mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-04-03 11:09:40 -04:00
Update to raylib 4.5 (#149)
* Update bindings to raylib 4.5 * Review naming, comments and formatting
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@ -37,7 +37,13 @@ namespace Raylib_cs
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/// <summary>Remap input value within input range to output range</summary>
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/// <summary>Remap input value within input range to output range</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);
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public static extern float Remap(
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float value,
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float inputStart,
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float inputEnd,
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float outputStart,
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float outputEnd
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);
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/// <summary>Wrap input value from min to max</summary>
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/// <summary>Wrap input value from min to max</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -91,10 +97,21 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern float Vector2DistanceSqr(Vector2 v1, Vector2 v2);
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public static extern float Vector2DistanceSqr(Vector2 v1, Vector2 v2);
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/// <summary>Calculate angle from two vectors</summary>
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/// <summary>
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/// Calculate angle between two vectors
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/// NOTE: Angle is calculated from origin point (0, 0)
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/// </summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
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public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
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/// <summary>
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/// Calculate angle defined by a two vectors line
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/// NOTE: Parameters need to be normalized
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/// Current implementation should be aligned with glm::angle
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/// </summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern float Vector2LineAngle(Vector2 start, Vector2 end);
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/// <summary>Scale vector (multiply by value)</summary>
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/// <summary>Scale vector (multiply by value)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector2 Vector2Scale(Vector2 v, float scale);
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public static extern Vector2 Vector2Scale(Vector2 v, float scale);
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@ -387,7 +404,14 @@ namespace Raylib_cs
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/// <summary>Get perspective projection matrix</summary>
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/// <summary>Get perspective projection matrix</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Matrix4x4 MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
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public static extern Matrix4x4 MatrixFrustum(
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double left,
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double right,
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double bottom,
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double top,
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double near,
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double far
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);
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/// <summary>
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/// <summary>
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/// Get perspective projection matrix<br/>
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/// Get perspective projection matrix<br/>
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@ -398,7 +422,14 @@ namespace Raylib_cs
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/// <summary>Get orthographic projection matrix</summary>
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/// <summary>Get orthographic projection matrix</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Matrix4x4 MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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public static extern Matrix4x4 MatrixOrtho(
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double left,
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double right,
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double bottom,
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double top,
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double near,
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double far
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);
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/// <summary>Get camera look-at matrix (view matrix)</summary>
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/// <summary>Get camera look-at matrix (view matrix)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -33,13 +33,13 @@ namespace Raylib_cs
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public const int RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701;
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public const int RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701;
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public const int RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703;
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public const int RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703;
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public const int RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000;
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public const int RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000;
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public const int RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000;
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public const int RL_TEXTURE_WRAP_REPEAT = 0x2901;
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public const int RL_TEXTURE_WRAP_REPEAT = 0x2901;
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public const int RL_TEXTURE_WRAP_CLAMP = 0x812F;
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public const int RL_TEXTURE_WRAP_CLAMP = 0x812F;
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public const int RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370;
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public const int RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370;
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public const int RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742;
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public const int RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742;
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// GL equivalent data types
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// GL equivalent data types
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public const int RL_UNSIGNED_BYTE = 0x1401;
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public const int RL_UNSIGNED_BYTE = 0x1401;
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public const int RL_FLOAT = 0x1406;
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public const int RL_FLOAT = 0x1406;
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@ -55,6 +55,37 @@ namespace Raylib_cs
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public const int RL_DYNAMIC_READ = 0x88E9;
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public const int RL_DYNAMIC_READ = 0x88E9;
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public const int RL_DYNAMIC_COPY = 0x88EA;
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public const int RL_DYNAMIC_COPY = 0x88EA;
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// GL blending factors
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public const int RL_ZERO = 0;
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public const int RL_ONE = 1;
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public const int RL_SRC_COLOR = 0x0300;
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public const int RL_ONE_MINUS_SRC_COLOR = 0x0301;
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public const int RL_SRC_ALPHA = 0x0302;
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public const int RL_ONE_MINUS_SRC_ALPHA = 0x0303;
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public const int RL_DST_ALPHA = 0x0304;
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public const int RL_ONE_MINUS_DST_ALPHA = 0x0305;
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public const int RL_DST_COLOR = 0x0306;
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public const int RL_ONE_MINUS_DST_COLOR = 0x0307;
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public const int RL_SRC_ALPHA_SATURATE = 0x0308;
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public const int RL_CONSTANT_COLOR = 0x8001;
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public const int RL_ONE_MINUS_CONSTANT_COLOR = 0x8002;
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public const int RL_CONSTANT_ALPHA = 0x8003;
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public const int RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004;
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// GL blending functions/equations
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public const int RL_FUNC_ADD = 0x8006;
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public const int RL_MIN = 0x8007;
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public const int RL_MAX = 0x8008;
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public const int RL_FUNC_SUBTRACT = 0x800A;
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public const int RL_FUNC_REVERSE_SUBTRACT = 0x800B;
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public const int RL_BLEND_EQUATION = 0x8009;
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public const int RL_BLEND_EQUATION_RGB = 0x8009;
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public const int RL_BLEND_EQUATION_ALPHA = 0x883D;
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public const int RL_BLEND_DST_RGB = 0x80C8;
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public const int RL_BLEND_SRC_RGB = 0x80C9;
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public const int RL_BLEND_DST_ALPHA = 0x80CA;
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public const int RL_BLEND_SRC_ALPHA = 0x80CB;
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public const int RL_BLEND_COLOR = 0x8005;
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// ------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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// Functions Declaration - Matrix operations
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@ -109,10 +140,24 @@ namespace Raylib_cs
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}
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}
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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public static extern void rlFrustum(
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double left,
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double right,
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double bottom,
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double top,
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double znear,
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double zfar
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);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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public static extern void rlOrtho(
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double left,
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double right,
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double bottom,
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double top,
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double znear,
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double zfar
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);
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/// <summary>Set the viewport area</summary>
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/// <summary>Set the viewport area</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -245,6 +290,10 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlTextureParameters(uint id, int param, int value);
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public static extern void rlTextureParameters(uint id, int param, int value);
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/// <summary>Set cubemap parameters (filter, wrap)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlCubemapParameters(uint id, int param, int value);
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// Shader state
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// Shader state
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@ -306,6 +355,10 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDisableBackfaceCulling();
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public static extern void rlDisableBackfaceCulling();
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/// <summary>Set face culling mode</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetCullFace(int mode);
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/// <summary>Enable scissor test</summary>
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/// <summary>Enable scissor test</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlEnableScissorTest();
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public static extern void rlEnableScissorTest();
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@ -374,6 +427,17 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
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public static extern void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
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/// <summary>Set blending mode factors and equations separately (using OpenGL factors)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetBlendFactorsSeparate(
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int glSrcRGB,
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int glDstRGB,
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int glSrcAlpha,
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int glDstAlpha,
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int glEqRGB,
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int glEqAlpha
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);
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// ------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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// Functions Declaration - rlgl functionality
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@ -477,7 +541,14 @@ namespace Raylib_cs
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public static extern void rlUnloadVertexBuffer(uint vboId);
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public static extern void rlUnloadVertexBuffer(uint vboId);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetVertexAttribute(uint index, int compSize, int type, CBool normalized, int stride, void* pointer);
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public static extern void rlSetVertexAttribute(
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uint index,
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int compSize,
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int type,
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CBool normalized,
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int stride,
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void* pointer
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);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetVertexAttributeDivisor(uint index, int divisor);
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public static extern void rlSetVertexAttributeDivisor(uint index, int divisor);
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@ -496,7 +567,12 @@ namespace Raylib_cs
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public static extern void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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public static extern void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDrawVertexArrayElementsInstanced(int offset, int count, void* buffer, int instances);
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public static extern void rlDrawVertexArrayElementsInstanced(
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int offset,
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int count,
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void* buffer,
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int instances
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);
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// Textures data management
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// Textures data management
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@ -515,11 +591,24 @@ namespace Raylib_cs
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/// <summary>Update GPU texture with new data</summary>
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/// <summary>Update GPU texture with new data</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, PixelFormat format, void* data);
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public static extern void rlUpdateTexture(
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uint id,
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int offsetX,
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int offsetY,
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int width,
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int height,
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PixelFormat format,
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void* data
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);
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/// <summary>Get OpenGL internal formats</summary>
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/// <summary>Get OpenGL internal formats</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlGetGlTextureFormats(PixelFormat format, int* glInternalFormat, int* glFormat, int* glType);
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public static extern void rlGetGlTextureFormats(
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PixelFormat format,
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int* glInternalFormat,
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int* glFormat,
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int* glType
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);
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/// <summary>Get OpenGL internal formats</summary>
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/// <summary>Get OpenGL internal formats</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -550,7 +639,13 @@ namespace Raylib_cs
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/// <summary>Attach texture/renderbuffer to a framebuffer</summary>
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/// <summary>Attach texture/renderbuffer to a framebuffer</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlFramebufferAttach(uint fboId, uint texId, FramebufferAttachType attachType, FramebufferAttachTextureType texType, int mipLevel);
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public static extern void rlFramebufferAttach(
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uint fboId,
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uint texId,
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FramebufferAttachType attachType,
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FramebufferAttachTextureType texType,
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int mipLevel
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);
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/// <summary>Verify framebuffer is complete</summary>
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/// <summary>Verify framebuffer is complete</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -558,7 +653,7 @@ namespace Raylib_cs
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/// <summary>Delete framebuffer from GPU</summary>
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/// <summary>Delete framebuffer from GPU</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern CBool rlUnloadFramebuffer(uint id);
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public static extern void rlUnloadFramebuffer(uint id);
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// Shaders management
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// Shaders management
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@ -615,9 +710,12 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ);
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public static extern void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ);
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// Shader buffer storage object management (ssbo)
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/// <summary>Load shader storage buffer object (SSBO)</summary>
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/// <summary>Load shader storage buffer object (SSBO)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern uint rlLoadShaderBuffer(ulong size, void* data, int usageHint);
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public static extern uint rlLoadShaderBuffer(uint size, void* data, int usageHint);
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/// <summary>Unload shader storage buffer object (SSBO)</summary>
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/// <summary>Unload shader storage buffer object (SSBO)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -625,30 +723,36 @@ namespace Raylib_cs
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/// <summary>Update SSBO buffer data</summary>
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/// <summary>Update SSBO buffer data</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlUpdateShaderBufferElements(uint id, void* data, ulong dataSize, ulong offset);
|
public static extern void rlUpdateShaderBuffer(uint id, void* data, uint dataSize, uint offset);
|
||||||
|
|
||||||
|
/// <summary>Bind SSBO buffer data</summary>
|
||||||
|
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||||
|
public static extern void rlBindShaderBuffer(uint id, uint index);
|
||||||
|
|
||||||
|
/// <summary>Read SSBO buffer data (GPU->CPU)</summary>
|
||||||
|
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||||
|
public static extern void rlReadShaderBuffer(uint id, void* dest, uint count, uint offset);
|
||||||
|
|
||||||
|
/// <summary>Copy SSBO data between buffers</summary>
|
||||||
|
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||||
|
public static extern void rlCopyShaderBuffer(
|
||||||
|
uint destId,
|
||||||
|
uint srcId,
|
||||||
|
uint destOffset,
|
||||||
|
uint srcOffset,
|
||||||
|
uint count
|
||||||
|
);
|
||||||
|
|
||||||
/// <summary>Get SSBO buffer size</summary>
|
/// <summary>Get SSBO buffer size</summary>
|
||||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||||
public static extern ulong rlGetShaderBufferSize(uint id, void* dest, ulong count, ulong offset);
|
public static extern uint rlGetShaderBufferSize(uint id);
|
||||||
|
|
||||||
/// <summary>Bind SSBO buffer</summary>
|
|
||||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
|
||||||
public static extern void rlReadShaderBufferElements(uint id, void* dest, ulong count, ulong offset);
|
|
||||||
|
|
||||||
/// <summary> Copy SSBO buffer data</summary>
|
|
||||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
|
||||||
public static extern void rlBindShaderBuffer(uint id, uint index);
|
|
||||||
|
|
||||||
|
|
||||||
// Buffer management
|
// Buffer management
|
||||||
|
|
||||||
/// <summary>Copy SSBO buffer data</summary>
|
|
||||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
|
||||||
public static extern void rlCopyBuffersElements(uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count);
|
|
||||||
|
|
||||||
/// <summary>Bind image texture</summary>
|
/// <summary>Bind image texture</summary>
|
||||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||||
public static extern void rlBindImageTexture(uint id, uint index, uint format, int readOnly);
|
public static extern void rlBindImageTexture(uint id, uint index, int format, CBool readOnly);
|
||||||
|
|
||||||
|
|
||||||
// Matrix state management
|
// Matrix state management
|
||||||
|
@ -169,8 +169,13 @@ namespace Raylib_cs
|
|||||||
BLEND_ALPHA_PREMULTIPLY,
|
BLEND_ALPHA_PREMULTIPLY,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Blend textures using custom src/dst factors (use rlSetBlendMode())
|
/// Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
||||||
/// </summary>
|
/// </summary>
|
||||||
BLEND_CUSTOM
|
BLEND_CUSTOM,
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
|
||||||
|
/// </summary>
|
||||||
|
BLEND_CUSTOM_SEPARATE
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -229,7 +229,7 @@ namespace Raylib_cs
|
|||||||
MOUSE_CURSOR_RESIZE_NESW = 8,
|
MOUSE_CURSOR_RESIZE_NESW = 8,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The omni-directional resize/move cursor shape
|
/// The omnidirectional resize/move cursor shape
|
||||||
/// </summary>
|
/// </summary>
|
||||||
MOUSE_CURSOR_RESIZE_ALL = 9,
|
MOUSE_CURSOR_RESIZE_ALL = 9,
|
||||||
|
|
||||||
@ -332,12 +332,12 @@ namespace Raylib_cs
|
|||||||
/// Gamepad top/back trigger left (second), it could be a trailing button
|
/// Gamepad top/back trigger left (second), it could be a trailing button
|
||||||
/// </summary>
|
/// </summary>
|
||||||
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gamepad top/back trigger right (first), it could be a trailing button
|
/// Gamepad top/back trigger right (first), it could be a trailing button
|
||||||
/// </summary>
|
/// </summary>
|
||||||
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gamepad top/back trigger right (second), it could be a trailing button
|
/// Gamepad top/back trigger right (second), it could be a trailing button
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -38,12 +38,12 @@ namespace Raylib_cs
|
|||||||
public CBool hit;
|
public CBool hit;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Distance to nearest hit
|
/// Distance to the nearest hit
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public float distance;
|
public float distance;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Position of nearest hit
|
/// Point of the nearest hit
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Vector3 point;
|
public Vector3 point;
|
||||||
|
|
||||||
|
@ -137,43 +137,61 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set shader uniform value vector</summary>
|
/// <summary>Set shader uniform value vector</summary>
|
||||||
public static void SetShaderValueV<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count)
|
public static void SetShaderValueV<T>(
|
||||||
where T : unmanaged
|
Shader shader,
|
||||||
|
int locIndex,
|
||||||
|
T[] values,
|
||||||
|
ShaderUniformDataType uniformType,
|
||||||
|
int count
|
||||||
|
) where T : unmanaged
|
||||||
{
|
{
|
||||||
SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
|
SetShaderValueV(shader, locIndex, (Span<T>)values, uniformType, count);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set shader uniform value vector</summary>
|
/// <summary>Set shader uniform value vector</summary>
|
||||||
public static void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count)
|
public static void SetShaderValueV<T>(
|
||||||
where T : unmanaged
|
Shader shader,
|
||||||
|
int locIndex,
|
||||||
|
Span<T> values,
|
||||||
|
ShaderUniformDataType uniformType,
|
||||||
|
int count
|
||||||
|
) where T : unmanaged
|
||||||
{
|
{
|
||||||
fixed (T* valuePtr = values)
|
fixed (T* valuePtr = values)
|
||||||
{
|
{
|
||||||
SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
|
SetShaderValueV(shader, locIndex, valuePtr, uniformType, count);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set shader uniform value</summary>
|
/// <summary>Set shader uniform value</summary>
|
||||||
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
|
public static void SetShaderValue<T>(Shader shader, int locIndex, T value, ShaderUniformDataType uniformType)
|
||||||
where T : unmanaged
|
where T : unmanaged
|
||||||
{
|
{
|
||||||
SetShaderValue(shader, uniformLoc, &value, uniformType);
|
SetShaderValue(shader, locIndex, &value, uniformType);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set shader uniform value</summary>
|
/// <summary>Set shader uniform value</summary>
|
||||||
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
|
public static void SetShaderValue<T>(
|
||||||
where T : unmanaged
|
Shader shader,
|
||||||
|
int locIndex,
|
||||||
|
T[] values,
|
||||||
|
ShaderUniformDataType uniformType
|
||||||
|
) where T : unmanaged
|
||||||
{
|
{
|
||||||
SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
|
SetShaderValue(shader, locIndex, (Span<T>)values, uniformType);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set shader uniform value</summary>
|
/// <summary>Set shader uniform value</summary>
|
||||||
public static void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType)
|
public static void SetShaderValue<T>(
|
||||||
where T : unmanaged
|
Shader shader,
|
||||||
|
int locIndex,
|
||||||
|
Span<T> values,
|
||||||
|
ShaderUniformDataType uniformType
|
||||||
|
) where T : unmanaged
|
||||||
{
|
{
|
||||||
fixed (T* valuePtr = values)
|
fixed (T* valuePtr = values)
|
||||||
{
|
{
|
||||||
SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
|
SetShaderValue(shader, locIndex, valuePtr, uniformType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -209,16 +227,24 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Update camera position for selected mode</summary>
|
/// <summary>Update camera position for selected mode</summary>
|
||||||
public static void UpdateCamera(ref Camera3D camera)
|
public static void UpdateCamera(ref Camera3D camera, CameraMode mode)
|
||||||
{
|
{
|
||||||
fixed (Camera3D* c = &camera)
|
fixed (Camera3D* c = &camera)
|
||||||
{
|
{
|
||||||
UpdateCamera(c);
|
UpdateCamera(c, mode);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Check the collision between two lines defined by two points each, returns collision point by reference</summary>
|
/// <summary>
|
||||||
public static CBool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, ref Vector2 collisionPoint)
|
/// Check the collision between two lines defined by two points each, returns collision point by reference
|
||||||
|
/// </summary>
|
||||||
|
public static CBool CheckCollisionLines(
|
||||||
|
Vector2 startPos1,
|
||||||
|
Vector2 endPos1,
|
||||||
|
Vector2 startPos2,
|
||||||
|
Vector2 endPos2,
|
||||||
|
ref Vector2 collisionPoint
|
||||||
|
)
|
||||||
{
|
{
|
||||||
fixed (Vector2* p = &collisionPoint)
|
fixed (Vector2* p = &collisionPoint)
|
||||||
{
|
{
|
||||||
@ -322,7 +348,14 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Resize canvas and fill with color</summary>
|
/// <summary>Resize canvas and fill with color</summary>
|
||||||
public static void ImageResizeCanvas(ref Image image, int newWidth, int newHeight, int offsetX, int offsetY, Color color)
|
public static void ImageResizeCanvas(
|
||||||
|
ref Image image,
|
||||||
|
int newWidth,
|
||||||
|
int newHeight,
|
||||||
|
int offsetX,
|
||||||
|
int offsetY,
|
||||||
|
Color color
|
||||||
|
)
|
||||||
{
|
{
|
||||||
fixed (Image* p = &image)
|
fixed (Image* p = &image)
|
||||||
{
|
{
|
||||||
@ -466,7 +499,14 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw line within an image</summary>
|
/// <summary>Draw line within an image</summary>
|
||||||
public static void ImageDrawLine(ref Image dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color)
|
public static void ImageDrawLine(
|
||||||
|
ref Image dst,
|
||||||
|
int startPosX,
|
||||||
|
int startPosY,
|
||||||
|
int endPosX,
|
||||||
|
int endPosY,
|
||||||
|
Color color
|
||||||
|
)
|
||||||
{
|
{
|
||||||
fixed (Image* p = &dst)
|
fixed (Image* p = &dst)
|
||||||
{
|
{
|
||||||
@ -557,7 +597,15 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw text (custom sprite font) within an image (destination)</summary>
|
/// <summary>Draw text (custom sprite font) within an image (destination)</summary>
|
||||||
public static void ImageDrawTextEx(ref Image dst, Font font, string text, Vector2 position, int fontSize, float spacing, Color color)
|
public static void ImageDrawTextEx(
|
||||||
|
ref Image dst,
|
||||||
|
Font font,
|
||||||
|
string text,
|
||||||
|
Vector2 position,
|
||||||
|
int fontSize,
|
||||||
|
float spacing,
|
||||||
|
Color color
|
||||||
|
)
|
||||||
{
|
{
|
||||||
using var str1 = text.ToUTF8Buffer();
|
using var str1 = text.ToUTF8Buffer();
|
||||||
fixed (Image* p = &dst)
|
fixed (Image* p = &dst)
|
||||||
@ -636,19 +684,19 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Load model animations from file</summary>
|
/// <summary>Load model animations from file</summary>
|
||||||
public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(string fileName, ref uint animsCount)
|
public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(string fileName, ref uint animCount)
|
||||||
{
|
{
|
||||||
using var str1 = fileName.ToUTF8Buffer();
|
using var str1 = fileName.ToUTF8Buffer();
|
||||||
fixed (uint* p = &animsCount)
|
fixed (uint* p = &animCount)
|
||||||
{
|
{
|
||||||
var model = LoadModelAnimations(str1.AsPointer(), p);
|
ModelAnimation* modelAnimations = LoadModelAnimations(str1.AsPointer(), p);
|
||||||
|
|
||||||
if ((IntPtr)model == IntPtr.Zero)
|
if ((IntPtr)modelAnimations == IntPtr.Zero)
|
||||||
{
|
{
|
||||||
throw new ApplicationException("Failed to load animation");
|
throw new ApplicationException("Failed to load animation");
|
||||||
}
|
}
|
||||||
|
|
||||||
return new ReadOnlySpan<ModelAnimation>(model, (int)animsCount);
|
return new ReadOnlySpan<ModelAnimation>(modelAnimations, (int)animCount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -680,41 +728,29 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw lines sequence</summary>
|
/// <summary>Draw lines sequence</summary>
|
||||||
public static void DrawLineStrip(Vector2[] points, int numPoints, Color color)
|
public static void DrawLineStrip(Vector2[] points, int pointCount, Color color)
|
||||||
{
|
{
|
||||||
fixed (Vector2* p = points)
|
fixed (Vector2* p = points)
|
||||||
{
|
{
|
||||||
DrawLineStrip(p, numPoints, color);
|
DrawLineStrip(p, pointCount, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw a triangle fan defined by points (first vertex is the center)</summary>
|
/// <summary>Draw a triangle fan defined by points (first vertex is the center)</summary>
|
||||||
public static void DrawTriangleFan(Vector2[] points, int numPoints, Color color)
|
public static void DrawTriangleFan(Vector2[] points, int pointCount, Color color)
|
||||||
{
|
{
|
||||||
fixed (Vector2* p = points)
|
fixed (Vector2* p = points)
|
||||||
{
|
{
|
||||||
DrawTriangleFan(p, numPoints, color);
|
DrawTriangleFan(p, pointCount, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw a triangle strip defined by points</summary>
|
/// <summary>Draw a triangle strip defined by points</summary>
|
||||||
public static void DrawTriangleStrip(Vector2[] points, int pointsCount, Color color)
|
public static void DrawTriangleStrip(Vector2[] points, int pointCount, Color color)
|
||||||
{
|
{
|
||||||
fixed (Vector2* p = points)
|
fixed (Vector2* p = points)
|
||||||
{
|
{
|
||||||
DrawTriangleStrip(p, pointsCount, color);
|
DrawTriangleStrip(p, pointCount, color);
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Draw a textured polygon</summary>
|
|
||||||
public static void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2[] points, Vector2[] texcoords, int pointsCount, Color tint)
|
|
||||||
{
|
|
||||||
fixed (Vector2* p = points)
|
|
||||||
{
|
|
||||||
fixed (Vector2* p1 = texcoords)
|
|
||||||
{
|
|
||||||
DrawTexturePoly(texture, center, p, p1, pointsCount, tint);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -726,14 +762,30 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw text using font and additional parameters</summary>
|
/// <summary>Draw text using font and additional parameters</summary>
|
||||||
public static void DrawTextEx(Font font, string text, Vector2 position, float fontSize, float spacing, Color tint)
|
public static void DrawTextEx(
|
||||||
|
Font font,
|
||||||
|
string text,
|
||||||
|
Vector2 position,
|
||||||
|
float fontSize,
|
||||||
|
float spacing,
|
||||||
|
Color tint
|
||||||
|
)
|
||||||
{
|
{
|
||||||
using var str1 = text.ToUTF8Buffer();
|
using var str1 = text.ToUTF8Buffer();
|
||||||
DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
|
DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw text using Font and pro parameters (rotation)</summary>
|
/// <summary>Draw text using Font and pro parameters (rotation)</summary>
|
||||||
public static void DrawTextPro(Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint)
|
public static void DrawTextPro(
|
||||||
|
Font font,
|
||||||
|
string text,
|
||||||
|
Vector2 position,
|
||||||
|
Vector2 origin,
|
||||||
|
float rotation,
|
||||||
|
float fontSize,
|
||||||
|
float spacing,
|
||||||
|
Color tint
|
||||||
|
)
|
||||||
{
|
{
|
||||||
using var str1 = text.ToUTF8Buffer();
|
using var str1 = text.ToUTF8Buffer();
|
||||||
DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
|
DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
|
||||||
@ -788,40 +840,40 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Get total number of characters (codepoints) in a UTF8 encoded string</summary>
|
/// <summary>Get total number of codepoints in a UTF8 encoded string</summary>
|
||||||
public static int GetCodepointCount(string text)
|
public static int GetCodepointCount(string text)
|
||||||
{
|
{
|
||||||
using var str1 = text.ToUTF8Buffer();
|
using var str1 = text.ToUTF8Buffer();
|
||||||
return GetCodepointCount(str1.AsPointer());
|
return GetCodepointCount(str1.AsPointer());
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure</summary>
|
/// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary>
|
||||||
/// <returns>single codepoint / "char"</returns>
|
/// <returns>single codepoint / "char"</returns>
|
||||||
public static int GetCodepoint(string text, ref int bytesProcessed)
|
public static int GetCodepoint(string text, ref int codepointSize)
|
||||||
{
|
{
|
||||||
using var str1 = text.ToUTF8Buffer();
|
using var str1 = text.ToUTF8Buffer();
|
||||||
fixed (int* p = &bytesProcessed)
|
fixed (int* p = &codepointSize)
|
||||||
{
|
{
|
||||||
return GetCodepoint(str1.AsPointer(), p);
|
return GetCodepointNext(str1.AsPointer(), p);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Encode codepoint into utf8 text (char array length returned as parameter)</summary>
|
/// <summary>Encode one codepoint into UTF-8 byte array (array length returned as parameter)</summary>
|
||||||
public static string CodepointToUTF8(int codepoint, ref int byteSize)
|
public static string CodepointToUTF8(int codepoint, ref int utf8Size)
|
||||||
{
|
{
|
||||||
fixed (int* l1 = &byteSize)
|
fixed (int* l1 = &utf8Size)
|
||||||
{
|
{
|
||||||
var ptr = CodepointToUTF8(codepoint, l1);
|
var ptr = CodepointToUTF8(codepoint, l1);
|
||||||
return Utf8StringUtils.GetUTF8String(ptr);
|
return Utf8StringUtils.GetUTF8String(ptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Encode codepoint into utf8 text (char array length returned as parameter)</summary>
|
/// <summary>Load UTF-8 text encoded from codepoints array</summary>
|
||||||
public static string TextCodepointsToUTF8(int[] codepoints, int length)
|
public static string LoadUTF8(int[] codepoints, int length)
|
||||||
{
|
{
|
||||||
fixed (int* c1 = codepoints)
|
fixed (int* c1 = codepoints)
|
||||||
{
|
{
|
||||||
var ptr = TextCodepointsToUTF8(c1, length);
|
var ptr = LoadUTF8(c1, length);
|
||||||
var text = Utf8StringUtils.GetUTF8String(ptr);
|
var text = Utf8StringUtils.GetUTF8String(ptr);
|
||||||
MemFree(ptr);
|
MemFree(ptr);
|
||||||
return text;
|
return text;
|
||||||
@ -843,11 +895,11 @@ namespace Raylib_cs
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Draw a triangle strip defined by points</summary>
|
/// <summary>Draw a triangle strip defined by points</summary>
|
||||||
public static void DrawTriangleStrip3D(Vector3[] points, int pointsCount, Color color)
|
public static void DrawTriangleStrip3D(Vector3[] points, int pointCount, Color color)
|
||||||
{
|
{
|
||||||
fixed (Vector3* p = points)
|
fixed (Vector3* p = points)
|
||||||
{
|
{
|
||||||
DrawTriangleStrip3D(p, pointsCount, color);
|
DrawTriangleStrip3D(p, pointCount, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -910,7 +962,12 @@ namespace Raylib_cs
|
|||||||
return model.materials[materialIndex].maps[(int)mapIndex].texture;
|
return model.materials[materialIndex].maps[(int)mapIndex].texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
|
public static void SetMaterialTexture(
|
||||||
|
ref Model model,
|
||||||
|
int materialIndex,
|
||||||
|
MaterialMapIndex mapIndex,
|
||||||
|
ref Texture2D texture
|
||||||
|
)
|
||||||
{
|
{
|
||||||
SetMaterialTexture(&model.materials[materialIndex], mapIndex, texture);
|
SetMaterialTexture(&model.materials[materialIndex], mapIndex, texture);
|
||||||
}
|
}
|
||||||
|
@ -82,7 +82,7 @@ namespace Raylib_cs
|
|||||||
CUBEMAP_LAYOUT_LINE_VERTICAL,
|
CUBEMAP_LAYOUT_LINE_VERTICAL,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Layout is defined by an horizontal line with faces
|
/// Layout is defined by a horizontal line with faces
|
||||||
/// </summary>
|
/// </summary>
|
||||||
CUBEMAP_LAYOUT_LINE_HORIZONTAL,
|
CUBEMAP_LAYOUT_LINE_HORIZONTAL,
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user