1094 lines
30 KiB
Go
1094 lines
30 KiB
Go
package rl
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/*
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#include "raylib.h"
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#include "rlgl.h"
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#include <stdlib.h>
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*/
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import "C"
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import (
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"unsafe"
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)
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// SetMatrixProjection - Set a custom projection matrix (replaces internal projection matrix)
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func SetMatrixProjection(proj Matrix) {
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cproj := proj.cptr()
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C.rlSetMatrixProjection(*cproj)
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}
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// SetMatrixModelview - Set a custom modelview matrix (replaces internal modelview matrix)
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func SetMatrixModelview(view Matrix) {
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cview := view.cptr()
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C.rlSetMatrixModelview(*cview)
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}
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// BeginShaderMode - Begin custom shader drawing
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func BeginShaderMode(shader Shader) {
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cshader := shader.cptr()
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C.BeginShaderMode(*cshader)
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}
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// EndShaderMode - End custom shader drawing (use default shader)
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func EndShaderMode() {
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C.EndShaderMode()
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}
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// BeginBlendMode - Begin blending mode (alpha, additive, multiplied)
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func BeginBlendMode(mode BlendMode) {
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cmode := (C.int)(mode)
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C.BeginBlendMode(cmode)
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}
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// EndBlendMode - End blending mode (reset to default: alpha blending)
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func EndBlendMode() {
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C.EndBlendMode()
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}
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const (
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// Texture parameters (equivalent to OpenGL defines)
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RL_TEXTURE_WRAP_S = 0x2802 // GL_TEXTURE_WRAP_S
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RL_TEXTURE_WRAP_T = 0x2803 // GL_TEXTURE_WRAP_T
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RL_TEXTURE_MAG_FILTER = 0x2800 // GL_TEXTURE_MAG_FILTER
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RL_TEXTURE_MIN_FILTER = 0x2801 // GL_TEXTURE_MIN_FILTER
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RL_TEXTURE_FILTER_NEAREST = 0x2600 // GL_NEAREST
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RL_TEXTURE_FILTER_LINEAR = 0x2601 // GL_LINEAR
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RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000 // Anisotropic filter (custom identifier)
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RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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RL_TEXTURE_WRAP_REPEAT = 0x2901 // GL_REPEAT
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RL_TEXTURE_WRAP_CLAMP = 0x812F // GL_CLAMP_TO_EDGE
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RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370 // GL_MIRRORED_REPEAT
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RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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RL_MODELVIEW = 0x1700 // GL_MODELVIEW
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RL_PROJECTION = 0x1701 // GL_PROJECTION
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RL_TEXTURE = 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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RL_LINES = 0x0001 // GL_LINES
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RL_TRIANGLES = 0x0004 // GL_TRIANGLES
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RL_QUADS = 0x0007 // GL_QUADS
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// GL equivalent data types
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RL_UNSIGNED_BYTE = 0x1401 // GL_UNSIGNED_BYTE
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RL_FLOAT = 0x1406 // GL_FLOAT
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// Buffer usage hint
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RL_STREAM_DRAW = 0x88E0 // GL_STREAM_DRAW
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RL_STREAM_READ = 0x88E1 // GL_STREAM_READ
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RL_STREAM_COPY = 0x88E2 // GL_STREAM_COPY
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RL_STATIC_DRAW = 0x88E4 // GL_STATIC_DRAW
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RL_STATIC_READ = 0x88E5 // GL_STATIC_READ
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RL_STATIC_COPY = 0x88E6 // GL_STATIC_COPY
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RL_DYNAMIC_DRAW = 0x88E8 // GL_DYNAMIC_DRAW
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RL_DYNAMIC_READ = 0x88E9 // GL_DYNAMIC_READ
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RL_DYNAMIC_COPY = 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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RL_FRAGMENT_SHADER = 0x8B30 // GL_FRAGMENT_SHADER
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RL_VERTEX_SHADER = 0x8B31 // GL_VERTEX_SHADER
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RL_COMPUTE_SHADER = 0x91B9 // GL_COMPUTE_SHADER
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)
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// rlVertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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type rlVertexBuffer struct {
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elementCount int32
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vertices []float32
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texcoords []float32
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colors []uint8
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indices []uint32
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vaoId uint32
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vboId [4]uint32
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}
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// rlDrawCall - Draw call type
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// NOTE: Only texture changes register a new draw, other state-change-related elements are not
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// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
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// of those state-change happens (this is done in core module)
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type rlDrawCall struct {
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mode int32
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vertexCount int32
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vertexAlignment int32
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textureId uint32
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}
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// rlRenderBatch type
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type rlRenderBatch struct {
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bufferCount int32
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currentBuffer int32
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vertexBuffer []rlVertexBuffer
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draws []rlDrawCall
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drawCounter int32
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currentDepth float32
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}
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// OpenGL version
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const (
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RL_OPENGL_11 int32 = 1
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RL_OPENGL_21 int32 = 2
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RL_OPENGL_33 int32 = 3
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RL_OPENGL_43 int32 = 4
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RL_OPENGL_ES_20 int32 = 5
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)
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type rlGlVersion = int32
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// RL_LOG_ALL - Trace log level
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// NOTE: Organized by priority level
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const (
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RL_LOG_ALL int32 = 0
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RL_LOG_TRACE int32 = 1
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RL_LOG_DEBUG int32 = 2
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RL_LOG_INFO int32 = 3
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RL_LOG_WARNING int32 = 4
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RL_LOG_ERROR int32 = 5
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RL_LOG_FATAL int32 = 6
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RL_LOG_NONE int32 = 7
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)
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type rlTraceLogLevel = int32
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// Texture pixel formats
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// NOTE: Support depends on OpenGL version
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const (
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RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE int32 = 1
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RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA int32 = 2
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RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 int32 = 3
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RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 int32 = 4
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RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 int32 = 5
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RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 int32 = 6
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RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 int32 = 7
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RL_PIXELFORMAT_UNCOMPRESSED_R32 int32 = 8
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RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 int32 = 9
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RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 int32 = 10
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RL_PIXELFORMAT_COMPRESSED_DXT1_RGB int32 = 11
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RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA int32 = 12
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RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA int32 = 13
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RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA int32 = 14
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RL_PIXELFORMAT_COMPRESSED_ETC1_RGB int32 = 15
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RL_PIXELFORMAT_COMPRESSED_ETC2_RGB int32 = 16
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RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA int32 = 17
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RL_PIXELFORMAT_COMPRESSED_PVRT_RGB int32 = 18
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RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA int32 = 19
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RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA int32 = 20
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RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA int32 = 21
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)
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type rlPixelFormat = int32
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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const (
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RL_TEXTURE_FILTER_POINT int32 = 0
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RL_TEXTURE_FILTER_BILINEAR int32 = 1
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RL_TEXTURE_FILTER_TRILINEAR int32 = 2
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RL_TEXTURE_FILTER_ANISOTROPIC_4X int32 = 3
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RL_TEXTURE_FILTER_ANISOTROPIC_8X int32 = 4
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RL_TEXTURE_FILTER_ANISOTROPIC_16X int32 = 5
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)
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type rlTextureFilter = int32
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// Color blending modes (pre-defined)
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const (
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RL_BLEND_ALPHA int32 = 0
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RL_BLEND_ADDITIVE int32 = 1
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RL_BLEND_MULTIPLIED int32 = 2
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RL_BLEND_ADD_COLORS int32 = 3
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RL_BLEND_SUBTRACT_COLORS int32 = 4
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RL_BLEND_ALPHA_PREMULTIPLY int32 = 5
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RL_BLEND_CUSTOM int32 = 6
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RL_BLEND_CUSTOM_SEPARATE int32 = 7
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)
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type rlBlendMode = int32
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// Shader location point type
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const (
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RL_SHADER_LOC_VERTEX_POSITION int32 = 0
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RL_SHADER_LOC_VERTEX_TEXCOORD01 int32 = 1
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RL_SHADER_LOC_VERTEX_TEXCOORD02 int32 = 2
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RL_SHADER_LOC_VERTEX_NORMAL int32 = 3
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RL_SHADER_LOC_VERTEX_TANGENT int32 = 4
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RL_SHADER_LOC_VERTEX_COLOR int32 = 5
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RL_SHADER_LOC_MATRIX_MVP int32 = 6
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RL_SHADER_LOC_MATRIX_VIEW int32 = 7
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RL_SHADER_LOC_MATRIX_PROJECTION int32 = 8
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RL_SHADER_LOC_MATRIX_MODEL int32 = 9
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RL_SHADER_LOC_MATRIX_NORMAL int32 = 10
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RL_SHADER_LOC_VECTOR_VIEW int32 = 11
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RL_SHADER_LOC_COLOR_DIFFUSE int32 = 12
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RL_SHADER_LOC_COLOR_SPECULAR int32 = 13
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RL_SHADER_LOC_COLOR_AMBIENT int32 = 14
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RL_SHADER_LOC_MAP_ALBEDO int32 = 15
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RL_SHADER_LOC_MAP_METALNESS int32 = 16
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RL_SHADER_LOC_MAP_NORMAL int32 = 17
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RL_SHADER_LOC_MAP_ROUGHNESS int32 = 18
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RL_SHADER_LOC_MAP_OCCLUSION int32 = 19
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RL_SHADER_LOC_MAP_EMISSION int32 = 20
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RL_SHADER_LOC_MAP_HEIGHT int32 = 21
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RL_SHADER_LOC_MAP_CUBEMAP int32 = 22
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RL_SHADER_LOC_MAP_IRRADIANCE int32 = 23
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RL_SHADER_LOC_MAP_PREFILTER int32 = 24
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RL_SHADER_LOC_MAP_BRDF int32 = 25
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)
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type rlShaderLocationIndex = int32
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// Shader uniform data type
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const (
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RL_SHADER_UNIFORM_FLOAT int32 = 0
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RL_SHADER_UNIFORM_VEC2 int32 = 1
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RL_SHADER_UNIFORM_VEC3 int32 = 2
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RL_SHADER_UNIFORM_VEC4 int32 = 3
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RL_SHADER_UNIFORM_INT int32 = 4
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RL_SHADER_UNIFORM_IVEC2 int32 = 5
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RL_SHADER_UNIFORM_IVEC3 int32 = 6
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RL_SHADER_UNIFORM_IVEC4 int32 = 7
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RL_SHADER_UNIFORM_SAMPLER2D int32 = 8
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)
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type rlShaderUniformDataType = int32
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// Shader attribute data types
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const (
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RL_SHADER_ATTRIB_FLOAT int32 = 0
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RL_SHADER_ATTRIB_VEC2 int32 = 1
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RL_SHADER_ATTRIB_VEC3 int32 = 2
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RL_SHADER_ATTRIB_VEC4 int32 = 3
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)
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type rlShaderAttributeDataType = int32
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// Framebuffer attachment type
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// NOTE: By default up to 8 color channels defined but it can be more
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const (
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RL_ATTACHMENT_COLOR_CHANNEL0 int32 = 0
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RL_ATTACHMENT_COLOR_CHANNEL1 int32 = 1
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RL_ATTACHMENT_COLOR_CHANNEL2 int32 = 2
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RL_ATTACHMENT_COLOR_CHANNEL3 int32 = 3
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RL_ATTACHMENT_COLOR_CHANNEL4 int32 = 4
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RL_ATTACHMENT_COLOR_CHANNEL5 int32 = 5
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RL_ATTACHMENT_COLOR_CHANNEL6 int32 = 6
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RL_ATTACHMENT_COLOR_CHANNEL7 int32 = 7
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RL_ATTACHMENT_DEPTH int32 = 100
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RL_ATTACHMENT_STENCIL int32 = 200
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)
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type rlFramebufferAttachType = int32
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// Framebuffer texture attachment type
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const (
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RL_ATTACHMENT_CUBEMAP_POSITIVE_X int32 = 0
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_X int32 = 1
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Y int32 = 2
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y int32 = 3
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Z int32 = 4
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z int32 = 5
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RL_ATTACHMENT_TEXTURE2D int32 = 100
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RL_ATTACHMENT_RENDERBUFFER int32 = 200
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)
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type rlFramebufferAttachTextureType = int32
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// MatrixMode - Choose the current matrix to be transformed
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func MatrixMode(mode int32) {
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cmode := C.int(mode)
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C.rlMatrixMode(cmode)
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}
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// PushMatrix - Push the current matrix to stack
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func PushMatrix() {
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C.rlPushMatrix()
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}
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// PopMatrix - Pop lattest inserted matrix from stack
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func PopMatrix() {
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C.rlPopMatrix()
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}
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// LoadIdentity - Reset current matrix to identity matrix
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func LoadIdentity() {
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C.rlLoadIdentity()
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}
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// Translatef - Multiply the current matrix by a translation matrix
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func Translatef(x float32, y float32, z float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlTranslatef(cx, cy, cz)
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}
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// Rotatef - Multiply the current matrix by a rotation matrix
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func Rotatef(angle float32, x float32, y float32, z float32) {
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cangle := C.float(angle)
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlRotatef(cangle, cx, cy, cz)
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}
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// Scalef - Multiply the current matrix by a scaling matrix
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func Scalef(x float32, y float32, z float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlScalef(cx, cy, cz)
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}
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// Ortho .
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func Ortho(left float64, right float64, bottom float64, top float64, znear float64, zfar float64) {
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cleft := C.double(left)
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cright := C.double(right)
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cbottom := C.double(bottom)
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ctop := C.double(top)
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cznear := C.double(znear)
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czfar := C.double(zfar)
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C.rlOrtho(cleft, cright, cbottom, ctop, cznear, czfar)
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}
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// Viewport - Set the viewport area
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func Viewport(x int32, y int32, width int32, height int32) {
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cx := C.int(x)
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cy := C.int(y)
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cwidth := C.int(width)
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cheight := C.int(height)
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C.rlViewport(cx, cy, cwidth, cheight)
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}
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// Begin - Initialize drawing mode (how to organize vertex)
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func Begin(mode int32) {
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cmode := C.int(mode)
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C.rlBegin(cmode)
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}
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// End - Finish vertex providing
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func End() {
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C.rlEnd()
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}
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// Vertex2i - Define one vertex (position) - 2 int
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func Vertex2i(x int32, y int32) {
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cx := C.int(x)
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cy := C.int(y)
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C.rlVertex2i(cx, cy)
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}
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// Vertex2f - Define one vertex (position) - 2 float
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func Vertex2f(x float32, y float32) {
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cx := C.float(x)
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cy := C.float(y)
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C.rlVertex2f(cx, cy)
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}
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// Vertex3f - Define one vertex (position) - 3 float
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func Vertex3f(x float32, y float32, z float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlVertex3f(cx, cy, cz)
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}
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// TexCoord2f - Define one vertex (texture coordinate) - 2 float
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func TexCoord2f(x float32, y float32) {
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cx := C.float(x)
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cy := C.float(y)
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C.rlTexCoord2f(cx, cy)
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}
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// Normal3f - Define one vertex (normal) - 3 float
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func Normal3f(x float32, y float32, z float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlNormal3f(cx, cy, cz)
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}
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// Color4ub - Define one vertex (color) - 4 byte
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func Color4ub(r uint8, g uint8, b uint8, a uint8) {
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cr := C.uchar(r)
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cg := C.uchar(g)
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cb := C.uchar(b)
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ca := C.uchar(a)
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C.rlColor4ub(cr, cg, cb, ca)
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}
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// Color3f - Define one vertex (color) - 3 float
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func Color3f(x float32, y float32, z float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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C.rlColor3f(cx, cy, cz)
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}
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// Color4f - Define one vertex (color) - 4 float
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func Color4f(x float32, y float32, z float32, w float32) {
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cx := C.float(x)
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cy := C.float(y)
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cz := C.float(z)
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cw := C.float(w)
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C.rlColor4f(cx, cy, cz, cw)
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}
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// EnableVertexArray - Enable vertex array (VAO, if supported)
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func EnableVertexArray(vaoId uint32) bool {
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cvaoId := C.uint(vaoId)
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return bool(C.rlEnableVertexArray(cvaoId))
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}
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// DisableVertexArray - Disable vertex array (VAO, if supported)
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func DisableVertexArray() {
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C.rlDisableVertexArray()
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}
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// EnableVertexBuffer - Enable vertex buffer (VBO)
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func EnableVertexBuffer(id uint32) {
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cid := C.uint(id)
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C.rlEnableVertexBuffer(cid)
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}
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// DisableVertexBuffer - Disable vertex buffer (VBO)
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func DisableVertexBuffer() {
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C.rlDisableVertexBuffer()
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}
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|
|
// EnableVertexBufferElement - Enable vertex buffer element (VBO element)
|
|
func EnableVertexBufferElement(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlEnableVertexBufferElement(cid)
|
|
}
|
|
|
|
// DisableVertexBufferElement - Disable vertex buffer element (VBO element)
|
|
func DisableVertexBufferElement() {
|
|
C.rlDisableVertexBufferElement()
|
|
}
|
|
|
|
// EnableVertexAttribute - Enable vertex attribute index
|
|
func EnableVertexAttribute(index uint32) {
|
|
cindex := C.uint(index)
|
|
C.rlEnableVertexAttribute(cindex)
|
|
}
|
|
|
|
// DisableVertexAttribute - Disable vertex attribute index
|
|
func DisableVertexAttribute(index uint32) {
|
|
cindex := C.uint(index)
|
|
C.rlDisableVertexAttribute(cindex)
|
|
}
|
|
|
|
// ActiveTextureSlot - Select and active a texture slot
|
|
func ActiveTextureSlot(slot int32) {
|
|
cslot := C.int(slot)
|
|
C.rlActiveTextureSlot(cslot)
|
|
}
|
|
|
|
// EnableTexture - Enable texture
|
|
func EnableTexture(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlEnableTexture(cid)
|
|
}
|
|
|
|
// DisableTexture - Disable texture
|
|
func DisableTexture() {
|
|
C.rlDisableTexture()
|
|
}
|
|
|
|
// EnableTextureCubemap - Enable texture cubemap
|
|
func EnableTextureCubemap(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlEnableTextureCubemap(cid)
|
|
}
|
|
|
|
// DisableTextureCubemap - Disable texture cubemap
|
|
func DisableTextureCubemap() {
|
|
C.rlDisableTextureCubemap()
|
|
}
|
|
|
|
// TextureParameters - Set texture parameters (filter, wrap)
|
|
func TextureParameters(id uint32, param int32, value int32) {
|
|
cid := C.uint(id)
|
|
cparam := C.int(param)
|
|
cvalue := C.int(value)
|
|
C.rlTextureParameters(cid, cparam, cvalue)
|
|
}
|
|
|
|
// EnableShader - Enable shader program
|
|
func EnableShader(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlEnableShader(cid)
|
|
}
|
|
|
|
// DisableShader - Disable shader program
|
|
func DisableShader() {
|
|
C.rlDisableShader()
|
|
}
|
|
|
|
// EnableFramebuffer - Enable render texture (fbo)
|
|
func EnableFramebuffer(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlEnableFramebuffer(cid)
|
|
}
|
|
|
|
// DisableFramebuffer - Disable render texture (fbo), return to default framebuffer
|
|
func DisableFramebuffer() {
|
|
C.rlDisableFramebuffer()
|
|
}
|
|
|
|
// ActiveDrawBuffers - Activate multiple draw color buffers
|
|
func ActiveDrawBuffers(count int32) {
|
|
ccount := C.int(count)
|
|
C.rlActiveDrawBuffers(ccount)
|
|
}
|
|
|
|
// EnableColorBlend - Enable color blending
|
|
func EnableColorBlend() {
|
|
C.rlEnableColorBlend()
|
|
}
|
|
|
|
// DisableColorBlend - Disable color blending
|
|
func DisableColorBlend() {
|
|
C.rlDisableColorBlend()
|
|
}
|
|
|
|
// EnableDepthTest - Enable depth test
|
|
func EnableDepthTest() {
|
|
C.rlEnableDepthTest()
|
|
}
|
|
|
|
// DisableDepthTest - Disable depth test
|
|
func DisableDepthTest() {
|
|
C.rlDisableDepthTest()
|
|
}
|
|
|
|
// EnableDepthMask - Enable depth write
|
|
func EnableDepthMask() {
|
|
C.rlEnableDepthMask()
|
|
}
|
|
|
|
// DisableDepthMask - Disable depth write
|
|
func DisableDepthMask() {
|
|
C.rlDisableDepthMask()
|
|
}
|
|
|
|
// EnableBackfaceCulling - Enable backface culling
|
|
func EnableBackfaceCulling() {
|
|
C.rlEnableBackfaceCulling()
|
|
}
|
|
|
|
// DisableBackfaceCulling - Disable backface culling
|
|
func DisableBackfaceCulling() {
|
|
C.rlDisableBackfaceCulling()
|
|
}
|
|
|
|
// EnableScissorTest - Enable scissor test
|
|
func EnableScissorTest() {
|
|
C.rlEnableScissorTest()
|
|
}
|
|
|
|
// DisableScissorTest - Disable scissor test
|
|
func DisableScissorTest() {
|
|
C.rlDisableScissorTest()
|
|
}
|
|
|
|
// Scissor - Scissor test
|
|
func Scissor(x int32, y int32, width int32, height int32) {
|
|
cx := C.int(x)
|
|
cy := C.int(y)
|
|
cwidth := C.int(width)
|
|
cheight := C.int(height)
|
|
C.rlScissor(cx, cy, cwidth, cheight)
|
|
}
|
|
|
|
// EnableWireMode - Enable wire mode
|
|
func EnableWireMode() {
|
|
C.rlEnableWireMode()
|
|
}
|
|
|
|
// DisableWireMode - Disable wire mode
|
|
func DisableWireMode() {
|
|
C.rlDisableWireMode()
|
|
}
|
|
|
|
// SetLineWidth - Set the line drawing width
|
|
func SetLineWidth(width float32) {
|
|
cwidth := C.float(width)
|
|
C.rlSetLineWidth(cwidth)
|
|
}
|
|
|
|
// GetLineWidth - Get the line drawing width
|
|
func GetLineWidth() float32 {
|
|
return float32(C.rlGetLineWidth())
|
|
}
|
|
|
|
// EnableSmoothLines - Enable line aliasing
|
|
func EnableSmoothLines() {
|
|
C.rlEnableSmoothLines()
|
|
}
|
|
|
|
// DisableSmoothLines - Disable line aliasing
|
|
func DisableSmoothLines() {
|
|
C.rlDisableSmoothLines()
|
|
}
|
|
|
|
// EnableStereoRender - Enable stereo rendering
|
|
func EnableStereoRender() {
|
|
C.rlEnableStereoRender()
|
|
}
|
|
|
|
// DisableStereoRender - Disable stereo rendering
|
|
func DisableStereoRender() {
|
|
C.rlDisableStereoRender()
|
|
}
|
|
|
|
// IsStereoRenderEnabled - Check if stereo render is enabled
|
|
func IsStereoRenderEnabled() bool {
|
|
return bool(C.rlIsStereoRenderEnabled())
|
|
}
|
|
|
|
// ClearColor - Clear color buffer with color
|
|
func ClearColor(r uint8, g uint8, b uint8, a uint8) {
|
|
cr := C.uchar(r)
|
|
cg := C.uchar(g)
|
|
cb := C.uchar(b)
|
|
ca := C.uchar(a)
|
|
C.rlClearColor(cr, cg, cb, ca)
|
|
}
|
|
|
|
// ClearScreenBuffers - Clear used screen buffers (color and depth)
|
|
func ClearScreenBuffers() {
|
|
C.rlClearScreenBuffers()
|
|
}
|
|
|
|
// CheckErrors - Check and log OpenGL error codes
|
|
func CheckErrors() {
|
|
C.rlCheckErrors()
|
|
}
|
|
|
|
// SetBlendMode - Set blending mode
|
|
func SetBlendMode(mode int32) {
|
|
cmode := C.int(mode)
|
|
C.rlSetBlendMode(cmode)
|
|
}
|
|
|
|
// SetBlendFactors - Set blending mode factor and equation (using OpenGL factors)
|
|
func SetBlendFactors(glSrcFactor int32, glDstFactor int32, glEquation int32) {
|
|
cglSrcFactor := C.int(glSrcFactor)
|
|
cglDstFactor := C.int(glDstFactor)
|
|
cglEquation := C.int(glEquation)
|
|
C.rlSetBlendFactors(cglSrcFactor, cglDstFactor, cglEquation)
|
|
}
|
|
|
|
// SetBlendFactorsSeparate - Set blending mode factors and equations separately (using OpenGL factors)
|
|
func SetBlendFactorsSeparate(glSrcRGB int32, glDstRGB int32, glSrcAlpha int32, glDstAlpha int32, glEqRGB int32, glEqAlpha int32) {
|
|
cglSrcRGB := C.int(glSrcRGB)
|
|
cglDstRGB := C.int(glDstRGB)
|
|
cglSrcAlpha := C.int(glSrcAlpha)
|
|
cglDstAlpha := C.int(glDstAlpha)
|
|
cglEqRGB := C.int(glEqRGB)
|
|
cglEqAlpha := C.int(glEqAlpha)
|
|
C.rlSetBlendFactorsSeparate(cglSrcRGB, cglDstRGB, cglSrcAlpha, cglDstAlpha, cglEqRGB, cglEqAlpha)
|
|
}
|
|
|
|
// glInit - Initialize rlgl (buffers, shaders, textures, states)
|
|
func glInit(width int32, height int32) {
|
|
cwidth := C.int(width)
|
|
cheight := C.int(height)
|
|
C.rlglInit(cwidth, cheight)
|
|
}
|
|
|
|
// glClose - De-inititialize rlgl (buffers, shaders, textures)
|
|
func glClose() {
|
|
C.rlglClose()
|
|
}
|
|
|
|
// GetVersion - Get current OpenGL version
|
|
func GetVersion() int32 {
|
|
return int32(C.rlGetVersion())
|
|
}
|
|
|
|
// SetFramebufferWidth - Set current framebuffer width
|
|
func SetFramebufferWidth(width int32) {
|
|
cwidth := C.int(width)
|
|
C.rlSetFramebufferWidth(cwidth)
|
|
}
|
|
|
|
// GetFramebufferWidth - Get default framebuffer width
|
|
func GetFramebufferWidth() int32 {
|
|
return int32(C.rlGetFramebufferWidth())
|
|
}
|
|
|
|
// SetFramebufferHeight - Set current framebuffer height
|
|
func SetFramebufferHeight(height int32) {
|
|
cheight := C.int(height)
|
|
C.rlSetFramebufferHeight(cheight)
|
|
}
|
|
|
|
// GetFramebufferHeight - Get default framebuffer height
|
|
func GetFramebufferHeight() int32 {
|
|
return int32(C.rlGetFramebufferHeight())
|
|
}
|
|
|
|
// GetTextureIdDefault - Get default texture id
|
|
func GetTextureIdDefault() uint32 {
|
|
return uint32(C.rlGetTextureIdDefault())
|
|
}
|
|
|
|
// GetShaderIdDefault - Get default shader id
|
|
func GetShaderIdDefault() uint32 {
|
|
return uint32(C.rlGetShaderIdDefault())
|
|
}
|
|
|
|
// CheckRenderBatchLimit - Check internal buffer overflow for a given number of vertex
|
|
func CheckRenderBatchLimit(vCount int32) bool {
|
|
cvCount := C.int(vCount)
|
|
return bool(C.rlCheckRenderBatchLimit(cvCount))
|
|
}
|
|
|
|
// SetTexture - Set current texture for render batch and check buffers limits
|
|
func SetTexture(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlSetTexture(cid)
|
|
}
|
|
|
|
// LoadVertexArray - Load vertex array (vao) if supported
|
|
func LoadVertexArray() uint32 {
|
|
return uint32(C.rlLoadVertexArray())
|
|
}
|
|
|
|
// UnloadVertexBuffer .
|
|
func UnloadVertexBuffer(vboId uint32) {
|
|
cvboId := C.uint(vboId)
|
|
C.rlUnloadVertexBuffer(cvboId)
|
|
}
|
|
|
|
// SetVertexAttributeDivisor .
|
|
func SetVertexAttributeDivisor(index uint32, divisor int32) {
|
|
cindex := C.uint(index)
|
|
cdivisor := C.int(divisor)
|
|
C.rlSetVertexAttributeDivisor(cindex, cdivisor)
|
|
}
|
|
|
|
// LoadTextureDepth - Load depth texture/renderbuffer (to be attached to fbo)
|
|
func LoadTextureDepth(width, height int32, useRenderBuffer bool) {
|
|
cwidth := C.int(width)
|
|
cheight := C.int(height)
|
|
cuseRenderBuffer := C.bool(useRenderBuffer)
|
|
C.rlLoadTextureDepth(cwidth, cheight, cuseRenderBuffer)
|
|
}
|
|
|
|
// LoadFramebuffer - Load an empty framebuffer
|
|
func LoadFramebuffer(width int32, height int32) uint32 {
|
|
cwidth := C.int(width)
|
|
cheight := C.int(height)
|
|
return uint32(C.rlLoadFramebuffer(cwidth, cheight))
|
|
}
|
|
|
|
// FramebufferAttach - Attach texture/renderbuffer to a framebuffer
|
|
func FramebufferAttach(fboId uint32, texId uint32, attachType int32, texType int32, mipLevel int32) {
|
|
cfboId := C.uint(fboId)
|
|
ctexId := C.uint(texId)
|
|
cattachType := C.int(attachType)
|
|
ctexType := C.int(texType)
|
|
cmipLevel := C.int(mipLevel)
|
|
C.rlFramebufferAttach(cfboId, ctexId, cattachType, ctexType, cmipLevel)
|
|
}
|
|
|
|
// FramebufferComplete - Verify framebuffer is complete
|
|
func FramebufferComplete(id uint32) bool {
|
|
cid := C.uint(id)
|
|
return bool(C.rlFramebufferComplete(cid))
|
|
}
|
|
|
|
// UnloadFramebuffer - Delete framebuffer from GPU
|
|
func UnloadFramebuffer(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlUnloadFramebuffer(cid)
|
|
}
|
|
|
|
// LoadShaderCode - Load shader from code strings
|
|
func LoadShaderCode(vsCode string, fsCode string) uint32 {
|
|
cvsCode := C.CString(vsCode)
|
|
defer C.free(unsafe.Pointer(cvsCode))
|
|
cfsCode := C.CString(fsCode)
|
|
defer C.free(unsafe.Pointer(cfsCode))
|
|
return uint32(C.rlLoadShaderCode(cvsCode, cfsCode))
|
|
}
|
|
|
|
// CompileShader - Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
|
func CompileShader(shaderCode string, type_ int32) uint32 {
|
|
cshaderCode := C.CString(shaderCode)
|
|
defer C.free(unsafe.Pointer(cshaderCode))
|
|
ctype_ := C.int(type_)
|
|
return uint32(C.rlCompileShader(cshaderCode, ctype_))
|
|
}
|
|
|
|
// LoadShaderProgram - Load custom shader program
|
|
func LoadShaderProgram(vShaderId uint32, fShaderId uint32) uint32 {
|
|
cvShaderId := C.uint(vShaderId)
|
|
cfShaderId := C.uint(fShaderId)
|
|
return uint32(C.rlLoadShaderProgram(cvShaderId, cfShaderId))
|
|
}
|
|
|
|
// UnloadShaderProgram - Unload shader program
|
|
func UnloadShaderProgram(id uint32) {
|
|
cid := C.uint(id)
|
|
C.rlUnloadShaderProgram(cid)
|
|
}
|
|
|
|
// GetLocationUniform - Get shader location uniform
|
|
func GetLocationUniform(shaderId uint32, uniformName string) int32 {
|
|
cshaderId := C.uint(shaderId)
|
|
cuniformName := C.CString(uniformName)
|
|
defer C.free(unsafe.Pointer(cuniformName))
|
|
return int32(C.rlGetLocationUniform(cshaderId, cuniformName))
|
|
}
|
|
|
|
// GetLocationAttrib - Get shader location attribute
|
|
func GetLocationAttrib(shaderId uint32, attribName string) int32 {
|
|
cshaderId := C.uint(shaderId)
|
|
cattribName := C.CString(attribName)
|
|
defer C.free(unsafe.Pointer(cattribName))
|
|
return int32(C.rlGetLocationAttrib(cshaderId, cattribName))
|
|
}
|
|
|
|
// SetUniformSampler - Set shader value sampler
|
|
func SetUniformSampler(locIndex int32, textureId uint32) {
|
|
clocIndex := C.int(locIndex)
|
|
ctextureId := C.uint(textureId)
|
|
C.rlSetUniformSampler(clocIndex, ctextureId)
|
|
}
|
|
|
|
// ComputeShaderDispatch - Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
func ComputeShaderDispatch(groupX uint32, groupY uint32, groupZ uint32) {
|
|
cgroupX := C.uint(groupX)
|
|
cgroupY := C.uint(groupY)
|
|
cgroupZ := C.uint(groupZ)
|
|
C.rlComputeShaderDispatch(cgroupX, cgroupY, cgroupZ)
|
|
}
|
|
|
|
// GetShaderBufferSize - Get SSBO buffer size
|
|
func GetShaderBufferSize(id uint32) uint32 {
|
|
cid := C.uint(id)
|
|
return uint32(C.rlGetShaderBufferSize(cid))
|
|
}
|
|
|
|
// BindImageTexture - Bind image texture
|
|
func BindImageTexture(id uint32, index uint32, format int32, readonly bool) {
|
|
cid := C.uint(id)
|
|
cindex := C.uint(index)
|
|
cformat := C.int(format)
|
|
creadonly := C.bool(readonly)
|
|
C.rlBindImageTexture(cid, cindex, cformat, creadonly)
|
|
}
|
|
|
|
// GetMatrixModelview - Get internal modelview matrix
|
|
func GetMatrixModelview() Matrix {
|
|
cResult := C.rlGetMatrixModelview()
|
|
var goRes Matrix
|
|
goRes.M4 = float32(cResult.m4)
|
|
goRes.M2 = float32(cResult.m2)
|
|
goRes.M14 = float32(cResult.m14)
|
|
goRes.M3 = float32(cResult.m3)
|
|
goRes.M7 = float32(cResult.m7)
|
|
goRes.M12 = float32(cResult.m12)
|
|
goRes.M6 = float32(cResult.m6)
|
|
goRes.M15 = float32(cResult.m15)
|
|
goRes.M5 = float32(cResult.m5)
|
|
goRes.M9 = float32(cResult.m9)
|
|
goRes.M13 = float32(cResult.m13)
|
|
goRes.M10 = float32(cResult.m10)
|
|
goRes.M11 = float32(cResult.m11)
|
|
goRes.M0 = float32(cResult.m0)
|
|
goRes.M8 = float32(cResult.m8)
|
|
goRes.M1 = float32(cResult.m1)
|
|
return goRes
|
|
}
|
|
|
|
// GetMatrixProjection - Get internal projection matrix
|
|
func GetMatrixProjection() Matrix {
|
|
cResult := C.rlGetMatrixProjection()
|
|
var goRes Matrix
|
|
goRes.M13 = float32(cResult.m13)
|
|
goRes.M10 = float32(cResult.m10)
|
|
goRes.M11 = float32(cResult.m11)
|
|
goRes.M15 = float32(cResult.m15)
|
|
goRes.M5 = float32(cResult.m5)
|
|
goRes.M9 = float32(cResult.m9)
|
|
goRes.M1 = float32(cResult.m1)
|
|
goRes.M0 = float32(cResult.m0)
|
|
goRes.M8 = float32(cResult.m8)
|
|
goRes.M14 = float32(cResult.m14)
|
|
goRes.M3 = float32(cResult.m3)
|
|
goRes.M7 = float32(cResult.m7)
|
|
goRes.M4 = float32(cResult.m4)
|
|
goRes.M2 = float32(cResult.m2)
|
|
goRes.M12 = float32(cResult.m12)
|
|
goRes.M6 = float32(cResult.m6)
|
|
return goRes
|
|
}
|
|
|
|
// GetMatrixTransform - Get internal accumulated transform matrix
|
|
func GetMatrixTransform() Matrix {
|
|
cResult := C.rlGetMatrixTransform()
|
|
var goRes Matrix
|
|
goRes.M0 = float32(cResult.m0)
|
|
goRes.M8 = float32(cResult.m8)
|
|
goRes.M1 = float32(cResult.m1)
|
|
goRes.M7 = float32(cResult.m7)
|
|
goRes.M4 = float32(cResult.m4)
|
|
goRes.M2 = float32(cResult.m2)
|
|
goRes.M14 = float32(cResult.m14)
|
|
goRes.M3 = float32(cResult.m3)
|
|
goRes.M12 = float32(cResult.m12)
|
|
goRes.M6 = float32(cResult.m6)
|
|
goRes.M11 = float32(cResult.m11)
|
|
goRes.M15 = float32(cResult.m15)
|
|
goRes.M5 = float32(cResult.m5)
|
|
goRes.M9 = float32(cResult.m9)
|
|
goRes.M13 = float32(cResult.m13)
|
|
goRes.M10 = float32(cResult.m10)
|
|
return goRes
|
|
}
|
|
|
|
// GetMatrixProjectionStereo - Get internal projection matrix for stereo render (selected eye)
|
|
func GetMatrixProjectionStereo(eye int32) Matrix {
|
|
ceye := C.int(eye)
|
|
cResult := C.rlGetMatrixProjectionStereo(ceye)
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var goRes Matrix
|
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goRes.M12 = float32(cResult.m12)
|
|
goRes.M6 = float32(cResult.m6)
|
|
goRes.M15 = float32(cResult.m15)
|
|
goRes.M5 = float32(cResult.m5)
|
|
goRes.M9 = float32(cResult.m9)
|
|
goRes.M13 = float32(cResult.m13)
|
|
goRes.M10 = float32(cResult.m10)
|
|
goRes.M11 = float32(cResult.m11)
|
|
goRes.M0 = float32(cResult.m0)
|
|
goRes.M8 = float32(cResult.m8)
|
|
goRes.M1 = float32(cResult.m1)
|
|
goRes.M4 = float32(cResult.m4)
|
|
goRes.M2 = float32(cResult.m2)
|
|
goRes.M14 = float32(cResult.m14)
|
|
goRes.M3 = float32(cResult.m3)
|
|
goRes.M7 = float32(cResult.m7)
|
|
return goRes
|
|
}
|
|
|
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// GetMatrixViewOffsetStereo - Get internal view offset matrix for stereo render (selected eye)
|
|
func GetMatrixViewOffsetStereo(eye int32) Matrix {
|
|
ceye := C.int(eye)
|
|
cResult := C.rlGetMatrixViewOffsetStereo(ceye)
|
|
var goRes Matrix
|
|
goRes.M0 = float32(cResult.m0)
|
|
goRes.M8 = float32(cResult.m8)
|
|
goRes.M1 = float32(cResult.m1)
|
|
goRes.M4 = float32(cResult.m4)
|
|
goRes.M2 = float32(cResult.m2)
|
|
goRes.M14 = float32(cResult.m14)
|
|
goRes.M3 = float32(cResult.m3)
|
|
goRes.M7 = float32(cResult.m7)
|
|
goRes.M12 = float32(cResult.m12)
|
|
goRes.M6 = float32(cResult.m6)
|
|
goRes.M5 = float32(cResult.m5)
|
|
goRes.M9 = float32(cResult.m9)
|
|
goRes.M13 = float32(cResult.m13)
|
|
goRes.M10 = float32(cResult.m10)
|
|
goRes.M11 = float32(cResult.m11)
|
|
goRes.M15 = float32(cResult.m15)
|
|
return goRes
|
|
}
|
|
|
|
// SetMatrixProjectionStereo - Set eyes projection matrices for stereo rendering
|
|
func SetMatrixProjectionStereo(right Matrix, left Matrix) {
|
|
var cright C.struct_Matrix
|
|
cright.m12 = C.float(right.M12)
|
|
cright.m6 = C.float(right.M6)
|
|
cright.m5 = C.float(right.M5)
|
|
cright.m9 = C.float(right.M9)
|
|
cright.m13 = C.float(right.M13)
|
|
cright.m10 = C.float(right.M10)
|
|
cright.m11 = C.float(right.M11)
|
|
cright.m15 = C.float(right.M15)
|
|
cright.m0 = C.float(right.M0)
|
|
cright.m8 = C.float(right.M8)
|
|
cright.m1 = C.float(right.M1)
|
|
cright.m4 = C.float(right.M4)
|
|
cright.m2 = C.float(right.M2)
|
|
cright.m14 = C.float(right.M14)
|
|
cright.m3 = C.float(right.M3)
|
|
cright.m7 = C.float(right.M7)
|
|
var cleft C.struct_Matrix
|
|
cleft.m10 = C.float(left.M10)
|
|
cleft.m11 = C.float(left.M11)
|
|
cleft.m15 = C.float(left.M15)
|
|
cleft.m5 = C.float(left.M5)
|
|
cleft.m9 = C.float(left.M9)
|
|
cleft.m13 = C.float(left.M13)
|
|
cleft.m0 = C.float(left.M0)
|
|
cleft.m8 = C.float(left.M8)
|
|
cleft.m1 = C.float(left.M1)
|
|
cleft.m3 = C.float(left.M3)
|
|
cleft.m7 = C.float(left.M7)
|
|
cleft.m4 = C.float(left.M4)
|
|
cleft.m2 = C.float(left.M2)
|
|
cleft.m14 = C.float(left.M14)
|
|
cleft.m12 = C.float(left.M12)
|
|
cleft.m6 = C.float(left.M6)
|
|
C.rlSetMatrixProjectionStereo(cright, cleft)
|
|
}
|
|
|
|
// SetMatrixViewOffsetStereo - Set eyes view offsets matrices for stereo rendering
|
|
func SetMatrixViewOffsetStereo(right Matrix, left Matrix) {
|
|
var cright C.struct_Matrix
|
|
cright.m12 = C.float(right.M12)
|
|
cright.m6 = C.float(right.M6)
|
|
cright.m5 = C.float(right.M5)
|
|
cright.m9 = C.float(right.M9)
|
|
cright.m13 = C.float(right.M13)
|
|
cright.m10 = C.float(right.M10)
|
|
cright.m11 = C.float(right.M11)
|
|
cright.m15 = C.float(right.M15)
|
|
cright.m0 = C.float(right.M0)
|
|
cright.m8 = C.float(right.M8)
|
|
cright.m1 = C.float(right.M1)
|
|
cright.m4 = C.float(right.M4)
|
|
cright.m2 = C.float(right.M2)
|
|
cright.m14 = C.float(right.M14)
|
|
cright.m3 = C.float(right.M3)
|
|
cright.m7 = C.float(right.M7)
|
|
var cleft C.struct_Matrix
|
|
cleft.m12 = C.float(left.M12)
|
|
cleft.m6 = C.float(left.M6)
|
|
cleft.m5 = C.float(left.M5)
|
|
cleft.m9 = C.float(left.M9)
|
|
cleft.m13 = C.float(left.M13)
|
|
cleft.m10 = C.float(left.M10)
|
|
cleft.m11 = C.float(left.M11)
|
|
cleft.m15 = C.float(left.M15)
|
|
cleft.m0 = C.float(left.M0)
|
|
cleft.m8 = C.float(left.M8)
|
|
cleft.m1 = C.float(left.M1)
|
|
cleft.m4 = C.float(left.M4)
|
|
cleft.m2 = C.float(left.M2)
|
|
cleft.m14 = C.float(left.M14)
|
|
cleft.m3 = C.float(left.M3)
|
|
cleft.m7 = C.float(left.M7)
|
|
C.rlSetMatrixViewOffsetStereo(cright, cleft)
|
|
}
|
|
|
|
// LoadDrawCube - Load and draw a cube
|
|
func LoadDrawCube() {
|
|
C.rlLoadDrawCube()
|
|
}
|
|
|
|
// LoadDrawQuad - Load and draw a quad
|
|
func LoadDrawQuad() {
|
|
C.rlLoadDrawQuad()
|
|
}
|