-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathraylib.h
More file actions
1519 lines (1368 loc) · 99.2 KB
/
raylib.h
File metadata and controls
1519 lines (1368 loc) · 99.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/**********************************************************************************************
*
* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
* NOTES:
* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
* One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [core] msf_gif (Miles Fogle) for GIF recording
* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
* [text] stb_truetype (Sean Barret) for ttf fonts loading
* [text] stb_rect_pack (Sean Barret) for rectangles packing
* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
*
*
* LICENSE: zlib/libpng
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYLIB_H
#define RAYLIB_H
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#if defined(_WIN32)
// Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RLAPI // We are building or using raylib as a static library
#endif
#else
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(ptr,sz) realloc(ptr,sz)
#endif
#ifndef RL_FREE
#define RL_FREE(ptr) free(ptr)
#endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
#if defined(__cplusplus)
#define CLITERAL(type) type
#else
#define CLITERAL(type) (type)
#endif
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
// Temporal hacks to avoid breaking old codebases using
// deprecated raylib implementation or definitions
#define FormatText TextFormat
#define LoadText LoadFileText
#define GetExtension GetFileExtension
#define GetImageData LoadImageColors
#define FILTER_POINT TEXTURE_FILTER_POINT
#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR
#define MAP_DIFFUSE MATERIAL_MAP_DIFFUSE
#define PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
typedef enum { false, true } bool;
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Vector4 type
typedef struct Vector4 {
float x;
float y;
float z;
float w;
} Vector4;
// Quaternion type, same as Vector4
typedef Vector4 Quaternion;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
float x;
float y;
float width;
float height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Image;
// Texture type
// NOTE: Data stored in GPU memory
typedef struct Texture {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Texture;
// Texture2D type, same as Texture
typedef Texture Texture2D;
// TextureCubemap type, actually, same as Texture
typedef Texture TextureCubemap;
// RenderTexture type, for texture rendering
typedef struct RenderTexture {
unsigned int id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture
} RenderTexture;
// RenderTexture2D type, same as RenderTexture
typedef RenderTexture RenderTexture2D;
// N-Patch layout info
typedef struct NPatchInfo {
Rectangle source; // Texture source rectangle
int left; // Left border offset
int top; // Top border offset
int right; // Right border offset
int bottom; // Bottom border offset
int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo;
// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
} CharInfo;
// Font type, includes texture and charSet array data
typedef struct Font {
int baseSize; // Base size (default chars height)
int charsCount; // Number of characters
int charsPadding; // Padding around the chars
Texture2D texture; // Characters texture atlas
Rectangle *recs; // Characters rectangles in texture
CharInfo *chars; // Characters info data
} Font;
#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Vertex data definning a mesh
// NOTE: Data stored in CPU memory (and GPU)
typedef struct Mesh {
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
// Default vertex data
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
} Mesh;
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id
int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
} Shader;
// Material texture map
typedef struct MaterialMap {
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} MaterialMap;
// Material type (generic)
typedef struct Material {
Shader shader; // Material shader
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
float params[4]; // Material generic parameters (if required)
} Material;
// Transformation properties
typedef struct Transform {
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} Transform;
// Bone information
typedef struct BoneInfo {
char name[32]; // Bone name
int parent; // Bone parent
} BoneInfo;
// Model type
typedef struct Model {
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
int materialCount; // Number of materials
Mesh *meshes; // Meshes array
Material *materials; // Materials array
int *meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
Transform *bindPose; // Bones base transformation (pose)
} Model;
// Model animation
typedef struct ModelAnimation {
int boneCount; // Number of bones
int frameCount; // Number of animation frames
BoneInfo *bones; // Bones information (skeleton)
Transform **framePoses; // Poses array by frame
} ModelAnimation;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Raycast hit information
typedef struct RayHitInfo {
bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit
Vector3 position; // Position of nearest hit
Vector3 normal; // Surface normal of hit
} RayHitInfo;
// Bounding box type
typedef struct BoundingBox {
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} BoundingBox;
// Wave type, defines audio wave data
typedef struct Wave {
unsigned int sampleCount; // Total number of samples
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo)
void *data; // Buffer data pointer
} Wave;
typedef struct rAudioBuffer rAudioBuffer;
// Audio stream type
// NOTE: Useful to create custom audio streams not bound to a specific file
typedef struct AudioStream {
rAudioBuffer *buffer; // Pointer to internal data used by the audio system
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo)
} AudioStream;
// Sound source type
typedef struct Sound {
AudioStream stream; // Audio stream
unsigned int sampleCount; // Total number of samples
} Sound;
// Music stream type (audio file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed
typedef struct Music {
AudioStream stream; // Audio stream
unsigned int sampleCount; // Total number of samples
bool looping; // Music looping enable
int ctxType; // Type of music context (audio filetype)
void *ctxData; // Audio context data, depends on type
} Music;
// Head-Mounted-Display device parameters
typedef struct VrDeviceInfo {
int hResolution; // Horizontal resolution in pixels
int vResolution; // Vertical resolution in pixels
float hScreenSize; // Horizontal size in meters
float vScreenSize; // Vertical size in meters
float vScreenCenter; // Screen center in meters
float eyeToScreenDistance; // Distance between eye and display in meters
float lensSeparationDistance; // Lens separation distance in meters
float interpupillaryDistance; // IPD (distance between pupils) in meters
float lensDistortionValues[4]; // Lens distortion constant parameters
float chromaAbCorrection[4]; // Chromatic aberration correction parameters
} VrDeviceInfo;
// VR Stereo rendering configuration for simulator
typedef struct VrStereoConfig {
Matrix projection[2]; // VR projection matrices (per eye)
Matrix viewOffset[2]; // VR view offset matrices (per eye)
float leftLensCenter[2]; // VR left lens center
float rightLensCenter[2]; // VR right lens center
float leftScreenCenter[2]; // VR left screen center
float rightScreenCenter[2]; // VR right screen center
float scale[2]; // VR distortion scale
float scaleIn[2]; // VR distortion scale in
} VrStereoConfig;
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
typedef enum {
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags;
// Trace log level
typedef enum {
LOG_ALL = 0, // Display all logs
LOG_TRACE,
LOG_DEBUG,
LOG_INFO,
LOG_WARNING,
LOG_ERROR,
LOG_FATAL,
LOG_NONE // Disable logging
} TraceLogLevel;
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
typedef enum {
KEY_NULL = 0,
// Alphanumeric keys
KEY_APOSTROPHE = 39,
KEY_COMMA = 44,
KEY_MINUS = 45,
KEY_PERIOD = 46,
KEY_SLASH = 47,
KEY_ZERO = 48,
KEY_ONE = 49,
KEY_TWO = 50,
KEY_THREE = 51,
KEY_FOUR = 52,
KEY_FIVE = 53,
KEY_SIX = 54,
KEY_SEVEN = 55,
KEY_EIGHT = 56,
KEY_NINE = 57,
KEY_SEMICOLON = 59,
KEY_EQUAL = 61,
KEY_A = 65,
KEY_B = 66,
KEY_C = 67,
KEY_D = 68,
KEY_E = 69,
KEY_F = 70,
KEY_G = 71,
KEY_H = 72,
KEY_I = 73,
KEY_J = 74,
KEY_K = 75,
KEY_L = 76,
KEY_M = 77,
KEY_N = 78,
KEY_O = 79,
KEY_P = 80,
KEY_Q = 81,
KEY_R = 82,
KEY_S = 83,
KEY_T = 84,
KEY_U = 85,
KEY_V = 86,
KEY_W = 87,
KEY_X = 88,
KEY_Y = 89,
KEY_Z = 90,
// Function keys
KEY_SPACE = 32,
KEY_ESCAPE = 256,
KEY_ENTER = 257,
KEY_TAB = 258,
KEY_BACKSPACE = 259,
KEY_INSERT = 260,
KEY_DELETE = 261,
KEY_RIGHT = 262,
KEY_LEFT = 263,
KEY_DOWN = 264,
KEY_UP = 265,
KEY_PAGE_UP = 266,
KEY_PAGE_DOWN = 267,
KEY_HOME = 268,
KEY_END = 269,
KEY_CAPS_LOCK = 280,
KEY_SCROLL_LOCK = 281,
KEY_NUM_LOCK = 282,
KEY_PRINT_SCREEN = 283,
KEY_PAUSE = 284,
KEY_F1 = 290,
KEY_F2 = 291,
KEY_F3 = 292,
KEY_F4 = 293,
KEY_F5 = 294,
KEY_F6 = 295,
KEY_F7 = 296,
KEY_F8 = 297,
KEY_F9 = 298,
KEY_F10 = 299,
KEY_F11 = 300,
KEY_F12 = 301,
KEY_LEFT_SHIFT = 340,
KEY_LEFT_CONTROL = 341,
KEY_LEFT_ALT = 342,
KEY_LEFT_SUPER = 343,
KEY_RIGHT_SHIFT = 344,
KEY_RIGHT_CONTROL = 345,
KEY_RIGHT_ALT = 346,
KEY_RIGHT_SUPER = 347,
KEY_KB_MENU = 348,
KEY_LEFT_BRACKET = 91,
KEY_BACKSLASH = 92,
KEY_RIGHT_BRACKET = 93,
KEY_GRAVE = 96,
// Keypad keys
KEY_KP_0 = 320,
KEY_KP_1 = 321,
KEY_KP_2 = 322,
KEY_KP_3 = 323,
KEY_KP_4 = 324,
KEY_KP_5 = 325,
KEY_KP_6 = 326,
KEY_KP_7 = 327,
KEY_KP_8 = 328,
KEY_KP_9 = 329,
KEY_KP_DECIMAL = 330,
KEY_KP_DIVIDE = 331,
KEY_KP_MULTIPLY = 332,
KEY_KP_SUBTRACT = 333,
KEY_KP_ADD = 334,
KEY_KP_ENTER = 335,
KEY_KP_EQUAL = 336,
// Android key buttons
KEY_BACK = 4,
KEY_MENU = 82,
KEY_VOLUME_UP = 24,
KEY_VOLUME_DOWN = 25
} KeyboardKey;
// Mouse buttons
typedef enum {
MOUSE_LEFT_BUTTON = 0,
MOUSE_RIGHT_BUTTON = 1,
MOUSE_MIDDLE_BUTTON = 2
} MouseButton;
// Mouse cursor
typedef enum {
MOUSE_CURSOR_DEFAULT = 0,
MOUSE_CURSOR_ARROW = 1,
MOUSE_CURSOR_IBEAM = 2,
MOUSE_CURSOR_CROSSHAIR = 3,
MOUSE_CURSOR_POINTING_HAND = 4,
MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor;
// Gamepad buttons
typedef enum {
// This is here just for error checking
GAMEPAD_BUTTON_UNKNOWN = 0,
// This is normally a DPAD
GAMEPAD_BUTTON_LEFT_FACE_UP,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
// This normally corresponds with PlayStation and Xbox controllers
// XBOX: [Y,X,A,B]
// PS3: [Triangle,Square,Cross,Circle]
// No support for 6 button controllers though..
GAMEPAD_BUTTON_RIGHT_FACE_UP,
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
// Triggers
GAMEPAD_BUTTON_LEFT_TRIGGER_1,
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad
GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select
GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button
GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start
// These are the joystick press in buttons
GAMEPAD_BUTTON_LEFT_THUMB,
GAMEPAD_BUTTON_RIGHT_THUMB
} GamepadButton;
// Gamepad axis
typedef enum {
// Left stick
GAMEPAD_AXIS_LEFT_X = 0,
GAMEPAD_AXIS_LEFT_Y = 1,
// Right stick
GAMEPAD_AXIS_RIGHT_X = 2,
GAMEPAD_AXIS_RIGHT_Y = 3,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
} GamepadAxis;
// Material map index
typedef enum {
MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
MATERIAL_MAP_NORMAL = 2,
MATERIAL_MAP_ROUGHNESS = 3,
MATERIAL_MAP_OCCLUSION,
MATERIAL_MAP_EMISSION,
MATERIAL_MAP_HEIGHT,
MATERIAL_MAP_BRDG,
MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP
} MaterialMapIndex;
#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
// Shader location index
typedef enum {
SHADER_LOC_VERTEX_POSITION = 0,
SHADER_LOC_VERTEX_TEXCOORD01,
SHADER_LOC_VERTEX_TEXCOORD02,
SHADER_LOC_VERTEX_NORMAL,
SHADER_LOC_VERTEX_TANGENT,
SHADER_LOC_VERTEX_COLOR,
SHADER_LOC_MATRIX_MVP,
SHADER_LOC_MATRIX_VIEW,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_NORMAL,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,
SHADER_LOC_COLOR_SPECULAR,
SHADER_LOC_COLOR_AMBIENT,
SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
SHADER_LOC_MAP_NORMAL,
SHADER_LOC_MAP_ROUGHNESS,
SHADER_LOC_MAP_OCCLUSION,
SHADER_LOC_MAP_EMISSION,
SHADER_LOC_MAP_HEIGHT,
SHADER_LOC_MAP_CUBEMAP,
SHADER_LOC_MAP_IRRADIANCE,
SHADER_LOC_MAP_PREFILTER,
SHADER_LOC_MAP_BRDF
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum {
SHADER_UNIFORM_FLOAT = 0,
SHADER_UNIFORM_VEC2,
SHADER_UNIFORM_VEC3,
SHADER_UNIFORM_VEC4,
SHADER_UNIFORM_INT,
SHADER_UNIFORM_IVEC2,
SHADER_UNIFORM_IVEC3,
SHADER_UNIFORM_IVEC4,
SHADER_UNIFORM_SAMPLER2D
} ShaderUniformDataType;
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
TEXTURE_FILTER_BILINEAR, // Linear filtering
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;
// Cubemap layouts
typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
} CubemapLayout;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
} BlendMode;
// Gestures
// NOTE: It could be used as flags to enable only some gestures
typedef enum {
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
} Gestures;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
} CameraMode;
// Camera projection
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraProjection;
// N-patch layout
typedef enum {
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout;
// Callbacks to hook some internal functions
// WARNING: This callbacks are intended for advance users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
typedef unsigned char* (*LoadFileDataCallback)(const char* fileName, unsigned int* bytesRead); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char* fileName); // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the current screen.
// Drawing-related functions
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position