND void rlDisableVertexBuffer_() { rlDisableVertexBuffer(); } RLBIND void rlDisableVertexBufferElement_() { rlDisableVertexBufferElement(); } RLBIND void rlDisableTexture_() { rlDisableTexture(); } RLBIND void rlDisableTextureCubemap_() { rlDisableTextureCubemap(); } RLBIND void rlDisableShader_() { rlDisableShader(); } RLBIND void rlDisableFramebuffer_() { rlDisableFramebuffer(); } RLBIND unsigned int rlGetActiveFramebuffer_() { return rlGetActiveFramebuffer(); } RLBIND void rlEnableColorBlend_() { rlEnableColorBlend(); } RLBIND void rlDisableColorBlend_() { rlDisableColorBlend(); } RLBIND void rlEnableDepthTest_() { rlEnableDepthTest(); } RLBIND void rlDisableDepthTest_() { rlDisableDepthTest(); } RLBIND void rlEnableDepthMask_() { rlEnableDepthMask(); } RLBIND void rlDisableDepthMask_() { rlDisableDepthMask(); } RLBIND void rlEnableBackfaceCulling_() { rlEnableBackfaceCulling(); } RLBIND void rlDisableBackfaceCulling_() { rlDisableBackfaceCulling(); } RLBIND void rlEnableScissorTest_() { rlEnableScissorTest(); } RLBIND void rlDisableScissorTest_() { rlDisableScissorTest(); } RLBIND void rlEnableWireMode_() { rlEnableWireMode(); } RLBIND void rlEnablePointMode_() { rlEnablePointMode(); } RLBIND void rlDisableWireMode_() { rlDisableWireMode(); } RLBIND void rlEnableSmoothLines_() { rlEnableSmoothLines(); } RLBIND void rlDisableSmoothLines_() { rlDisableSmoothLines(); } RLBIND void rlEnableStereoRender_() { rlEnableStereoRender(); } RLBIND void rlDisableStereoRender_() { rlDisableStereoRender(); } RLBIND void rlClearScreenBuffers_() { rlClearScreenBuffers(); } RLBIND void rlCheckErrors_() { rlCheckErrors(); } RLBIND void rlglClose_() { rlglClose(); } RLBIND void rlDrawRenderBatchActive_() { rlDrawRenderBatchActive(); } RLBIND void rlLoadDrawCube_() { rlLoadDrawCube(); } RLBIND void rlLoadDrawQuad_() { rlLoadDrawQuad(); }