raylib 5.0.0.5__cp313-cp313-manylinux2014_aarch64.whl → 5.5.0.3__cp313-cp313-manylinux2014_aarch64.whl

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raylib/raymath.h.modified CHANGED
@@ -1,6 +1,6 @@
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  /**********************************************************************************************
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  *
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- * raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
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+ * raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
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  *
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  * CONVENTIONS:
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  * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@@ -12,7 +12,7 @@
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  * - Functions are always self-contained, no function use another raymath function inside,
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  * required code is directly re-implemented inside
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  * - Functions input parameters are always received by value (2 unavoidable exceptions)
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- * - Functions use always a "result" variable for return
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+ * - Functions use always a "result" variable for return (except C++ operators)
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  * - Functions are always defined inline
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  * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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  * - No compound literals used to make sure libray is compatible with C++
@@ -26,10 +26,12 @@
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  * #define RAYMATH_STATIC_INLINE
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  * This may use up lots of memory.
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  *
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+ * #define RAYMATH_DISABLE_CPP_OPERATORS
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+ * Disables C++ operator overloads for raymath types.
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  *
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  * LICENSE: zlib/libpng
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  *
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- * Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
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+ * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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  *
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  * This software is provided "as-is", without any express or implied warranty. In no event
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  * will the authors be held liable for any damages arising from the use of this software.
@@ -99,14 +101,21 @@ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Normalize(Vector2 v);// Transforms a Vector2 by a given Matrix
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Transform(Vector2 v, Matrix mat);// Calculate linear interpolation between two vectors
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);// Calculate reflected vector to normal
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- inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Reflect(Vector2 v, Vector2 normal);// Rotate vector by angle
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+ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Reflect(Vector2 v, Vector2 normal);// Get min value for each pair of components
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+ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Min(Vector2 v1, Vector2 v2);// Get max value for each pair of components
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+ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Max(Vector2 v1, Vector2 v2);// Rotate vector by angle
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Rotate(Vector2 v, float angle);// Move Vector towards target
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);// Invert the given vector
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Invert(Vector2 v);// Clamp the components of the vector between
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  // min and max values specified by the given vectors
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);// Clamp the magnitude of the vector between two min and max values
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  inline /* Functions may be inlined or external definition used*/ Vector2 Vector2ClampValue(Vector2 v, float min, float max);// Check whether two given vectors are almost equal
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- inline /* Functions may be inlined or external definition used*/ int Vector2Equals(Vector2 p, Vector2 q);//----------------------------------------------------------------------------------
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+ inline /* Functions may be inlined or external definition used*/ int Vector2Equals(Vector2 p, Vector2 q);// Compute the direction of a refracted ray
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+ // v: normalized direction of the incoming ray
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+ // n: normalized normal vector of the interface of two optical media
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+ // r: ratio of the refractive index of the medium from where the ray comes
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+ // to the refractive index of the medium on the other side of the surface
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+ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Refract(Vector2 v, Vector2 n, float r);//----------------------------------------------------------------------------------
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  // Module Functions Definition - Vector3 math
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  //----------------------------------------------------------------------------------
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  // Vector with components value 0.0f
@@ -136,8 +145,11 @@ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3
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  inline /* Functions may be inlined or external definition used*/ void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);// Transforms a Vector3 by a given Matrix
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Transform(Vector3 v, Matrix mat);// Transform a vector by quaternion rotation
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);// Rotates a vector around an axis
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- inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);// Calculate linear interpolation between two vectors
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- inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);// Calculate reflected vector to normal
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+ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);// Move Vector towards target
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+ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance);// Calculate linear interpolation between two vectors
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+ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);// Calculate cubic hermite interpolation between two vectors and their tangents
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+ // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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+ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount);// Calculate reflected vector to normal
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Reflect(Vector3 v, Vector3 normal);// Get min value for each pair of components
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Min(Vector3 v1, Vector3 v2);// Get max value for each pair of components
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Max(Vector3 v1, Vector3 v2);// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
@@ -156,6 +168,21 @@ inline /* Functions may be inlined or external definition used*/ int Vector3Equa
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  // r: ratio of the refractive index of the medium from where the ray comes
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  // to the refractive index of the medium on the other side of the surface
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  inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);//----------------------------------------------------------------------------------
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+ // Module Functions Definition - Vector4 math
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+ //----------------------------------------------------------------------------------
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Zero(void);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4One(void);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Add(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4AddValue(Vector4 v, float add);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Subtract(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4SubtractValue(Vector4 v, float add);inline /* Functions may be inlined or external definition used*/ float Vector4Length(Vector4 v);inline /* Functions may be inlined or external definition used*/ float Vector4LengthSqr(Vector4 v);inline /* Functions may be inlined or external definition used*/ float Vector4DotProduct(Vector4 v1, Vector4 v2);// Calculate distance between two vectors
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+ inline /* Functions may be inlined or external definition used*/ float Vector4Distance(Vector4 v1, Vector4 v2);// Calculate square distance between two vectors
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+ inline /* Functions may be inlined or external definition used*/ float Vector4DistanceSqr(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Scale(Vector4 v, float scale);// Multiply vector by vector
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Multiply(Vector4 v1, Vector4 v2);// Negate vector
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Negate(Vector4 v);// Divide vector by vector
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Divide(Vector4 v1, Vector4 v2);// Normalize provided vector
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Normalize(Vector4 v);// Get min value for each pair of components
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Min(Vector4 v1, Vector4 v2);// Get max value for each pair of components
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Max(Vector4 v1, Vector4 v2);// Calculate linear interpolation between two vectors
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount);// Move Vector towards target
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance);// Invert the given vector
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+ inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Invert(Vector4 v);// Check whether two given vectors are almost equal
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+ inline /* Functions may be inlined or external definition used*/ int Vector4Equals(Vector4 p, Vector4 q);//----------------------------------------------------------------------------------
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  // Module Functions Definition - Matrix math
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  //----------------------------------------------------------------------------------
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  // Compute matrix determinant
@@ -182,7 +209,7 @@ inline /* Functions may be inlined or external definition used*/ Matrix MatrixRo
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  // NOTE: Angle must be provided in radians
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  inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateZYX(Vector3 angle);// Get scaling matrix
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  inline /* Functions may be inlined or external definition used*/ Matrix MatrixScale(float x, float y, float z);// Get perspective projection matrix
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- inline /* Functions may be inlined or external definition used*/ Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);// Get perspective projection matrix
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+ inline /* Functions may be inlined or external definition used*/ Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane);// Get perspective projection matrix
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  // NOTE: Fovy angle must be provided in radians
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  inline /* Functions may be inlined or external definition used*/ Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane);// Get orthographic projection matrix
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  inline /* Functions may be inlined or external definition used*/ Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane);// Get camera look-at matrix (view matrix)
@@ -204,7 +231,9 @@ inline /* Functions may be inlined or external definition used*/ Quaternion Quat
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);// Calculate linear interpolation between two quaternions
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);// Calculate slerp-optimized interpolation between two quaternions
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);// Calculates spherical linear interpolation between two quaternions
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- inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);// Calculate quaternion based on the rotation from one vector to another
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+ inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
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+ // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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+ inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t);// Calculate quaternion based on the rotation from one vector to another
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);// Get a quaternion for a given rotation matrix
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromMatrix(Matrix mat);// Get a matrix for a given quaternion
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  inline /* Functions may be inlined or external definition used*/ Matrix QuaternionToMatrix(Quaternion q);// Get rotation quaternion for an angle and axis
@@ -216,4 +245,5 @@ inline /* Functions may be inlined or external definition used*/ Quaternion Quat
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  // NOTE: Angles are returned in a Vector3 struct in radians
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  inline /* Functions may be inlined or external definition used*/ Vector3 QuaternionToEuler(Quaternion q);// Transform a quaternion given a transformation matrix
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  inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionTransform(Quaternion q, Matrix mat);// Check whether two given quaternions are almost equal
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- inline /* Functions may be inlined or external definition used*/ int QuaternionEquals(Quaternion p, Quaternion q);
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+ inline /* Functions may be inlined or external definition used*/ int QuaternionEquals(Quaternion p, Quaternion q);// Decompose a transformation matrix into its rotational, translational and scaling components
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+ inline /* Functions may be inlined or external definition used*/ void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale);
raylib/rlgl.h.modified CHANGED
@@ -1,24 +1,24 @@
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  /**********************************************************************************************
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  *
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- * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
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+ * rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
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  *
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  * DESCRIPTION:
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- * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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+ * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
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  * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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  *
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  * ADDITIONAL NOTES:
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  * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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- * initialized on rlglInit() to accumulate vertex data.
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+ * initialized on rlglInit() to accumulate vertex data
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  *
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  * When an internal state change is required all the stored vertex data is renderer in batch,
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- * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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+ * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
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  *
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  * Some resources are also loaded for convenience, here the complete list:
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  * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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  * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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  * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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  *
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- * Internal buffer (and resources) must be manually unloaded calling rlglClose().
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+ * Internal buffer (and resources) must be manually unloaded calling rlglClose()
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  *
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  * CONFIGURATION:
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  * #define GRAPHICS_API_OPENGL_11
@@ -32,9 +32,9 @@
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  * required by any other module, use rlGetVersion() to check it
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  *
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  * #define RLGL_IMPLEMENTATION
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- * Generates the implementation of the library into the included file.
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+ * Generates the implementation of the library into the included file
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  * If not defined, the library is in header only mode and can be included in other headers
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- * or source files without problems. But only ONE file should hold the implementation.
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+ * or source files without problems. But only ONE file should hold the implementation
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  *
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  * #define RLGL_RENDER_TEXTURES_HINT
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  * Enable framebuffer objects (fbo) support (enabled by default)
@@ -62,18 +62,21 @@
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  * When loading a shader, the following vertex attributes and uniform
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  * location names are tried to be set automatically:
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  *
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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+ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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  * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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  * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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  * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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  * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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+ * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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  * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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+ * #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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  * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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  * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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  * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
@@ -85,7 +88,7 @@
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  *
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  * LICENSE: zlib/libpng
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  *
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- * Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
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+ * Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
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  *
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  * This software is provided "as-is", without any express or implied warranty. In no event
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  * will the authors be held liable for any damages arising from the use of this software.
@@ -103,8 +106,9 @@
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  * 3. This notice may not be removed or altered from any source distribution.
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  *
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  **********************************************************************************************/
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- // Function specifiers in case library is build/used as a shared library (Windows)
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+ // Function specifiers in case library is build/used as a shared library
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  // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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+ // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
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  // Function specifiers definition
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  // Support TRACELOG macros
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  // Allow custom memory allocators
@@ -133,6 +137,7 @@
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  // GL Shader type
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  // GL blending factors
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  // GL blending functions/equations
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+ // Default shader vertex attribute locations
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  //----------------------------------------------------------------------------------
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  // Types and Structures Definition
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  //----------------------------------------------------------------------------------
@@ -141,10 +146,11 @@ typedef struct rlVertexBuffer {
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  int elementCount; // Number of elements in the buffer (QUADS)
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  float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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  float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
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  unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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  unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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  unsigned int vaoId; // OpenGL Vertex Array Object id
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- unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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+ unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
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  } rlVertexBuffer;
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  // Draw call type
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  // NOTE: Only texture changes register a new draw, other state-change-related elements are not
@@ -279,6 +285,10 @@ typedef enum {
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  RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
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  RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
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  RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
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+ RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
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+ RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
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+ RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
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+ RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
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  RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
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  } rlShaderUniformDataType;
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  // Shader attribute data types
@@ -332,6 +342,9 @@ typedef enum {
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  void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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  void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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  void rlViewport(int x, int y, int width, int height); // Set the viewport area
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+ void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
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+ double rlGetCullDistanceNear(void); // Get cull plane distance near
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+ double rlGetCullDistanceFar(void); // Get cull plane distance far
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  //------------------------------------------------------------------------------------
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  // Functions Declaration - Vertex level operations
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  //------------------------------------------------------------------------------------
@@ -355,10 +368,10 @@ typedef enum {
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  void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
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  void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
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  void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
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- void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
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+ void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
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  void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
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  void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
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- void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
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+ void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
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  // Textures state
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  void rlActiveTextureSlot(int slot); // Select and active a texture slot
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  void rlEnableTexture(unsigned int id); // Enable texture
@@ -373,8 +386,10 @@ typedef enum {
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  // Framebuffer state
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  void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
375
388
  void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
389
+ unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
376
390
  void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
377
391
  void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
392
+ void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
378
393
  // General render state
379
394
  void rlEnableColorBlend(void); // Enable color blending
380
395
  void rlDisableColorBlend(void); // Disable color blending
@@ -384,13 +399,14 @@ typedef enum {
384
399
  void rlDisableDepthMask(void); // Disable depth write
385
400
  void rlEnableBackfaceCulling(void); // Enable backface culling
386
401
  void rlDisableBackfaceCulling(void); // Disable backface culling
402
+ void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
387
403
  void rlSetCullFace(int mode); // Set face culling mode
388
404
  void rlEnableScissorTest(void); // Enable scissor test
389
405
  void rlDisableScissorTest(void); // Disable scissor test
390
406
  void rlScissor(int x, int y, int width, int height); // Scissor test
391
407
  void rlEnableWireMode(void); // Enable wire mode
392
- void rlEnablePointMode(void); // Enable point mode
393
- void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
408
+ void rlEnablePointMode(void); // Enable point mode
409
+ void rlDisableWireMode(void); // Disable wire (and point) mode
394
410
  void rlSetLineWidth(float width); // Set the line drawing width
395
411
  float rlGetLineWidth(void); // Get the line drawing width
396
412
  void rlEnableSmoothLines(void); // Enable line aliasing
@@ -432,24 +448,24 @@ typedef enum {
432
448
  //------------------------------------------------------------------------------------------------------------------------
433
449
  // Vertex buffers management
434
450
  unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
435
- unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
436
- unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
437
- void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
438
- void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
439
- void rlUnloadVertexArray(unsigned int vaoId);
440
- void rlUnloadVertexBuffer(unsigned int vboId);
441
- void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
442
- void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
443
- void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
444
- void rlDrawVertexArray(int offset, int count);
445
- void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
446
- void rlDrawVertexArrayInstanced(int offset, int count, int instances);
447
- void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
451
+ unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
452
+ unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
453
+ void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
454
+ void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
455
+ void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
456
+ void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
457
+ void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
458
+ void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
459
+ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
460
+ void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
461
+ void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
462
+ void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
463
+ void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
448
464
  // Textures management
449
- unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
465
+ unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
450
466
  unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
451
- unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
452
- void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
467
+ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
468
+ void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
453
469
  void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
454
470
  const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
455
471
  void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
@@ -457,7 +473,7 @@ typedef enum {
457
473
  void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
458
474
  unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
459
475
  // Framebuffer management (fbo)
460
- unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
476
+ unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
461
477
  void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
462
478
  bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
463
479
  void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
@@ -470,6 +486,7 @@ typedef enum {
470
486
  int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
471
487
  void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
472
488
  void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
489
+ void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
473
490
  void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
474
491
  void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
475
492
  // Compute shader management
raylib/version.py CHANGED
@@ -1 +1 @@
1
- __version__ = "5.0.0.5"
1
+ __version__ = "5.5.0.3"