package rl const ( // Texture parameters (equivalent to OpenGL defines) TextureWrapS = 0x2802 // GL_TEXTURE_WRAP_S TextureWrapT = 0x2803 // GL_TEXTURE_WRAP_T TextureMagFilter = 0x2800 // GL_TEXTURE_MAG_FILTER TextureMinFilter = 0x2801 // GL_TEXTURE_MIN_FILTER TextureFilterNearest = 0x2600 // GL_NEAREST TextureFilterLinear = 0x2601 // GL_LINEAR TextureFilterMipNearest = 0x2700 // GL_NEAREST_MIPMAP_NEAREST TextureFilterNearestMipLinear = 0x2702 // GL_NEAREST_MIPMAP_LINEAR TextureFilterLinearMipNearest = 0x2701 // GL_LINEAR_MIPMAP_NEAREST TextureFilterMipLinear = 0x2703 // GL_LINEAR_MIPMAP_LINEAR TextureFilterAnisotropic = 0x3000 // Anisotropic filter (custom identifier) TextureMipmapBiasRatio = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) TextureWrapRepeat = 0x2901 // GL_REPEAT TextureWrapClamp = 0x812F // GL_CLAMP_TO_EDGE TextureWrapMirrorRepeat = 0x8370 // GL_MIRRORED_REPEAT TextureWrapMirrorClamp = 0x8742 // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) Modelview = 0x1700 // GL_MODELVIEW Projection = 0x1701 // GL_PROJECTION Texture = 0x1702 // GL_TEXTURE // Primitive assembly draw modes Lines = 0x0001 // GL_LINES Triangles = 0x0004 // GL_TRIANGLES Quads = 0x0007 // GL_QUADS // GL equivalent data types UnsignedByte = 0x1401 // GL_UNSIGNED_BYTE Float = 0x1406 // GL_FLOAT // Buffer usage hint StreamDraw = 0x88E0 // GL_STREAM_DRAW StreamRead = 0x88E1 // GL_STREAM_READ StreamCopy = 0x88E2 // GL_STREAM_COPY StaticDraw = 0x88E4 // GL_STATIC_DRAW StaticRead = 0x88E5 // GL_STATIC_READ StaticCopy = 0x88E6 // GL_STATIC_COPY DynamicDraw = 0x88E8 // GL_DYNAMIC_DRAW DynamicRead = 0x88E9 // GL_DYNAMIC_READ DynamicCopy = 0x88EA // GL_DYNAMIC_COPY // GL Shader type FragmentShader = 0x8B30 // GL_FRAGMENT_SHADER VertexShader = 0x8B31 // GL_VERTEX_SHADER ComputeShader = 0x91B9 // GL_COMPUTE_SHADER ) // rlVertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays) type rlVertexBuffer struct { elementCount int32 vertices []float32 texcoords []float32 colors []uint8 indices []uint32 vaoId uint32 vboId [4]uint32 } // rlDrawCall - Draw call type // NOTE: Only texture changes register a new draw, other state-change-related elements are not // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any // of those state-change happens (this is done in core module) type rlDrawCall struct { mode int32 vertexCount int32 vertexAlignment int32 textureId uint32 } // rlRenderBatch type type rlRenderBatch struct { bufferCount int32 currentBuffer int32 vertexBuffer []rlVertexBuffer draws []rlDrawCall drawCounter int32 currentDepth float32 } // OpenGL version const ( Opengl11 int32 = 1 Opengl21 int32 = 2 Opengl33 int32 = 3 Opengl43 int32 = 4 OpenglEs20 int32 = 5 ) type rlGlVersion = int32 // Shader attribute data types const ( ShaderAttribFloat int32 = 0 ShaderAttribVec2 int32 = 1 ShaderAttribVec3 int32 = 2 ShaderAttribVec4 int32 = 3 ) type rlShaderAttributeDataType = int32 // Framebuffer attachment type // NOTE: By default up to 8 color channels defined but it can be more const ( AttachmentColorChannel0 int32 = 0 AttachmentColorChannel1 int32 = 1 AttachmentColorChannel2 int32 = 2 AttachmentColorChannel3 int32 = 3 AttachmentColorChannel4 int32 = 4 AttachmentColorChannel5 int32 = 5 AttachmentColorChannel6 int32 = 6 AttachmentColorChannel7 int32 = 7 AttachmentDepth int32 = 100 AttachmentStencil int32 = 200 ) type rlFramebufferAttachType = int32 // Framebuffer texture attachment type const ( AttachmentCubemapPositiveX int32 = 0 AttachmentCubemapNegativeX int32 = 1 AttachmentCubemapPositiveY int32 = 2 AttachmentCubemapNegativeY int32 = 3 AttachmentCubemapPositiveZ int32 = 4 AttachmentCubemapNegativeZ int32 = 5 AttachmentTexture2d int32 = 100 AttachmentRenderbuffer int32 = 200 ) type rlFramebufferAttachTextureType = int32