Raylib.Rlglinclude module type of struct include Raylib_rlgl endmodule RlGlVersion = Raylib_rlgl.RlGlVersionmodule FramebufferAttachType = Raylib_rlgl.FramebufferAttachTypemodule FramebufferAttachTextureType = Raylib_rlgl.FramebufferAttachTextureTypemodule CullMode = Raylib_rlgl.CullModemodule Shader = Raylib_rlgl.Shadermodule BufferUsage = Raylib_rlgl.BufferUsagemodule BlendFactor = Raylib_rlgl.BlendFactormodule BlendFunction = Raylib_rlgl.BlendFunctionmodule DrawMode = Raylib_rlgl.DrawModemodule MatrixMode = Raylib_rlgl.MatrixModemodule FramebufferAccess = Raylib_rlgl.FramebufferAccessmodule TexParam = Raylib_rlgl.TexParammodule VertexBuffer = Raylib_rlgl.VertexBuffermodule DrawCall = Raylib_rlgl.DrawCallmodule RenderBatch = Raylib_rlgl.RenderBatchval matrix_mode : MatrixMode.t -> unitmatrix_mode mode Choose the current matrix to be transformed
translatef x y z Multiply the current matrix by a translation matrix
rotatef angle x y z Multiply the current matrix by a rotation matrix
scalef x y z Multiply the current matrix by a scaling matrix
mult_matrixf matf Multiply the current matrix by another matrix
frustum left right bottom top znear zfar Multiply the current matrix by a perspective matrix generated by parameters
ortho left right bottom top znear zfar Multiply the current matrix by an orthographic matrix generated by parameters
val rl_begin : DrawMode.t -> unitrl_begin mode Initialize drawing mode (how to organize vertex)
tex_coord2f x y Define one vertex (texture coordinate) - 2 float
color4ub r g b a Define one vertex (color) - 4 byte
color4f x y z w Define one vertex (color) - 4 float
enable_vertex_array vao_id Enable vertex array (VAO, if supported)
disable_vertex_array () Disable vertex array (VAO, if supported)
enable_vertex_buffer_element id Enable vertex buffer element (VBO element)
disable_vertex_buffer_element () Disable vertex buffer element (VBO element)
enable_vertex_attribute index Enable vertex attribute index
disable_vertex_attribute index Disable vertex attribute index
val texture_parameters : Unsigned.uint -> TexParam.t -> TexParam.t -> unittexture_parameters id param value Set texture parameters (filter, wrap)
val cubemap_parameters : Unsigned.uint -> TexParam.t -> TexParam.t -> unitcubemap_parameters id param value Set cubemap parameters (filter, wrap)
disable_framebuffer () Disable render texture (fbo), return to default framebuffer
get_active_framebuffer () Get the currently active render texture (fbo), 0 for default framebuffer
blit_framebuffer src_x src_y src_width src_height dst_x dst_y dst_width dst_height buffer_mask Blit active framebuffer to main framebuffer
val bind_framebuffer : FramebufferAccess.t -> Unsigned.uint -> unitbind_framebuffer target framebuffer Bind framebuffer (FBO)
val set_cull_face : CullMode.t -> unitset_cull_face mode Set face culling mode
is_stereo_render_enabled () Check if stereo render is enabled
clear_color r g b a Clear color buffer with color
clear_screen_buffers () Clear used screen buffers (color and depth)
val set_blend_mode : Raylib_core.BlendMode.t -> unitset_blend_mode mode Set blending mode
val set_blend_factors :
BlendFactor.t ->
BlendFactor.t ->
BlendFunction.t ->
unitset_blend_factors gl_src_factor gl_dst_factor gl_equation Set blending mode factor and equation (using OpenGL factors)
val set_blend_factors_separate :
BlendFactor.t ->
BlendFactor.t ->
BlendFactor.t ->
BlendFactor.t ->
BlendFunction.t ->
BlendFunction.t ->
unitset_blend_factors_separate gl_src_rgb gl_dst_rgb gl_src_alpha gl_dst_alpha gl_eq_rgb gl_eq_alpha Set blending mode factors and equations separately (using OpenGL factors)
rlgl_init width height Initialize rlgl (buffers, shaders, textures, states)
load_extensions loader Load OpenGL extensions (loader function required)
set_framebuffer_height height Set current framebuffer height
get_shader_locs_default () Get default shader locations
val load_render_batch : int -> int -> RenderBatch.tload_render_batch num_buffers buffer_elements Load a render batch system
val unload_render_batch : RenderBatch.t -> unitunload_render_batch batch Unload render batch system
val draw_render_batch : RenderBatch.t Ctypes.ptr -> unitdraw_render_batch batch Draw render batch data (Update->Draw->Reset)
val set_render_batch_active : RenderBatch.t Ctypes.ptr -> unitset_render_batch_active batch Set the active render batch for rlgl (NULL for default internal)
draw_render_batch_active () Update and draw internal render batch
check_render_batch_limit v_count Check internal buffer overflow for a given number of vertex
set_texture id Set current texture for render batch and check buffers limits
load_vertex_array () Load vertex array (VAO, if supported)
load_vertex_buffer buffer size dynamic Load a vertex buffer object
load_vertex_buffer_element buffer size dynamic Load vertex buffer elements object
update_vertex_buffer buffer_id data data_size offset Update vertex buffer object data on GPU buffer
update_vertex_buffer_elements id data data_size offset Update vertex buffer elements data on GPU buffer
unload_vertex_buffer vbo_id Unload vertex buffer object
set_vertex_attribute index comp_size type normalized stride offset Set vertex attribute data configuration
set_vertex_attribute_divisor index divisor Set vertex attribute data divisor
set_vertex_attribute_default loc_index value attrib_type count Set vertex attribute default value
draw_vertex_array offset count Draw vertex array (currently active VAO)
draw_vertex_array_elements offset count buffer Draw vertex array elements
draw_vertex_array_instanced offset count instances Draw vertex array with instancing
draw_vertex_array_elements_instanced offset count buffer instances Draw vertex array elements with instancing
load_texture data width height format mipmap_count Load texture data
load_texture_depth width height use_render_buffer Load depth texture/renderbuffer
load_texture_cubemap data size format mipmap_count Load texture cubemap data
update_texture id offset_x offset_y width height format data Update texture with new data on GPU
val get_gl_texture_formats :
int ->
Unsigned.uint Ctypes.ptr ->
Unsigned.uint Ctypes.ptr ->
Unsigned.uint Ctypes.ptr ->
unitget_gl_texture_formats format gl_internal_format gl_format gl_type Get OpenGL internal formats
get_pixel_format_name format Get name string for pixel format
gen_texture_mipmaps id width height format mipmaps Generate mipmap data for selected texture
read_texture_pixels id width height format Read texture pixel data
read_screen_pixels width height Read screen pixel data (color buffer)
val framebuffer_attach :
Unsigned.uint ->
Unsigned.uint ->
FramebufferAttachType.t ->
FramebufferAttachTextureType.t ->
int ->
unitframebuffer_attach id tex_id attach_type tex_type mip_level Attach texture/renderbuffer to a framebuffer
framebuffer_complete id Verify framebuffer is complete
val copy_framebuffer :
int ->
int ->
int ->
int ->
Raylib_core.PixelFormat.t ->
unit Ctypes.ptr ->
unitcopy_framebuffer x y width height format pixels Copy framebuffer pixel data to internal buffer
resize_framebuffer width height Resize internal framebuffer
load_shader_program vs_code fs_code Load shader from code strings
val load_shader : string -> Shader.t -> Unsigned.uintload_shader code type Load (compile) shader
load_shader_program_ex vs_id fs_id Load shader program, using already loaded shader ids
load_shader_program_compute cs_id Load compute shader program
get_location_uniform id uniform_name Get shader location uniform
get_location_attrib id attrib_name Get shader location attribute
set_uniform loc_index value uniform_type count Set shader value uniform
val set_uniform_matrix : int -> Raylib_core.Matrix.t -> unitset_uniform_matrix loc_index mat Set shader value matrix
val set_uniform_matrices :
int ->
Raylib_core.Matrix.t Ctypes.ptr ->
int ->
unitset_uniform_matrices loc_index mat count Set shader value matrices
set_uniform_sampler loc_index texture_id Set shader value sampler
set_shader id locs Set shader currently active
compute_shader_dispatch group_x group_y group_z Dispatch compute shader
val load_shader_buffer :
Unsigned.uint ->
unit Ctypes.ptr ->
BufferUsage.t ->
Unsigned.uintload_shader_buffer size data usage_hint Load shader storage buffer object (SSBO)
unload_shader_buffer ssbo_id Unload shader storage buffer object (SSBO)
val update_shader_buffer :
Unsigned.uint ->
unit Ctypes.ptr ->
Unsigned.uint ->
Unsigned.uint ->
unitupdate_shader_buffer id data data_size offset Update SSBO buffer data
bind_shader_buffer id index Bind SSBO buffer
read_shader_buffer id dest count offset Read SSBO buffer data
val copy_shader_buffer :
Unsigned.uint ->
Unsigned.uint ->
Unsigned.uint ->
Unsigned.uint ->
Unsigned.uint ->
unitcopy_shader_buffer dest_id src_id dest_offset src_offset count Copy SSBO data between buffers
bind_image_texture id index format readonly Bind image texture
val get_matrix_modelview : unit -> Raylib_core.Matrix.tget_matrix_modelview () Get internal modelview matrix
val get_matrix_projection : unit -> Raylib_core.Matrix.tget_matrix_projection () Get internal projection matrix
val get_matrix_transform : unit -> Raylib_core.Matrix.tget_matrix_transform () Get internal accumulated transform matrix
val get_matrix_projection_stereo : int -> Raylib_core.Matrix.tget_matrix_projection_stereo eye Get internal projection matrix for stereo render
val get_matrix_view_offset_stereo : int -> Raylib_core.Matrix.tget_matrix_view_offset_stereo eye Get internal view offset matrix for stereo render
val set_matrix_projection : Raylib_core.Matrix.t -> unitset_matrix_projection proj Set a custom projection matrix
val set_matrix_modelview : Raylib_core.Matrix.t -> unitset_matrix_modelview view Set a custom modelview matrix
val set_matrix_projection_stereo :
Raylib_core.Matrix.t ->
Raylib_core.Matrix.t ->
unitset_matrix_projection_stereo right left Set eyes projection matrices for stereo rendering
val set_matrix_view_offset_stereo :
Raylib_core.Matrix.t ->
Raylib_core.Matrix.t ->
unitset_matrix_view_offset_stereo right left Set eyes view offsets matrices for stereo rendering