2
0
mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00
* Fix formatting/update doc comments in Raylib.cs

* Update types in Raylib.cs to 4.0

* Remove app.config

* Update Raylib.cs functions

* Split Enums, Structs & Classes into own files

* Testing utils for Raylib.cs

* Update Raylib-cs.csproj

* Reorganize types
- Move into types folder
- Group types based on usage

* Fix parameter names

* Rename CloseAudioStream to UnloadAudioStream

* Remove ref SetShaderValue overloads

* Remove some constants from Raylib.cs

* Include README.md in package

* Replace old version of GetDroppedUtils

* Update README.md

* Remove Physac-cs and Raygui-cs
- Not actively maintained and a pain for users to setup...

* Update comments to xmldoc

* Rename Gestures enum to Gesture

* Minor fixes
- Rename Gestures enum to Gesture
- Update tests to net6.0

* Testing CBool type instead of bool

* Update XmlDoc comments

* Update build.yml to net6.0 for tests

* Remove Easings.cs
- Easings used to be part of raylib. It is now a separate extra library
so I am removing it from the main bindings.

* Update rlgl

* More XmlDoc comments

* Use CBool in structs

* Big unsafe update

* Fix typos and change refs to pointers in Rlgl

* Update LoggingUtils and Material

* Fix typo in Rlgl

* Update build.yml

* Rename RaylibUtils.cs to Raylib.Utils
now a partial class

* Convert some RLGL consts to Enums

Also added helper methods/overloads for related methods

* Make class Raylib partial

* Convert some text functions to not use ref

I dont think they will work. need testing

* Testing fixes for Text functions

* Create rlMultMatrixf safe overload

* Implement safe ModelAnimation

* Testing fix for ModelAnimation using wrapper struct

* Added TODOs

* Fix rlMultMatrixf
- Add missing ToFloatV functions to Raymath
- Fix rlMultMatrixf overload to use MatrixToFloatV

* Fix IsGestureDetected and formatting

* Add a few text tests

* Move wrapper functions into Raylib.Utils

* Remove ref from raylib bindings

* Multi-target net5.0

* Testing string approaches

* Fixing more util and unsafe functions

* Testing TraceLogCallback fix

Set lang version to C# 10

* Replace managed callbacks with unsafe delegates

* Update default LogConsole callback

* Setup unsafe/safe functions for math types in Raylib.cs

* Replace string in Rlgl with sbyte*

* Yet more string changes
- Use sbyte/byte correctly in Raylib.cs
- Using Marshal.StringToCoTaskMemUTF8
- Update utils string usage

* Fix typo bug and whitespace

* Fix DrawTextPro and more whitespace

* Remove unused ToString

* Add file functions back into Raylib

* Test paths filter for pull requests

* Change to paths-ignore filter

* Redo partial change

* Move binding functions into interop folder

Co-authored-by: Ben Parsons <9parsonsb@gmail.com>
This commit is contained in:
2022-02-14 12:53:44 +00:00
committed by Ben Parsons
parent 15bbfc2968
commit e5934b86ba
38 changed files with 4454 additions and 3436 deletions

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Raylib-cs/interop/Raylib.cs Normal file

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using System.Numerics;
using System.Runtime.InteropServices;
using System.Security;
namespace Raylib_cs
{
// NOTE: Helper types to be used instead of array return types for *ToFloat functions
public unsafe struct float3
{
public fixed float v[3];
}
public unsafe struct float16
{
public fixed float v[16];
}
[SuppressUnmanagedCodeSecurity]
public static unsafe partial class Raymath
{
/// <summary>
/// Used by DllImport to load the native library
/// </summary>
public const string nativeLibName = "raylib";
/// <summary>Clamp float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Clamp(float value, float min, float max);
/// <summary>Calculate linear interpolation between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Lerp(float start, float end, float amount);
/// <summary>Normalize input value within input range</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Normalize(float value, float start, float end);
/// <summary>Remap input value within input range to output range</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);
/// <summary>Vector with components value 0.0f</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Zero();
/// <summary>Vector with components value 1.0f</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2One();
/// <summary>Add two vectors (v1 + v2)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Add(Vector2 v1, Vector2 v2);
/// <summary>Add vector and float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2AddValue(Vector2 v, float add);
/// <summary>Subtract two vectors (v1 - v2)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
/// <summary>Subtract vector by float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2SubtractValue(Vector2 v, float sub);
/// <summary>Calculate vector length</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector2Length(Vector2 v);
/// <summary>Calculate vector square length</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector2LengthSqr(Vector2 v);
/// <summary>Calculate two vectors dot product</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector2DotProduct(Vector2 v1, Vector2 v2);
/// <summary>Calculate distance between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector2Distance(Vector2 v1, Vector2 v2);
/// <summary>Calculate angle from two vectors in X-axis</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
/// <summary>Scale vector (multiply by value)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Scale(Vector2 v, float scale);
/// <summary>Multiply vector by vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);
/// <summary>Negate vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Negate(Vector2 v);
/// <summary>Divide vector by vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Divide(Vector2 v1, Vector2 v2);
/// <summary>Normalize provided vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Normalize(Vector2 v);
/// <summary>Calculate linear interpolation between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
/// <summary>Calculate linear interpolation between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Rotate(Vector2 v, float degs);
/// <summary>Vector with components value 0.0f</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Zero();
/// <summary>Vector with components value 1.0f</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3One();
/// <summary>Add two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Add(Vector3 v1, Vector3 v2);
/// <summary>Add vector and float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3AddValue(Vector3 v, float add);
/// <summary>Subtract two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
/// <summary>Subtract vector and float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3SubtractValue(Vector3 v, float sub);
/// <summary>Multiply vector by scalar</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Scale(Vector3 v, float scalar);
/// <summary>Multiply vector by vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
/// <summary>Calculate two vectors cross product</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
/// <summary>Calculate one vector perpendicular vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Perpendicular(Vector3 v);
/// <summary>Calculate vector length</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector3Length(Vector3 v);
/// <summary>Calculate vector square length</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector3LengthSqr(Vector3 v);
/// <summary>Calculate two vectors dot product</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector3DotProduct(Vector3 v1, Vector3 v2);
/// <summary>Calculate distance between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float Vector3Distance(Vector3 v1, Vector3 v2);
/// <summary>Calculate angle between two vectors in XY and XZ</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector3Angle(Vector3 v1, Vector3 v2);
/// <summary>Negate provided vector (invert direction)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Negate(Vector3 v);
/// <summary>Divide vector by vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Divide(Vector3 v1, Vector3 v2);
/// <summary>Normalize provided vector</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Normalize(Vector3 v);
/// <summary>Orthonormalize provided vectors<br/>
/// Makes vectors normalized and orthogonal to each other<br/>
/// Gram-Schmidt function implementation</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void Vector3OrthoNormalize(Vector3* v1, Vector3* v2);
/// <summary>Transforms a Vector3 by a given Matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Transform(Vector3 v, Matrix4x4 mat);
/// <summary>Transform a vector by quaternion rotation</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
/// <summary>Calculate linear interpolation between two vectors</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
/// <summary>Calculate reflected vector to normal</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
/// <summary>Return min value for each pair of components</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Min(Vector3 v1, Vector3 v2);
/// <summary>Return max value for each pair of components</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Max(Vector3 v1, Vector3 v2);
/// <summary>Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)<br/>
/// NOTE: Assumes P is on the plane of the triangle</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
/// <summary>Projects a Vector3 from screen space into object space<br/>
/// NOTE: We are avoiding calling other raymath functions despite available</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Unproject(Vector3 source, Matrix4x4 projection, Matrix4x4 view);
/// <summary>Get Vector3 as float array</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float3 Vector3ToFloatV(Vector3 v);
/// <summary>Compute matrix determinant</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float MatrixDeterminant(Matrix4x4 mat);
/// <summary>Get the trace of the matrix (sum of the values along the diagonal)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float MatrixTrace(Matrix4x4 mat);
/// <summary>Transposes provided matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixTranspose(Matrix4x4 mat);
/// <summary>Invert provided matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixInvert(Matrix4x4 mat);
/// <summary>Normalize provided matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixNormalize(Matrix4x4 mat);
/// <summary>Get identity matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixIdentity();
/// <summary>Add two matrices</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixAdd(Matrix4x4 left, Matrix4x4 right);
/// <summary>Subtract two matrices (left - right)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixSubtract(Matrix4x4 left, Matrix4x4 right);
/// <summary>Get two matrix multiplication<br/>
/// NOTE: When multiplying matrices... the order matters!</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixMultiply(Matrix4x4 left, Matrix4x4 right);
/// <summary>Get translation matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixTranslate(float x, float y, float z);
/// <summary>Create rotation matrix from axis and angle<br/>
/// NOTE: Angle should be provided in radians</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotate(Vector3 axis, float angle);
/// <summary>Get x-rotation matrix (angle in radians)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotateX(float angle);
/// <summary>Get y-rotation matrix (angle in radians)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotateY(float angle);
/// <summary>Get z-rotation matrix (angle in radians)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotateZ(float angle);
/// <summary>Get xyz-rotation matrix (angles in radians)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotateXYZ(Vector3 ang);
/// <summary>Get zyx-rotation matrix (angles in radians)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixRotateZYX(Vector3 ang);
/// <summary>Get scaling matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixScale(float x, float y, float z);
/// <summary>Get perspective projection matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
/// <summary>Get perspective projection matrix<br/>
/// NOTE: Angle should be provided in radians</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixPerspective(double fovy, double aspect, double near, double far);
/// <summary>Get orthographic projection matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
/// <summary>Get camera look-at matrix (view matrix)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
/// <summary>Get float array of matrix data</summary>
[DllImport(Raylib.nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float16 MatrixToFloatV(Matrix4x4 m);
/// <summary>Add 2 quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);
/// <summary>Add quaternion and float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionAddValue(Quaternion q, float add);
/// <summary>Subtract 2 quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);
/// <summary>Subtract quaternion and float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionSubtractValue(Quaternion q, float add);
/// <summary>Get identity quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionIdentity();
/// <summary>Computes the length of a quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float QuaternionLength(Quaternion q);
/// <summary>Normalize provided quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionNormalize(Quaternion q);
/// <summary>Invert provided quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionInvert(Quaternion q);
/// <summary>Calculate two quaternion multiplication</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
/// <summary>Scale quaternion by float value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionScale(Quaternion q, float mul);
/// <summary>Divide two quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);
/// <summary>Calculate linear interpolation between two quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
/// <summary>Calculate slerp-optimized interpolation between two quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
/// <summary>Calculates spherical linear interpolation between two quaternions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
/// <summary>Calculate quaternion based on the rotation from one vector to another</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
/// <summary>Get a quaternion for a given rotation matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionFromMatrix(Matrix4x4 mat);
/// <summary>Get a matrix for a given quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 QuaternionToMatrix(Quaternion q);
/// <summary>Get rotation quaternion for an angle and axis<br/>
/// NOTE: angle must be provided in radians</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
/// <summary>Get the rotation angle and axis for a given quaternion</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void QuaternionToAxisAngle(Quaternion q, Vector3* outAxis, float* outAngle);
/// <summary>Get the quaternion equivalent to Euler angles<br/>
/// NOTE: Rotation order is ZYX</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);
/// <summary>Get the Euler angles equivalent to quaternion (roll, pitch, yaw)<br/>
/// NOTE: Angles are returned in a Vector3 struct in radians</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 QuaternionToEuler(Quaternion q);
/// <summary>Transform a quaternion given a transformation matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Quaternion QuaternionTransform(Quaternion q, Matrix4x4 mat);
}
}

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using System.Numerics;
using System.Runtime.InteropServices;
using System.Security;
namespace Raylib_cs
{
[SuppressUnmanagedCodeSecurity]
public static unsafe partial class Rlgl
{
/// <summary>
/// Used by DllImport to load the native library
/// </summary>
public const string nativeLibName = "raylib";
public const int DEFAULT_BATCH_BUFFER_ELEMENTS = 8192;
public const int DEFAULT_BATCH_BUFFERS = 1;
public const int DEFAULT_BATCH_DRAWCALLS = 256;
public const int MAX_BATCH_ACTIVE_TEXTURES = 4;
public const int MAX_MATRIX_STACK_SIZE = 32;
public const float RL_CULL_DISTANCE_NEAR = 0.01f;
public const float RL_CULL_DISTANCE_FAR = 1000.0f;
// Texture parameters (equivalent to OpenGL defines)
public const int RL_TEXTURE_WRAP_S = 0x2802;
public const int RL_TEXTURE_WRAP_T = 0x2803;
public const int RL_TEXTURE_MAG_FILTER = 0x2800;
public const int RL_TEXTURE_MIN_FILTER = 0x2801;
public const int RL_TEXTURE_FILTER_NEAREST = 0x2600;
public const int RL_TEXTURE_FILTER_LINEAR = 0x2601;
public const int RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700;
public const int RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702;
public const int RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701;
public const int RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703;
public const int RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000;
public const int RL_TEXTURE_WRAP_REPEAT = 0x2901;
public const int RL_TEXTURE_WRAP_CLAMP = 0x812F;
public const int RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370;
public const int RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742;
// GL equivalent data types
public const int RL_UNSIGNED_BYTE = 0x1401;
public const int RL_FLOAT = 0x1406;
// Buffer usage hint
public const int RL_STREAM_DRAW = 0x88E0;
public const int RL_STREAM_READ = 0x88E1;
public const int RL_STREAM_COPY = 0x88E2;
public const int RL_STATIC_DRAW = 0x88E4;
public const int RL_STATIC_READ = 0x88E5;
public const int RL_STATIC_COPY = 0x88E6;
public const int RL_DYNAMIC_DRAW = 0x88E8;
public const int RL_DYNAMIC_READ = 0x88E9;
public const int RL_DYNAMIC_COPY = 0x88EA;
// ------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
// ------------------------------------------------------------------------------------
/// <summary>Choose the current matrix to be transformed</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlMatrixMode(int mode);
public static void rlMatrixMode(MatrixMode mode)
{
rlMatrixMode((int)mode);
}
/// <summary>Push the current matrix to stack</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlPushMatrix();
/// <summary>Pop lattest inserted matrix from stack</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlPopMatrix();
/// <summary>Reset current matrix to identity matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlLoadIdentity();
/// <summary>Multiply the current matrix by a translation matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlTranslatef(float x, float y, float z);
/// <summary>Multiply the current matrix by a rotation matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlRotatef(float angle, float x, float y, float z);
/// <summary>Multiply the current matrix by a scaling matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlScalef(float x, float y, float z);
/// <summary>
/// Multiply the current matrix by another matrix
/// <br/>
/// Current Matrix can be set via <see cref="rlMatrixMode(int)"/>
/// </summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlMultMatrixf(float* matf);
/// <inheritdoc cref="rlMultMatrixf(float*)"/>
public static void rlMultMatrixf(Matrix4x4 matf)
{
float16 f = Raymath.MatrixToFloatV(matf);
rlMultMatrixf(f.v);
}
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
/// <summary>Set the viewport area</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlViewport(int x, int y, int width, int height);
// ------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
// ------------------------------------------------------------------------------------
/// <summary>Initialize drawing mode (how to organize vertex)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlBegin(int mode);
public static void rlBegin(DrawMode mode)
{
rlBegin((int)mode);
}
/// <summary>Finish vertex providing</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnd();
/// <summary>Define one vertex (position) - 2 int</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlVertex2i(int x, int y);
/// <summary>Define one vertex (position) - 2 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlVertex2f(float x, float y);
/// <summary>Define one vertex (position) - 3 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlVertex3f(float x, float y, float z);
/// <summary>Define one vertex (texture coordinate) - 2 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlTexCoord2f(float x, float y);
/// <summary>Define one vertex (normal) - 3 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlNormal3f(float x, float y, float z);
/// <summary>Define one vertex (color) - 4 byte</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlColor4ub(byte r, byte g, byte b, byte a);
/// <summary>Define one vertex (color) - 3 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlColor3f(float x, float y, float z);
/// <summary>Define one vertex (color) - 4 float</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlColor4f(float x, float y, float z, float w);
// ------------------------------------------------------------------------------------
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
// ------------------------------------------------------------------------------------
/// <summary>Vertex buffers state</summary>
/// <summary>Enable vertex array (VAO, if supported)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern CBool rlEnableVertexArray(uint vaoId);
/// <summary>Disable vertex array (VAO, if supported)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableVertexArray();
/// <summary>Enable vertex buffer (VBO)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableVertexBuffer(uint id);
/// <summary>Disable vertex buffer (VBO)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableVertexBuffer();
/// <summary>Enable vertex buffer element (VBO element)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableVertexBufferElement(uint id);
/// <summary>Disable vertex buffer element (VBO element)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableVertexBufferElement();
/// <summary>Enable vertex attribute index</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableVertexAttribute(uint index);
/// <summary>Disable vertex attribute index</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableVertexAttribute(uint index);
/// <summary>Enable attribute state pointer<br/>
/// NOTE: Only available for GRAPHICS_API_OPENGL_11</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableStatePointer(int vertexAttribType, void* buffer);
/// <summary>Disable attribute state pointer<br/>
/// NOTE: Only available for GRAPHICS_API_OPENGL_11</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableStatePointer(int vertexAttribType);
// Textures state
/// <summary>Select and active a texture slot</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlActiveTextureSlot(int slot);
/// <summary>Enable texture</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableTexture(uint id);
/// <summary>Disable texture</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableTexture();
/// <summary>Enable texture cubemap</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableTextureCubemap(uint id);
/// <summary>Disable texture cubemap</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableTextureCubemap();
/// <summary>Set texture parameters (filter, wrap)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlTextureParameters(uint id, int param, int value);
// Shader state
/// <summary>Enable shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableShader(uint id);
/// <summary>Disable shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableShader();
// Framebuffer state
/// <summary>Enable render texture (fbo)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableFramebuffer(uint id);
/// <summary>Disable render texture (fbo), return to default framebuffer</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableFramebuffer();
/// <summary>Activate multiple draw color buffers</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlActiveDrawBuffers(int count);
// General render state
/// <summary>Enable color blending</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableColorBlend();
/// <summary>Disable color blending</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableColorBlend();
/// <summary>Enable depth test</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableDepthTest();
/// <summary>Disable depth test</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableDepthTest();
/// <summary>Enable depth write</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableDepthMask();
/// <summary>Disable depth write</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableDepthMask();
/// <summary>Enable backface culling</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableBackfaceCulling();
/// <summary>Disable backface culling</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableBackfaceCulling();
/// <summary>Enable scissor test</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableScissorTest();
/// <summary>Disable scissor test</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableScissorTest();
/// <summary>Scissor test</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlScissor(int x, int y, int width, int height);
/// <summary>Enable wire mode</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableWireMode();
/// <summary>Disable wire mode</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableWireMode();
/// <summary>Set the line drawing width</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetLineWidth(float width);
/// <summary>Get the line drawing width</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float rlGetLineWidth();
/// <summary>Enable line aliasing</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableSmoothLines();
/// <summary>Disable line aliasing</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableSmoothLines();
/// <summary>Enable stereo rendering</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlEnableStereoRender();
/// <summary>Disable stereo rendering</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDisableStereoRender();
/// <summary>Check if stereo render is enabled</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern CBool rlIsStereoRenderEnabled();
/// <summary>Clear color buffer with color</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlClearColor(byte r, byte g, byte b, byte a);
/// <summary>Clear used screen buffers (color and depth)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlClearScreenBuffers();
/// <summary>Check and log OpenGL error codes</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlCheckErrors();
/// <summary>Set blending mode</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetBlendMode(BlendMode mode);
/// <summary>Set blending mode factor and equation (using OpenGL factors)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
// ------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
// ------------------------------------------------------------------------------------
/// <summary>Initialize rlgl (buffers, shaders, textures, states)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlglInit(int width, int height);
/// <summary>De-inititialize rlgl (buffers, shaders, textures)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlglClose();
/// <summary>Load OpenGL extensions</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlLoadExtensions(void* loader);
/// <summary>Get current OpenGL version</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern GlVersion rlGetVersion();
/// <summary>Get default framebuffer width</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetFramebufferWidth();
/// <summary>Get default framebuffer height</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetFramebufferHeight();
/// <summary>Get default texture</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlGetTextureIdDefault();
/// <summary>Get default shader</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlGetShaderIdDefault();
/// <summary>Get default shader locations</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int* rlGetShaderLocsDefault();
// Render batch management
/// <summary>Load a render batch system<br/>
/// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode<br/>
/// but this render batch API is exposed in case custom batches are required</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements);
/// <summary>Unload render batch system</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadRenderBatch(RenderBatch batch);
/// <summary>Draw render batch data (Update->Draw->Reset)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawRenderBatch(RenderBatch* batch);
/// <summary>Set the active render batch for rlgl (NULL for default internal)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetRenderBatchActive(RenderBatch* batch);
/// <summary>Update and draw internal render batch</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawRenderBatchActive();
/// <summary>Check internal buffer overflow for a given number of vertex</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern CBool rlCheckRenderBatchLimit(int vCount);
/// <summary>Set current texture for render batch and check buffers limits</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetTexture(uint id);
// Vertex buffers management
/// <summary>Load vertex array (vao) if supported</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadVertexArray();
/// <summary>Load a vertex buffer attribute</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadVertexBuffer(void* buffer, int size, CBool dynamic);
/// <summary>Load a new attributes element buffer</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadVertexBufferElement(void* buffer, int size, CBool dynamic);
/// <summary>Update GPU buffer with new data</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUpdateVertexBuffer(uint bufferId, void* data, int dataSize, int offset);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadVertexArray(uint vaoId);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadVertexBuffer(uint vboId);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetVertexAttribute(uint index, int compSize, int type, CBool normalized, int stride, void* pointer);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetVertexAttributeDivisor(uint index, int divisor);
/// <summary>Set vertex attribute default value</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetVertexAttributeDefault(int locIndex, void* value, int attribType, int count);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawVertexArray(int offset, int count);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawVertexArrayElements(int offset, int count, void* buffer);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawVertexArrayInstanced(int offset, int count, int instances);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlDrawVertexArrayElementsInstanced(int offset, int count, void* buffer, int instances);
// Textures data management
/// <summary>Load texture in GPU</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadTexture(void* data, int width, int height, PixelFormat format, int mipmapCount);
/// <summary>Load depth texture/renderbuffer (to be attached to fbo)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadTextureDepth(int width, int height, CBool useRenderBuffer);
/// <summary>Load texture cubemap</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadTextureCubemap(void* data, int size, PixelFormat format);
/// <summary>Update GPU texture with new data</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUpdateTexture(uint id, int width, int height, PixelFormat format, void* data);
/// <summary>Get OpenGL internal formats</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlGetGlTextureFormats(PixelFormat format, int* glInternalFormat, int* glFormat, int* glType);
/// <summary>Get OpenGL internal formats</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern sbyte* rlGetPixelFormatName(PixelFormat format);
/// <summary>Unload texture from GPU memory</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadTexture(uint id);
/// <summary>Generate mipmap data for selected texture</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlGenTextureMipmaps(uint id, int width, int height, PixelFormat format, int* mipmaps);
/// <summary>Read texture pixel data</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void* rlReadTexturePixels(uint id, int width, int height, PixelFormat format);
/// <summary>Read screen pixel data (color buffer)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern byte* rlReadScreenPixels(int width, int height);
// Framebuffer management (fbo)
/// <summary>Load an empty framebuffer</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadFramebuffer(int width, int height);
/// <summary>Attach texture/renderbuffer to a framebuffer</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlFramebufferAttach(uint fboId, uint texId, FramebufferAttachType attachType, FramebufferAttachTextureType texType, int mipLevel);
/// <summary>Verify framebuffer is complete</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern CBool rlFramebufferComplete(uint id);
/// <summary>Delete framebuffer from GPU</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern CBool rlUnloadFramebuffer(uint id);
// Shaders management
/// <summary>Load shader from code strings</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadShaderCode(sbyte* vsCode, sbyte* fsCode);
/// <summary>Compile custom shader and return shader id<br/>
/// (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlCompileShader(sbyte* shaderCode, int type);
/// <summary>Load custom shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadShaderProgram(uint vShaderId, uint fShaderId);
/// <summary>Unload shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadShaderProgram(uint id);
/// <summary>Get shader location uniform</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetLocationUniform(uint shaderId, sbyte* uniformName);
/// <summary>Get shader location attribute</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetLocationAttrib(uint shaderId, sbyte* attribName);
/// <summary>Set shader value uniform</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetUniform(int locIndex, void* value, int uniformType, int count);
/// <summary>Set shader value matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetUniformMatrix(int locIndex, Matrix4x4 mat);
/// <summary>Set shader value sampler</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetUniformSampler(int locIndex, uint textureId);
/// <summary>Set shader currently active</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetShader(Shader shader);
// Compute shader management
/// <summary>Load compute shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadComputeShaderProgram(uint shaderId);
/// <summary>Dispatch compute shader (equivalent to *draw* for graphics pilepine)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ);
/// <summary>Load shader storage buffer object (SSBO)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadShaderBuffer(ulong size, void* data, int usageHint);
/// <summary>Unload shader storage buffer object (SSBO)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUnloadShaderBuffer(uint ssboId);
/// <summary>Update SSBO buffer data</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlUpdateShaderBufferElements(Shader shader);
/// <summary>Get SSBO buffer size</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern ulong rlGetShaderBufferSize(uint id, void* dest, ulong count, ulong offset);
/// <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
/// <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>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlBindImageTexture(uint id, uint index, uint format, int readOnly);
// Matrix state management
/// <summary>Get internal modelview matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 rlGetMatrixModelview();
/// <summary>Get internal projection matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 rlGetMatrixProjection();
/// <summary>Get internal accumulated transform matrix</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 rlGetMatrixTramsform();
/// <summary>Get internal projection matrix for stereo render (selected eye)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 rlGetMatrixProjectionStereo(int eye);
/// <summary>Get internal view offset matrix for stereo render (selected eye)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Matrix4x4 rlGetMatrixViewOffsetStereo(int eye);
/// <summary>Set a custom projection matrix (replaces internal projection matrix)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetMatrixProjection(Matrix4x4 view);
/// <summary>Set a custom modelview matrix (replaces internal modelview matrix)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetMatrixModelview(Matrix4x4 proj);
/// <summary>Set eyes projection matrices for stereo rendering</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetMatrixProjectionStereo(Matrix4x4 left, Matrix4x4 right);
/// <summary>Set eyes view offsets matrices for stereo rendering</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetMatrixViewOffsetStereo(Matrix4x4 left, Matrix4x4 right);
// Quick and dirty cube/quad buffers load->draw->unload
/// <summary>Load and draw a cube</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlLoadDrawCube();
/// <summary>Load and draw a quad</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlLoadDrawQuad();
}
}