// Re-export opaque types for drawing
///|
pub using @raylib {type Shader, type RenderTexture, type VrStereoConfig}
// Drawing lifecycle re-exports
///|
pub using @raylib {
begin_drawing,
end_drawing,
begin_scissor_mode,
end_scissor_mode,
begin_blend_mode,
end_blend_mode,
begin_texture_mode,
end_texture_mode,
}
// Shader re-exports (passthrough: primitives/opaque types only)
///|
pub using @raylib {
is_shader_valid,
unload_shader,
begin_shader_mode,
end_shader_mode,
set_shader_value,
set_shader_value_v,
set_shader_value_texture,
set_shader_locs,
}
// Drawing wrapper
///|
pub fn clear_background(color : Color) -> Unit {
@raylib.clear_background(color.to_bytes())
}
// ============================================================================
// Shader management (wrappers)
// ============================================================================
///|
pub fn load_shader(vs_file_name : String, fs_file_name : String) -> Shader {
@raylib.load_shader(@utf8.encode(vs_file_name), @utf8.encode(fs_file_name))
}
///|
pub fn load_shader_from_memory(vs_code : String, fs_code : String) -> Shader {
@raylib.load_shader_from_memory(@utf8.encode(vs_code), @utf8.encode(fs_code))
}
///|
pub fn get_shader_location(shader : Shader, uniform_name : String) -> Int {
@raylib.get_shader_location(shader, @utf8.encode(uniform_name))
}
///|
pub fn set_shader_location(
shader : Shader,
loc_index : Int,
value : Int,
) -> Unit {
@raylib.set_shader_location(shader, loc_index, value)
}
///|
pub fn get_shader_id(shader : Shader) -> Int {
@raylib.get_shader_id(shader)
}
///|
pub fn get_shader_location_attrib(shader : Shader, attrib_name : String) -> Int {
@raylib.get_shader_location_attrib(shader, @utf8.encode(attrib_name))
}
///|
pub fn set_shader_value_matrix(
shader : Shader,
loc_index : Int,
mat : Matrix,
) -> Unit {
@raylib.set_shader_value_matrix(shader, loc_index, mat.to_bytes())
}
///|
pub fn rl_get_location_uniform(shader_id : UInt, uniform_name : String) -> Int {
@raylib.rl_get_location_uniform(shader_id, @utf8.encode(uniform_name))
}
// Shader uniform type constants
///|
pub const ShaderUniformFloat : Int = 0
///|
pub const ShaderUniformVec2 : Int = 1
///|
pub const ShaderUniformVec3 : Int = 2
///|
pub const ShaderUniformVec4 : Int = 3
///|
pub const ShaderUniformInt : Int = 4
///|
pub const ShaderUniformIvec2 : Int = 5
///|
pub const ShaderUniformIvec3 : Int = 6
///|
pub const ShaderUniformIvec4 : Int = 7
///|
pub const ShaderUniformSampler2d : Int = 8
// Shader location index constants
///|
pub const ShaderLocVertexPosition : Int = 0
///|
pub const ShaderLocVertexTexcoord01 : Int = 1
///|
pub const ShaderLocVertexTexcoord02 : Int = 2
///|
pub const ShaderLocVertexNormal : Int = 3
///|
pub const ShaderLocVertexTangent : Int = 4
///|
pub const ShaderLocVertexColor : Int = 5
///|
pub const ShaderLocMatrixMvp : Int = 6
///|
pub const ShaderLocMatrixView : Int = 7
///|
pub const ShaderLocMatrixProjection : Int = 8
///|
pub const ShaderLocMatrixModel : Int = 9
///|
pub const ShaderLocMatrixNormal : Int = 10
///|
pub const ShaderLocVectorView : Int = 11
///|
pub const ShaderLocColorDiffuse : Int = 12
///|
pub const ShaderLocColorSpecular : Int = 13
///|
pub const ShaderLocColorAmbient : Int = 14
///|
pub const ShaderLocMapAlbedo : Int = 15
///|
pub const ShaderLocMapMetalness : Int = 16
///|
pub const ShaderLocMapNormal : Int = 17
///|
pub const ShaderLocMapRoughness : Int = 18
///|
pub const ShaderLocMapOcclusion : Int = 19
///|
pub const ShaderLocMapEmission : Int = 20
///|
pub const ShaderLocMapHeight : Int = 21
///|
pub const ShaderLocMapCubemap : Int = 22
///|
pub const ShaderLocMapIrradiance : Int = 23
///|
pub const ShaderLocMapPrefilter : Int = 24
///|
pub const ShaderLocMapBrdf : Int = 25
///|
pub const ShaderLocVertexBoneids : Int = 26
///|
pub const ShaderLocVertexBoneweights : Int = 27
///|
pub const ShaderLocBoneMatrices : Int = 28
// Blend mode constants
///|
pub const BlendAlpha : Int = 0
///|
pub const BlendAdditive : Int = 1
///|
pub const BlendMultiplied : Int = 2
///|
pub const BlendCustom : Int = 6
// rlgl re-exports
///|
pub using @raylib {
rl_set_blend_mode,
rl_set_blend_factors,
rl_draw_render_batch_active,
// rlgl: Geometry submission
rl_begin,
rl_end,
rl_vertex2f,
rl_vertex3f,
rl_tex_coord2f,
rl_color4ub,
rl_normal3f,
rl_set_texture,
// rlgl: Matrix stack
rl_push_matrix,
rl_pop_matrix,
rl_translatef,
rl_rotatef,
rl_scalef,
rl_mult_matrixf,
// rlgl: State control
rl_enable_backface_culling,
rl_disable_backface_culling,
rl_check_render_batch_limit,
rl_enable_depth_test,
rl_disable_depth_test,
rl_enable_depth_mask,
rl_disable_depth_mask,
rl_enable_color_blend,
rl_disable_color_blend,
rl_active_texture_slot,
rl_enable_texture,
rl_disable_texture,
rl_enable_shader,
rl_disable_shader,
rl_enable_framebuffer,
rl_disable_framebuffer,
rl_active_draw_buffers,
rl_viewport,
rl_clear_screen_buffers,
// rlgl: Framebuffer management
rl_load_framebuffer,
rl_framebuffer_complete,
rl_framebuffer_attach,
rl_unload_framebuffer,
// rlgl: Texture management
rl_load_texture_depth,
rl_load_texture,
rl_unload_texture,
// rlgl: Shader management
rl_set_uniform_sampler,
rl_get_shader_id_default,
// rlgl: Draw helpers
rl_load_draw_quad,
rl_load_draw_cube,
// rlgl: Misc
rl_get_framebuffer_width,
rl_get_framebuffer_height,
rl_bind_framebuffer,
rl_blit_framebuffer,
// rlgl: Low-level uniform setting
rl_set_uniform,
}
// rlgl: Matrix getters (wrappers returning Matrix value type)
///|
pub fn rl_get_matrix_modelview() -> Matrix {
Matrix::from_bytes(@raylib.rl_get_matrix_modelview())
}
///|
pub fn rl_get_matrix_projection() -> Matrix {
Matrix::from_bytes(@raylib.rl_get_matrix_projection())
}
// rlgl draw mode constants
///|
pub const RlLines : Int = 0x0001
///|
pub const RlTriangles : Int = 0x0004
///|
pub const RlQuads : Int = 0x0007
// rlgl framebuffer target constants
///|
pub const RlReadFramebuffer : UInt = 0x8CA8U
///|
pub const RlDrawFramebuffer : UInt = 0x8CA9U
// rlgl framebuffer attach type constants
///|
pub const RlAttachmentColorChannel0 : Int = 0
///|
pub const RlAttachmentColorChannel1 : Int = 1
///|
pub const RlAttachmentColorChannel2 : Int = 2
///|
pub const RlAttachmentColorChannel3 : Int = 3
///|
pub const RlAttachmentDepth : Int = 100
///|
pub const RlAttachmentStencil : Int = 200
// rlgl framebuffer texture type constants
///|
pub const RlAttachmentCubemapPositiveX : Int = 0
///|
pub const RlAttachmentCubemapNegativeX : Int = 1
///|
pub const RlAttachmentCubemapPositiveY : Int = 2
///|
pub const RlAttachmentCubemapNegativeY : Int = 3
///|
pub const RlAttachmentCubemapPositiveZ : Int = 4
///|
pub const RlAttachmentCubemapNegativeZ : Int = 5
///|
pub const RlAttachmentTexture2d : Int = 100
///|
pub const RlAttachmentRenderbuffer : Int = 200
// ============================================================================
// VR stereo re-exports
// ============================================================================
///|
pub using @raylib {unload_vr_stereo_config, end_vr_stereo_mode}
// VrDeviceInfo value type: 60 bytes
// hResolution(int), vResolution(int), hScreenSize(float), vScreenSize(float),
// eyeToScreenDistance(float), lensSeparationDistance(float), interpupillaryDistance(float),
// lensDistortionValues[4](float), chromaAbCorrection[4](float)
///|
pub struct VrDeviceInfo {
h_resolution : Int
v_resolution : Int
h_screen_size : Float
v_screen_size : Float
eye_to_screen_distance : Float
lens_separation_distance : Float
interpupillary_distance : Float
lens_distortion_values : FixedArray[Float] // length 4
chroma_ab_correction : FixedArray[Float] // length 4
} derive(Show)
///|
pub fn VrDeviceInfo::new(
h_resolution : Int,
v_resolution : Int,
h_screen_size : Float,
v_screen_size : Float,
eye_to_screen_distance : Float,
lens_separation_distance : Float,
interpupillary_distance : Float,
lens_distortion_values : FixedArray[Float],
chroma_ab_correction : FixedArray[Float],
) -> VrDeviceInfo {
{
h_resolution,
v_resolution,
h_screen_size,
v_screen_size,
eye_to_screen_distance,
lens_separation_distance,
interpupillary_distance,
lens_distortion_values,
chroma_ab_correction,
}
}
///|
pub fn VrDeviceInfo::to_bytes(info : VrDeviceInfo) -> Bytes {
let buf = @buffer.new(size_hint=60)
buf.write_int_le(info.h_resolution)
buf.write_int_le(info.v_resolution)
buf.write_float_le(info.h_screen_size)
buf.write_float_le(info.v_screen_size)
buf.write_float_le(info.eye_to_screen_distance)
buf.write_float_le(info.lens_separation_distance)
buf.write_float_le(info.interpupillary_distance)
for i in 0..<4 {
buf.write_float_le(info.lens_distortion_values[i])
}
for i in 0..<4 {
buf.write_float_le(info.chroma_ab_correction[i])
}
buf.to_bytes()
}
///|
pub fn load_vr_stereo_config(device : VrDeviceInfo) -> VrStereoConfig {
@raylib.load_vr_stereo_config(device.to_bytes())
}
///|
pub fn begin_vr_stereo_mode(config : VrStereoConfig) -> Unit {
@raylib.begin_vr_stereo_mode(config)
}
// VrStereoConfig field accessors (return raw Bytes for use with set_shader_value)
///|
pub fn vr_stereo_config_left_lens_center(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_left_lens_center(config)
}
///|
pub fn vr_stereo_config_right_lens_center(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_right_lens_center(config)
}
///|
pub fn vr_stereo_config_left_screen_center(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_left_screen_center(config)
}
///|
pub fn vr_stereo_config_right_screen_center(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_right_screen_center(config)
}
///|
pub fn vr_stereo_config_scale(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_scale(config)
}
///|
pub fn vr_stereo_config_scale_in(config : VrStereoConfig) -> Bytes {
@raylib.vr_stereo_config_scale_in(config)
}