h-raylib-5.1.1.0: lib/rlgl_bindings.h
/**
* @file rlgl_bindings.h
* @author Anut-py
* @brief Required methods for binding Haskell to rlgl
*/
#include "rl_common.h"
rlRenderBatch *rlLoadRenderBatch_(int numBuffers, int bufferElements);
void rlUnloadRenderBatch_(rlRenderBatch *batch);
void rlSetUniformMatrix_(int locIndex, Matrix *mat);
Matrix *rlGetMatrixProjectionStereo_(int eye);
Matrix *rlGetMatrixViewOffsetStereo_(int eye);
void rlSetMatrixProjection_(Matrix *proj);
void rlSetMatrixModelview_(Matrix *view);
void rlSetMatrixProjectionStereo_(Matrix *right, Matrix *left);
void rlSetMatrixViewOffsetStereo_(Matrix *right, Matrix *left);
Matrix *rlGetMatrixModelview_();
Matrix *rlGetMatrixProjection_();
Matrix *rlGetMatrixTransform_();
void rlMatrixMode_(int a);
void rlTranslatef_(float a, float b, float c);
void rlRotatef_(float a, float b, float c, float d);
void rlScalef_(float a, float b, float c);
void rlMultMatrixf_(const float *a);
void rlFrustum_(double a, double b, double c, double d, double e, double f);
void rlOrtho_(double a, double b, double c, double d, double e, double f);
void rlViewport_(int a, int b, int c, int d);
void rlBegin_(int a);
void rlVertex2i_(int a, int b);
void rlVertex2f_(float a, float b);
void rlVertex3f_(float a, float b, float c);
void rlTexCoord2f_(float a, float b);
void rlNormal3f_(float a, float b, float c);
void rlColor4ub_(unsigned char a, unsigned char b, unsigned char c, unsigned char d);
void rlColor3f_(float a, float b, float c);
void rlColor4f_(float a, float b, float c, float d);
bool rlEnableVertexArray_(unsigned int a);
void rlEnableVertexBuffer_(unsigned int a);
void rlEnableVertexBufferElement_(unsigned int a);
void rlEnableVertexAttribute_(unsigned int a);
void rlDisableVertexAttribute_(unsigned int a);
void rlActiveTextureSlot_(int a);
void rlEnableTexture_(unsigned int a);
void rlEnableTextureCubemap_(unsigned int a);
void rlTextureParameters_(unsigned int a, int b, int c);
void rlCubemapParameters_(unsigned int a, int b, int c);
void rlEnableShader_(unsigned int a);
void rlEnableFramebuffer_(unsigned int a);
void rlActiveDrawBuffers_(int a);
void rlBlitFramebuffer_(int a, int b, int c, int d, int e, int f, int g, int h, int undefined);
void rlBindFramebuffer_(unsigned int a, unsigned int b);
void rlColorMask_(bool a, bool b, bool c, bool d);
void rlSetCullFace_(int a);
void rlScissor_(int a, int b, int c, int d);
void rlSetLineWidth_(float a);
float rlGetLineWidth_();
bool rlIsStereoRenderEnabled_();
void rlClearColor_(unsigned char a, unsigned char b, unsigned char c, unsigned char d);
void rlSetBlendMode_(int a);
void rlSetBlendFactors_(int a, int b, int c);
void rlSetBlendFactorsSeparate_(int a, int b, int c, int d, int e, int f);
void rlglInit_(int a, int b);
void rlLoadExtensions_(void *a);
int rlGetVersion_();
void rlSetFramebufferWidth_(int a);
int rlGetFramebufferWidth_();
void rlSetFramebufferHeight_(int a);
int rlGetFramebufferHeight_();
unsigned int rlGetTextureIdDefault_();
unsigned int rlGetShaderIdDefault_();
int *rlGetShaderLocsDefault_();
void rlDrawRenderBatch_(rlRenderBatch *a);
void rlSetRenderBatchActive_(rlRenderBatch *a);
bool rlCheckRenderBatchLimit_(int a);
void rlSetTexture_(unsigned int a);
unsigned int rlLoadVertexArray_();
unsigned int rlLoadVertexBuffer_(const void *a, int b, bool c);
unsigned int rlLoadVertexBufferElement_(const void *a, int b, bool c);
void rlUpdateVertexBuffer_(unsigned int a, const void *b, int c, int d);
void rlUpdateVertexBufferElements_(unsigned int a, const void *b, int c, int d);
void rlUnloadVertexArray_(unsigned int a);
void rlUnloadVertexBuffer_(unsigned int a);
void rlSetVertexAttribute_(unsigned int a, int b, int c, bool d, int e, const void *f);
void rlSetVertexAttributeDivisor_(unsigned int a, int b);
void rlSetVertexAttributeDefault_(int a, const void *b, int c, int d);
void rlDrawVertexArray_(int a, int b);
void rlDrawVertexArrayElements_(int a, int b, const void *c);
void rlDrawVertexArrayInstanced_(int a, int b, int c);
void rlDrawVertexArrayElementsInstanced_(int a, int b, const void *c, int d);
unsigned int rlLoadTexture_(const void *a, int b, int c, int d, int e);
unsigned int rlLoadTextureDepth_(int a, int b, bool c);
unsigned int rlLoadTextureCubemap_(const void *a, int b, int c);
void rlUpdateTexture_(unsigned int a, int b, int c, int d, int e, int f, const void *g);
void rlGetGlTextureFormats_(int a, unsigned int *b, unsigned int *c, unsigned int *d);
const char *rlGetPixelFormatName_(unsigned int a);
void rlUnloadTexture_(unsigned int a);
void rlGenTextureMipmaps_(unsigned int a, int b, int c, int d, int *e);
void *rlReadTexturePixels_(unsigned int a, int b, int c, int d);
unsigned char *rlReadScreenPixels_(int a, int b);
unsigned int rlLoadFramebuffer_();
void rlFramebufferAttach_(unsigned int a, unsigned int b, int c, int d, int e);
bool rlFramebufferComplete_(unsigned int a);
void rlUnloadFramebuffer_(unsigned int a);
unsigned int rlLoadShaderCode_(const char *a, const char *b);
unsigned int rlCompileShader_(const char *a, int b);
unsigned int rlLoadShaderProgram_(unsigned int a, unsigned int b);
void rlUnloadShaderProgram_(unsigned int a);
int rlGetLocationUniform_(unsigned int a, const char *b);
int rlGetLocationAttrib_(unsigned int a, const char *b);
void rlSetUniform_(int a, const void *b, int c, int d);
void rlSetUniformSampler_(int a, unsigned int b);
void rlSetShader_(unsigned int a, int *b);
unsigned int rlLoadComputeShaderProgram_(unsigned int a);
void rlComputeShaderDispatch_(unsigned int a, unsigned int b, unsigned int c);
unsigned int rlLoadShaderBuffer_(unsigned int a, const void *b, int c);
void rlUnloadShaderBuffer_(unsigned int a);
void rlUpdateShaderBuffer_(unsigned int a, const void *b, unsigned int c, unsigned int d);
void rlBindShaderBuffer_(unsigned int a, unsigned int b);
void rlReadShaderBuffer_(unsigned int a, void *b, unsigned int c, unsigned int d);
void rlCopyShaderBuffer_(unsigned int a, unsigned int b, unsigned int c, unsigned int d, unsigned int e);
unsigned int rlGetShaderBufferSize_(unsigned int a);
void rlBindImageTexture_(unsigned int a, unsigned int b, int c, bool d);
void rlPushMatrix_();
void rlPopMatrix_();
void rlLoadIdentity_();
void rlEnd_();
void rlDisableVertexArray_();
void rlDisableVertexBuffer_();
void rlDisableVertexBufferElement_();
void rlDisableTexture_();
void rlDisableTextureCubemap_();
void rlDisableShader_();
void rlDisableFramebuffer_();
unsigned int rlGetActiveFramebuffer_();
void rlEnableColorBlend_();
void rlDisableColorBlend_();
void rlEnableDepthTest_();
void rlDisableDepthTest_();
void rlEnableDepthMask_();
void rlDisableDepthMask_();
void rlEnableBackfaceCulling_();
void rlDisableBackfaceCulling_();
void rlEnableScissorTest_();
void rlDisableScissorTest_();
void rlEnableWireMode_();
void rlEnablePointMode_();
void rlDisableWireMode_();
void rlEnableSmoothLines_();
void rlDisableSmoothLines_();
void rlEnableStereoRender_();
void rlDisableStereoRender_();
void rlClearScreenBuffers_();
void rlCheckErrors_();
void rlglClose_();
void rlDrawRenderBatchActive_();
void rlLoadDrawCube_();
void rlLoadDrawQuad_();