h-raylib-5.1.1.0: lib/rlgl_bindings.c
/**
* See rlgl_bindings.h
*/
#include "rlgl_bindings.h"
RLBIND rlRenderBatch *rlLoadRenderBatch_(int numBuffers, int bufferElements)
{
rlRenderBatch *ptr = (rlRenderBatch *)malloc(sizeof(rlRenderBatch));
*ptr = rlLoadRenderBatch(numBuffers, bufferElements);
return ptr;
}
RLBIND void rlUnloadRenderBatch_(rlRenderBatch *batch)
{
rlUnloadRenderBatch(*batch);
}
RLBIND void rlSetUniformMatrix_(int locIndex, Matrix *mat)
{
rlSetUniformMatrix(locIndex, *mat);
}
RLBIND Matrix *rlGetMatrixProjectionStereo_(int eye)
{
Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
*ptr = rlGetMatrixProjectionStereo(eye);
return ptr;
}
RLBIND Matrix *rlGetMatrixViewOffsetStereo_(int eye)
{
Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
*ptr = rlGetMatrixViewOffsetStereo(eye);
return ptr;
}
RLBIND void rlSetMatrixProjection_(Matrix *proj)
{
rlSetMatrixProjection(*proj);
}
RLBIND void rlSetMatrixModelview_(Matrix *view)
{
rlSetMatrixModelview(*view);
}
RLBIND void rlSetMatrixProjectionStereo_(Matrix *right, Matrix *left)
{
rlSetMatrixProjectionStereo(*right, *left);
}
RLBIND void rlSetMatrixViewOffsetStereo_(Matrix *right, Matrix *left)
{
rlSetMatrixViewOffsetStereo(*right, *left);
}
RLBIND Matrix *rlGetMatrixModelview_()
{
Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
*ptr = rlGetMatrixModelview();
return ptr;
}
RLBIND Matrix *rlGetMatrixProjection_()
{
Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
*ptr = rlGetMatrixProjection();
return ptr;
}
RLBIND Matrix *rlGetMatrixTransform_()
{
Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
*ptr = rlGetMatrixTransform();
return ptr;
}
RLBIND void rlMatrixMode_(int a)
{
rlMatrixMode(a);
}
RLBIND void rlTranslatef_(float a, float b, float c)
{
rlTranslatef(a, b, c);
}
RLBIND void rlRotatef_(float a, float b, float c, float d)
{
rlRotatef(a, b, c, d);
}
RLBIND void rlScalef_(float a, float b, float c)
{
rlScalef(a, b, c);
}
RLBIND void rlMultMatrixf_(const float *a)
{
rlMultMatrixf(a);
}
RLBIND void rlFrustum_(double a, double b, double c, double d, double e, double f)
{
rlFrustum(a, b, c, d, e, f);
}
RLBIND void rlOrtho_(double a, double b, double c, double d, double e, double f)
{
rlOrtho(a, b, c, d, e, f);
}
RLBIND void rlViewport_(int a, int b, int c, int d)
{
rlViewport(a, b, c, d);
}
RLBIND void rlBegin_(int a)
{
rlBegin(a);
}
RLBIND void rlVertex2i_(int a, int b)
{
rlVertex2i(a, b);
}
RLBIND void rlVertex2f_(float a, float b)
{
rlVertex2f(a, b);
}
RLBIND void rlVertex3f_(float a, float b, float c)
{
rlVertex3f(a, b, c);
}
RLBIND void rlTexCoord2f_(float a, float b)
{
rlTexCoord2f(a, b);
}
RLBIND void rlNormal3f_(float a, float b, float c)
{
rlNormal3f(a, b, c);
}
RLBIND void rlColor4ub_(unsigned char a, unsigned char b, unsigned char c, unsigned char d)
{
rlColor4ub(a, b, c, d);
}
RLBIND void rlColor3f_(float a, float b, float c)
{
rlColor3f(a, b, c);
}
RLBIND void rlColor4f_(float a, float b, float c, float d)
{
rlColor4f(a, b, c, d);
}
RLBIND bool rlEnableVertexArray_(unsigned int a)
{
return rlEnableVertexArray(a);
}
RLBIND void rlEnableVertexBuffer_(unsigned int a)
{
rlEnableVertexBuffer(a);
}
RLBIND void rlEnableVertexBufferElement_(unsigned int a)
{
rlEnableVertexBufferElement(a);
}
RLBIND void rlEnableVertexAttribute_(unsigned int a)
{
rlEnableVertexAttribute(a);
}
RLBIND void rlDisableVertexAttribute_(unsigned int a)
{
rlDisableVertexAttribute(a);
}
RLBIND void rlActiveTextureSlot_(int a)
{
rlActiveTextureSlot(a);
}
RLBIND void rlEnableTexture_(unsigned int a)
{
rlEnableTexture(a);
}
RLBIND void rlEnableTextureCubemap_(unsigned int a)
{
rlEnableTextureCubemap(a);
}
RLBIND void rlTextureParameters_(unsigned int a, int b, int c)
{
rlTextureParameters(a, b, c);
}
RLBIND void rlCubemapParameters_(unsigned int a, int b, int c)
{
rlCubemapParameters(a, b, c);
}
RLBIND void rlEnableShader_(unsigned int a)
{
rlEnableShader(a);
}
RLBIND void rlEnableFramebuffer_(unsigned int a)
{
rlEnableFramebuffer(a);
}
RLBIND void rlActiveDrawBuffers_(int a)
{
rlActiveDrawBuffers(a);
}
RLBIND void rlBlitFramebuffer_(int a, int b, int c, int d, int e, int f, int g, int h, int i)
{
rlBlitFramebuffer(a, b, c, d, e, f, g, h, i);
}
RLBIND void rlBindFramebuffer_(unsigned int a, unsigned int b)
{
rlBindFramebuffer(a, b);
}
RLBIND void rlColorMask_(bool a, bool b, bool c, bool d)
{
rlColorMask(a, b, c, d);
}
RLBIND void rlSetCullFace_(int a)
{
rlSetCullFace(a);
}
RLBIND void rlScissor_(int a, int b, int c, int d)
{
rlScissor(a, b, c, d);
}
RLBIND void rlSetLineWidth_(float a)
{
rlSetLineWidth(a);
}
RLBIND float rlGetLineWidth_()
{
return rlGetLineWidth();
}
RLBIND bool rlIsStereoRenderEnabled_()
{
return rlIsStereoRenderEnabled();
}
RLBIND void rlClearColor_(unsigned char a, unsigned char b, unsigned char c, unsigned char d)
{
rlClearColor(a, b, c, d);
}
RLBIND void rlSetBlendMode_(int a)
{
rlSetBlendMode(a);
}
RLBIND void rlSetBlendFactors_(int a, int b, int c)
{
rlSetBlendFactors(a, b, c);
}
RLBIND void rlSetBlendFactorsSeparate_(int a, int b, int c, int d, int e, int f)
{
rlSetBlendFactorsSeparate(a, b, c, d, e, f);
}
RLBIND void rlglInit_(int a, int b)
{
rlglInit(a, b);
}
RLBIND void rlLoadExtensions_(void *a)
{
rlLoadExtensions(a);
}
RLBIND int rlGetVersion_()
{
return rlGetVersion();
}
RLBIND void rlSetFramebufferWidth_(int a)
{
rlSetFramebufferWidth(a);
}
RLBIND int rlGetFramebufferWidth_()
{
return rlGetFramebufferWidth();
}
RLBIND void rlSetFramebufferHeight_(int a)
{
rlSetFramebufferHeight(a);
}
RLBIND int rlGetFramebufferHeight_()
{
return rlGetFramebufferHeight();
}
RLBIND unsigned int rlGetTextureIdDefault_()
{
return rlGetTextureIdDefault();
}
RLBIND unsigned int rlGetShaderIdDefault_()
{
return rlGetShaderIdDefault();
}
RLBIND int *rlGetShaderLocsDefault_()
{
return rlGetShaderLocsDefault();
}
RLBIND void rlDrawRenderBatch_(rlRenderBatch *a)
{
rlDrawRenderBatch(a);
}
RLBIND void rlSetRenderBatchActive_(rlRenderBatch *a)
{
rlSetRenderBatchActive(a);
}
RLBIND bool rlCheckRenderBatchLimit_(int a)
{
return rlCheckRenderBatchLimit(a);
}
RLBIND void rlSetTexture_(unsigned int a)
{
rlSetTexture(a);
}
RLBIND unsigned int rlLoadVertexArray_()
{
return rlLoadVertexArray();
}
RLBIND unsigned int rlLoadVertexBuffer_(const void *a, int b, bool c)
{
return rlLoadVertexBuffer(a, b, c);
}
RLBIND unsigned int rlLoadVertexBufferElement_(const void *a, int b, bool c)
{
return rlLoadVertexBufferElement(a, b, c);
}
RLBIND void rlUpdateVertexBuffer_(unsigned int a, const void *b, int c, int d)
{
rlUpdateVertexBuffer(a, b, c, d);
}
RLBIND void rlUpdateVertexBufferElements_(unsigned int a, const void *b, int c, int d)
{
rlUpdateVertexBufferElements(a, b, c, d);
}
RLBIND void rlUnloadVertexArray_(unsigned int a)
{
rlUnloadVertexArray(a);
}
RLBIND void rlUnloadVertexBuffer_(unsigned int a)
{
rlUnloadVertexBuffer(a);
}
RLBIND void rlSetVertexAttribute_(unsigned int a, int b, int c, bool d, int e, const void *f)
{
rlSetVertexAttribute(a, b, c, d, e, f);
}
RLBIND void rlSetVertexAttributeDivisor_(unsigned int a, int b)
{
rlSetVertexAttributeDivisor(a, b);
}
RLBIND void rlSetVertexAttributeDefault_(int a, const void *b, int c, int d)
{
rlSetVertexAttributeDefault(a, b, c, d);
}
RLBIND void rlDrawVertexArray_(int a, int b)
{
rlDrawVertexArray(a, b);
}
RLBIND void rlDrawVertexArrayElements_(int a, int b, const void *c)
{
rlDrawVertexArrayElements(a, b, c);
}
RLBIND void rlDrawVertexArrayInstanced_(int a, int b, int c)
{
rlDrawVertexArrayInstanced(a, b, c);
}
RLBIND void rlDrawVertexArrayElementsInstanced_(int a, int b, const void *c, int d)
{
rlDrawVertexArrayElementsInstanced(a, b, c, d);
}
RLBIND unsigned int rlLoadTexture_(const void *a, int b, int c, int d, int e)
{
return rlLoadTexture(a, b, c, d, e);
}
RLBIND unsigned int rlLoadTextureDepth_(int a, int b, bool c)
{
return rlLoadTextureDepth(a, b, c);
}
RLBIND unsigned int rlLoadTextureCubemap_(const void *a, int b, int c)
{
return rlLoadTextureCubemap(a, b, c);
}
RLBIND void rlUpdateTexture_(unsigned int a, int b, int c, int d, int e, int f, const void *g)
{
rlUpdateTexture(a, b, c, d, e, f, g);
}
RLBIND void rlGetGlTextureFormats_(int a, unsigned int *b, unsigned int *c, unsigned int *d)
{
rlGetGlTextureFormats(a, b, c, d);
}
RLBIND const char *rlGetPixelFormatName_(unsigned int a)
{
return rlGetPixelFormatName(a);
}
RLBIND void rlUnloadTexture_(unsigned int a)
{
rlUnloadTexture(a);
}
RLBIND void rlGenTextureMipmaps_(unsigned int a, int b, int c, int d, int *e)
{
rlGenTextureMipmaps(a, b, c, d, e);
}
RLBIND void *rlReadTexturePixels_(unsigned int a, int b, int c, int d)
{
return rlReadTexturePixels(a, b, c, d);
}
RLBIND unsigned char *rlReadScreenPixels_(int a, int b)
{
return rlReadScreenPixels(a, b);
}
RLBIND unsigned int rlLoadFramebuffer_()
{
return rlLoadFramebuffer();
}
RLBIND void rlFramebufferAttach_(unsigned int a, unsigned int b, int c, int d, int e)
{
rlFramebufferAttach(a, b, c, d, e);
}
RLBIND bool rlFramebufferComplete_(unsigned int a)
{
return rlFramebufferComplete(a);
}
RLBIND void rlUnloadFramebuffer_(unsigned int a)
{
rlUnloadFramebuffer(a);
}
RLBIND unsigned int rlLoadShaderCode_(const char *a, const char *b)
{
return rlLoadShaderCode(a, b);
}
RLBIND unsigned int rlCompileShader_(const char *a, int b)
{
return rlCompileShader(a, b);
}
RLBIND unsigned int rlLoadShaderProgram_(unsigned int a, unsigned int b)
{
return rlLoadShaderProgram(a, b);
}
RLBIND void rlUnloadShaderProgram_(unsigned int a)
{
rlUnloadShaderProgram(a);
}
RLBIND int rlGetLocationUniform_(unsigned int a, const char *b)
{
return rlGetLocationUniform(a, b);
}
RLBIND int rlGetLocationAttrib_(unsigned int a, const char *b)
{
return rlGetLocationAttrib(a, b);
}
RLBIND void rlSetUniform_(int a, const void *b, int c, int d)
{
rlSetUniform(a, b, c, d);
}
RLBIND void rlSetUniformSampler_(int a, unsigned int b)
{
rlSetUniformSampler(a, b);
}
RLBIND void rlSetShader_(unsigned int a, int *b)
{
rlSetShader(a, b);
}
RLBIND unsigned int rlLoadComputeShaderProgram_(unsigned int a)
{
return rlLoadComputeShaderProgram(a);
}
RLBIND void rlComputeShaderDispatch_(unsigned int a, unsigned int b, unsigned int c)
{
rlComputeShaderDispatch(a, b, c);
}
RLBIND unsigned int rlLoadShaderBuffer_(unsigned int a, const void *b, int c)
{
return rlLoadShaderBuffer(a, b, c);
}
RLBIND void rlUnloadShaderBuffer_(unsigned int a)
{
rlUnloadShaderBuffer(a);
}
RLBIND void rlUpdateShaderBuffer_(unsigned int a, const void *b, unsigned int c, unsigned int d)
{
rlUpdateShaderBuffer(a, b, c, d);
}
RLBIND void rlBindShaderBuffer_(unsigned int a, unsigned int b)
{
rlBindShaderBuffer(a, b);
}
RLBIND void rlReadShaderBuffer_(unsigned int a, void *b, unsigned int c, unsigned int d)
{
rlReadShaderBuffer(a, b, c, d);
}
RLBIND void rlCopyShaderBuffer_(unsigned int a, unsigned int b, unsigned int c, unsigned int d, unsigned int e)
{
rlCopyShaderBuffer(a, b, c, d, e);
}
RLBIND unsigned int rlGetShaderBufferSize_(unsigned int a)
{
return rlGetShaderBufferSize(a);
}
RLBIND void rlBindImageTexture_(unsigned int a, unsigned int b, int c, bool d)
{
rlBindImageTexture(a, b, c, d);
}
RLBIND void rlPushMatrix_()
{
rlPushMatrix();
}
RLBIND void rlPopMatrix_()
{
rlPopMatrix();
}
RLBIND void rlLoadIdentity_()
{
rlLoadIdentity();
}
RLBIND void rlEnd_()
{
rlEnd();
}
RLBIND void rlDisableVertexArray_()
{
rlDisableVertexArray();
}
RLBIND void rlDisableVertexBuffer_()
{
rlDisableVertexBuffer();
}
RLBIND void rlDisableVertexBufferElement_()
{
rlDisableVertexBufferElement();
}
RLBIND void rlDisableTexture_()
{
rlDisableTexture();
}
RLBIND void rlDisableTextureCubemap_()
{
rlDisableTextureCubemap();
}
RLBIND void rlDisableShader_()
{
rlDisableShader();
}
RLBIND void rlDisableFramebuffer_()
{
rlDisableFramebuffer();
}
RLBIND unsigned int rlGetActiveFramebuffer_()
{
return rlGetActiveFramebuffer();
}
RLBIND void rlEnableColorBlend_()
{
rlEnableColorBlend();
}
RLBIND void rlDisableColorBlend_()
{
rlDisableColorBlend();
}
RLBIND void rlEnableDepthTest_()
{
rlEnableDepthTest();
}
RLBIND void rlDisableDepthTest_()
{
rlDisableDepthTest();
}
RLBIND void rlEnableDepthMask_()
{
rlEnableDepthMask();
}
RLBIND void rlDisableDepthMask_()
{
rlDisableDepthMask();
}
RLBIND void rlEnableBackfaceCulling_()
{
rlEnableBackfaceCulling();
}
RLBIND void rlDisableBackfaceCulling_()
{
rlDisableBackfaceCulling();
}
RLBIND void rlEnableScissorTest_()
{
rlEnableScissorTest();
}
RLBIND void rlDisableScissorTest_()
{
rlDisableScissorTest();
}
RLBIND void rlEnableWireMode_()
{
rlEnableWireMode();
}
RLBIND void rlEnablePointMode_()
{
rlEnablePointMode();
}
RLBIND void rlDisableWireMode_()
{
rlDisableWireMode();
}
RLBIND void rlEnableSmoothLines_()
{
rlEnableSmoothLines();
}
RLBIND void rlDisableSmoothLines_()
{
rlDisableSmoothLines();
}
RLBIND void rlEnableStereoRender_()
{
rlEnableStereoRender();
}
RLBIND void rlDisableStereoRender_()
{
rlDisableStereoRender();
}
RLBIND void rlClearScreenBuffers_()
{
rlClearScreenBuffers();
}
RLBIND void rlCheckErrors_()
{
rlCheckErrors();
}
RLBIND void rlglClose_()
{
rlglClose();
}
RLBIND void rlDrawRenderBatchActive_()
{
rlDrawRenderBatchActive();
}
RLBIND void rlLoadDrawCube_()
{
rlLoadDrawCube();
}
RLBIND void rlLoadDrawQuad_()
{
rlLoadDrawQuad();
}