/** * @file rlgl_bindings.h * @author Anut-py * @brief Required methods for binding Haskell to rlgl */ #include "rl_common.h" rlRenderBatch *rlLoadRenderBatch_(int numBuffers, int bufferElements); void rlUnloadRenderBatch_(rlRenderBatch *batch); void rlSetUniformMatrix_(int locIndex, Matrix *mat); Matrix *rlGetMatrixProjectionStereo_(int eye); Matrix *rlGetMatrixViewOffsetStereo_(int eye); void rlSetMatrixProjection_(Matrix *proj); void rlSetMatrixModelview_(Matrix *view); void rlSetMatrixProjectionStereo_(Matrix *right, Matrix *left); void rlSetMatrixViewOffsetStereo_(Matrix *right, Matrix *left); Matrix *rlGetMatrixModelview_(); Matrix *rlGetMatrixProjection_(); Matrix *rlGetMatrixTransform_(); void rlMatrixMode_(int a); void rlTranslatef_(float a, float b, float c); void rlRotatef_(float a, float b, float c, float d); void rlScalef_(float a, float b, float c); void rlMultMatrixf_(const float *a); void rlFrustum_(double a, double b, double c, double d, double e, double f); void rlOrtho_(double a, double b, double c, double d, double e, double f); void rlViewport_(int a, int b, int c, int d); void rlBegin_(int a); void rlVertex2i_(int a, int b); void rlVertex2f_(float a, float b); void rlVertex3f_(float a, float b, float c); void rlTexCoord2f_(float a, float b); void rlNormal3f_(float a, float b, float c); void rlColor4ub_(unsigned char a, unsigned char b, unsigned char c, unsigned char d); void rlColor3f_(float a, float b, float c); void rlColor4f_(float a, float b, float c, float d); bool rlEnableVertexArray_(unsigned int a); void rlEnableVertexBuffer_(unsigned int a); void rlEnableVertexBufferElement_(unsigned int a); void rlEnableVertexAttribute_(unsigned int a); void rlDisableVertexAttribute_(unsigned int a); void rlActiveTextureSlot_(int a); void rlEnableTexture_(unsigned int a); void rlEnableTextureCubemap_(unsigned int a); void rlTextureParameters_(unsigned int a, int b, int c); void rlCubemapParameters_(unsigned int a, int b, int c); void rlEnableShader_(unsigned int a); void rlEnableFramebuffer_(unsigned int a); void rlActiveDrawBuffers_(int a); void rlBlitFramebuffer_(int a, int b, int c, int d, int e, int f, int g, int h, int undefined); void rlBindFramebuffer_(unsigned int a, unsigned int b); void rlColorMask_(bool a, bool b, bool c, bool d); void rlSetCullFace_(int a); void rlScissor_(int a, int b, int c, int d); void rlSetLineWidth_(float a); float rlGetLineWidth_(); bool rlIsStereoRenderEnabled_(); void rlClearColor_(unsigned char a, unsigned char b, unsigned char c, unsigned char d); void rlSetBlendMode_(int a); void rlSetBlendFactors_(int a, int b, int c); void rlSetBlendFactorsSeparate_(int a, int b, int c, int d, int e, int f); void rlglInit_(int a, int b); void rlLoadExtensions_(void *a); int rlGetVersion_(); void rlSetFramebufferWidth_(int a); int rlGetFramebufferWidth_(); void rlSetFramebufferHeight_(int a); int rlGetFramebufferHeight_(); unsigned int rlGetTextureIdDefault_(); unsigned int rlGetShaderIdDefault_(); int *rlGetShaderLocsDefault_(); void rlDrawRenderBatch_(rlRenderBatch *a); void rlSetRenderBatchActive_(rlRenderBatch *a); bool rlCheckRenderBatchLimit_(int a); void rlSetTexture_(unsigned int a); unsigned int rlLoadVertexArray_(); unsigned int rlLoadVertexBuffer_(const void *a, int b, bool c); unsigned int rlLoadVertexBufferElement_(const void *a, int b, bool c); void rlUpdateVertexBuffer_(unsigned int a, const void *b, int c, int d); void rlUpdateVertexBufferElements_(unsigned int a, const void *b, int c, int d); void rlUnloadVertexArray_(unsigned int a); void rlUnloadVertexBuffer_(unsigned int a); void rlSetVertexAttribute_(unsigned int a, int b, int c, bool d, int e, const void *f); void rlSetVertexAttributeDivisor_(unsigned int a, int b); void rlSetVertexAttributeDefault_(int a, const void *b, int c, int d); void rlDrawVertexArray_(int a, int b); void rlDrawVertexArrayElements_(int a, int b, const void *c); void rlDrawVertexArrayInstanced_(int a, int b, int c); void rlDrawVertexArrayElementsInstanced_(int a, int b, const void *c, int d); unsigned int rlLoadTexture_(const void *a, int b, int c, int d, int e); unsigned int rlLoadTextureDepth_(int a, int b, bool c); unsigned int rlLoadTextureCubemap_(const void *a, int b, int c); void rlUpdateTexture_(unsigned int a, int b, int c, int d, int e, int f, const void *g); void rlGetGlTextureFormats_(int a, unsigned int *b, unsigned int *c, unsigned int *d); const char *rlGetPixelFormatName_(unsigned int a); void rlUnloadTexture_(unsigned int a); void rlGenTextureMipmaps_(unsigned int a, int b, int c, int d, int *e); void *rlReadTexturePixels_(unsigned int a, int b, int c, int d); unsigned char *rlReadScreenPixels_(int a, int b); unsigned int rlLoadFramebuffer_(); void rlFramebufferAttach_(unsigned int a, unsigned int b, int c, int d, int e); bool rlFramebufferComplete_(unsigned int a); void rlUnloadFramebuffer_(unsigned int a); unsigned int rlLoadShaderCode_(const char *a, const char *b); unsigned int rlCompileShader_(const char *a, int b); unsigned int rlLoadShaderProgram_(unsigned int a, unsigned int b); void rlUnloadShaderProgram_(unsigned int a); int rlGetLocationUniform_(unsigned int a, const char *b); int rlGetLocationAttrib_(unsigned int a, const char *b); void rlSetUniform_(int a, const void *b, int c, int d); void rlSetUniformSampler_(int a, unsigned int b); void rlSetShader_(unsigned int a, int *b); unsigned int rlLoadComputeShaderProgram_(unsigned int a); void rlComputeShaderDispatch_(unsigned int a, unsigned int b, unsigned int c); unsigned int rlLoadShaderBuffer_(unsigned int a, const void *b, int c); void rlUnloadShaderBuffer_(unsigned int a); void rlUpdateShaderBuffer_(unsigned int a, const void *b, unsigned int c, unsigned int d); void rlBindShaderBuffer_(unsigned int a, unsigned int b); void rlReadShaderBuffer_(unsigned int a, void *b, unsigned int c, unsigned int d); void rlCopyShaderBuffer_(unsigned int a, unsigned int b, unsigned int c, unsigned int d, unsigned int e); unsigned int rlGetShaderBufferSize_(unsigned int a); void rlBindImageTexture_(unsigned int a, unsigned int b, int c, bool d); void rlPushMatrix_(); void rlPopMatrix_(); void rlLoadIdentity_(); void rlEnd_(); void rlDisableVertexArray_(); void rlDisableVertexBuffer_(); void rlDisableVertexBufferElement_(); void rlDisableTexture_(); void rlDisableTextureCubemap_(); void rlDisableShader_(); void rlDisableFramebuffer_(); unsigned int rlGetActiveFramebuffer_(); void rlEnableColorBlend_(); void rlDisableColorBlend_(); void rlEnableDepthTest_(); void rlDisableDepthTest_(); void rlEnableDepthMask_(); void rlDisableDepthMask_(); void rlEnableBackfaceCulling_(); void rlDisableBackfaceCulling_(); void rlEnableScissorTest_(); void rlDisableScissorTest_(); void rlEnableWireMode_(); void rlEnablePointMode_(); void rlDisableWireMode_(); void rlEnableSmoothLines_(); void rlDisableSmoothLines_(); void rlEnableStereoRender_(); void rlDisableStereoRender_(); void rlClearScreenBuffers_(); void rlCheckErrors_(); void rlglClose_(); void rlDrawRenderBatchActive_(); void rlLoadDrawCube_(); void rlLoadDrawQuad_();