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Published: Dec 17, 2024 License: Zlib Imports: 12 Imported by: 2,236

Documentation

Overview

Package raylib - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.

raylib is highly inspired by Borland BGI graphics lib and by XNA framework. raylib could be useful for prototyping, tools development, graphic applications, embedded systems and education.

NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.

Index

Constants

View Source
const (
	Pi      = 3.1415927
	Deg2rad = 0.017453292
	Rad2deg = 57.295776

	// Set to try enabling V-Sync on GPU
	FlagVsyncHint = 0x00000040
	// Set to run program in fullscreen
	FlagFullscreenMode = 0x00000002
	// Set to allow resizable window
	FlagWindowResizable = 0x00000004
	// Set to disable window decoration (frame and buttons)
	FlagWindowUndecorated = 0x00000008
	// Set to hide window
	FlagWindowHidden = 0x00000080
	// Set to minimize window (iconify)
	FlagWindowMinimized = 0x00000200
	// Set to maximize window (expanded to monitor)
	FlagWindowMaximized = 0x00000400
	// Set to window non focused
	FlagWindowUnfocused = 0x00000800
	// Set to window always on top
	FlagWindowTopmost = 0x00001000
	// Set to allow windows running while minimized
	FlagWindowAlwaysRun = 0x00000100
	// Set to allow transparent window
	FlagWindowTransparent = 0x00000010
	// Set to support HighDPI
	FlagWindowHighdpi = 0x00002000
	// Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
	FlagWindowMousePassthrough = 0x00004000
	// Set to run program in borderless windowed mode
	FlagBorderlessWindowedMode = 0x00008000
	// Set to try enabling MSAA 4X
	FlagMsaa4xHint = 0x00000020
	// Set to try enabling interlaced video format (for V3D)
	FlagInterlacedHint = 0x00010000

	// KeyNull is used for no key pressed
	KeyNull = 0

	// Keyboard Function Keys
	KeySpace        = 32
	KeyEscape       = 256
	KeyEnter        = 257
	KeyTab          = 258
	KeyBackspace    = 259
	KeyInsert       = 260
	KeyDelete       = 261
	KeyRight        = 262
	KeyLeft         = 263
	KeyDown         = 264
	KeyUp           = 265
	KeyPageUp       = 266
	KeyPageDown     = 267
	KeyHome         = 268
	KeyEnd          = 269
	KeyCapsLock     = 280
	KeyScrollLock   = 281
	KeyNumLock      = 282
	KeyPrintScreen  = 283
	KeyPause        = 284
	KeyF1           = 290
	KeyF2           = 291
	KeyF3           = 292
	KeyF4           = 293
	KeyF5           = 294
	KeyF6           = 295
	KeyF7           = 296
	KeyF8           = 297
	KeyF9           = 298
	KeyF10          = 299
	KeyF11          = 300
	KeyF12          = 301
	KeyLeftShift    = 340
	KeyLeftControl  = 341
	KeyLeftAlt      = 342
	KeyLeftSuper    = 343
	KeyRightShift   = 344
	KeyRightControl = 345
	KeyRightAlt     = 346
	KeyRightSuper   = 347
	KeyKbMenu       = 348
	KeyLeftBracket  = 91
	KeyBackSlash    = 92
	KeyRightBracket = 93
	KeyGrave        = 96

	// Keyboard Number Pad Keys
	KeyKp0        = 320
	KeyKp1        = 321
	KeyKp2        = 322
	KeyKp3        = 323
	KeyKp4        = 324
	KeyKp5        = 325
	KeyKp6        = 326
	KeyKp7        = 327
	KeyKp8        = 328
	KeyKp9        = 329
	KeyKpDecimal  = 330
	KeyKpDivide   = 331
	KeyKpMultiply = 332
	KeyKpSubtract = 333
	KeyKpAdd      = 334
	KeyKpEnter    = 335
	KeyKpEqual    = 336

	// Keyboard Alpha Numeric Keys
	KeyApostrophe = 39
	KeyComma      = 44
	KeyMinus      = 45
	KeyPeriod     = 46
	KeySlash      = 47
	KeyZero       = 48
	KeyOne        = 49
	KeyTwo        = 50
	KeyThree      = 51
	KeyFour       = 52
	KeyFive       = 53
	KeySix        = 54
	KeySeven      = 55
	KeyEight      = 56
	KeyNine       = 57
	KeySemicolon  = 59
	KeyEqual      = 61
	KeyA          = 65
	KeyB          = 66
	KeyC          = 67
	KeyD          = 68
	KeyE          = 69
	KeyF          = 70
	KeyG          = 71
	KeyH          = 72
	KeyI          = 73
	KeyJ          = 74
	KeyK          = 75
	KeyL          = 76
	KeyM          = 77
	KeyN          = 78
	KeyO          = 79
	KeyP          = 80
	KeyQ          = 81
	KeyR          = 82
	KeyS          = 83
	KeyT          = 84
	KeyU          = 85
	KeyV          = 86
	KeyW          = 87
	KeyX          = 88
	KeyY          = 89
	KeyZ          = 90

	// Android keys
	KeyBack       = 4
	KeyMenu       = 5
	KeyVolumeUp   = 24
	KeyVolumeDown = 25

	MouseLeftButton   = MouseButtonLeft
	MouseRightButton  = MouseButtonRight
	MouseMiddleButton = MouseButtonMiddle
)

Some basic Defines

View Source
const (
	GamepadButtonUnknown        = iota // Unknown button, just for error checking
	GamepadButtonLeftFaceUp            // Gamepad left DPAD up button
	GamepadButtonLeftFaceRight         // Gamepad left DPAD right button
	GamepadButtonLeftFaceDown          // Gamepad left DPAD down button
	GamepadButtonLeftFaceLeft          // Gamepad left DPAD left button
	GamepadButtonRightFaceUp           // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
	GamepadButtonRightFaceRight        // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
	GamepadButtonRightFaceDown         // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
	GamepadButtonRightFaceLeft         // Gamepad right button left (i.e. PS3: Square, Xbox: X)
	GamepadButtonLeftTrigger1          // Gamepad top/back trigger left (first), it could be a trailing button
	GamepadButtonLeftTrigger2          // Gamepad top/back trigger left (second), it could be a trailing button
	GamepadButtonRightTrigger1         // Gamepad top/back trigger right (first), it could be a trailing button
	GamepadButtonRightTrigger2         // Gamepad top/back trigger right (second), it could be a trailing button
	GamepadButtonMiddleLeft            // Gamepad center buttons, left one (i.e. PS3: Select)
	GamepadButtonMiddle                // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
	GamepadButtonMiddleRight           // Gamepad center buttons, right one (i.e. PS3: Start)
	GamepadButtonLeftThumb             // Gamepad joystick pressed button left
	GamepadButtonRightThumb            // Gamepad joystick pressed button right
)

Gamepad Buttons

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const (
	GamepadAxisLeftX        = iota // Gamepad left stick X axis
	GamepadAxisLeftY               // Gamepad left stick Y axis
	GamepadAxisRightX              // Gamepad right stick X axis
	GamepadAxisRightY              // Gamepad right stick Y axis
	GamepadAxisLeftTrigger         // Gamepad back trigger left, pressure level: [1..-1]
	GamepadAxisRightTrigger        // Gamepad back trigger right, pressure level: [1..-1]
)

Gamepad Axis

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const (
	ShaderLocVertexPosition = iota
	ShaderLocVertexTexcoord01
	ShaderLocVertexTexcoord02
	ShaderLocVertexNormal
	ShaderLocVertexTangent
	ShaderLocVertexColor
	ShaderLocMatrixMvp
	ShaderLocMatrixView
	ShaderLocMatrixProjection
	ShaderLocMatrixModel
	ShaderLocMatrixNormal
	ShaderLocVectorView
	ShaderLocColorDiffuse
	ShaderLocColorSpecular
	ShaderLocColorAmbient
	ShaderLocMapAlbedo
	ShaderLocMapMetalness
	ShaderLocMapNormal
	ShaderLocMapRoughness
	ShaderLocMapOcclusion
	ShaderLocMapEmission
	ShaderLocMapHeight
	ShaderLocMapCubemap
	ShaderLocMapIrradiance
	ShaderLocMapPrefilter
	ShaderLocMapBrdf

	ShaderLocMapDiffuse  = ShaderLocMapAlbedo
	ShaderLocMapSpecular = ShaderLocMapMetalness
)

Shader location point type

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const (
	MapAlbedo = iota
	MapMetalness
	MapNormal
	MapRoughness
	MapOcclusion
	MapEmission
	MapHeight
	MapBrdg
	MapCubemap
	MapIrradiance
	MapPrefilter
	MapBrdf

	MapDiffuse  = MapAlbedo
	MapSpecular = MapMetalness
)

Material map index

View Source
const (
	// Maximum number of predefined locations stored in shader struct
	MaxShaderLocations = 32
	// Maximum number of texture maps stored in shader struct
	MaxMaterialMaps = 12
)

Shader and material limits

View Source
const (
	FontDefault = iota // Default font generation, anti-aliased
	FontBitmap         // Bitmap font generation, no anti-aliasing
	FontSdf            // SDF font generation, requires external shader
)

Font type, defines generation method

View Source
const (
	CubemapLayoutAutoDetect       = iota // Automatically detect layout type
	CubemapLayoutLineVertical            // Layout is defined by a vertical line with faces
	CubemapLayoutLineHorizontal          // Layout is defined by a horizontal line with faces
	CubemapLayoutCrossThreeByFour        // Layout is defined by a 3x4 cross with cubemap faces
	CubemapLayoutCrossFourByThree        // Layout is defined by a 4x3 cross with cubemap faces
)

Cubemap layouts

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const (
	// Texture parameters (equivalent to OpenGL defines)
	TextureWrapS     = 0x2802 // GL_TEXTURE_WRAP_S
	TextureWrapT     = 0x2803 // GL_TEXTURE_WRAP_T
	TextureMagFilter = 0x2800 // GL_TEXTURE_MAG_FILTER
	TextureMinFilter = 0x2801 // GL_TEXTURE_MIN_FILTER

	TextureFilterNearest          = 0x2600 // GL_NEAREST
	TextureFilterLinear           = 0x2601 // GL_LINEAR
	TextureFilterMipNearest       = 0x2700 // GL_NEAREST_MIPMAP_NEAREST
	TextureFilterNearestMipLinear = 0x2702 // GL_NEAREST_MIPMAP_LINEAR
	TextureFilterLinearMipNearest = 0x2701 // GL_LINEAR_MIPMAP_NEAREST
	TextureFilterMipLinear        = 0x2703 // GL_LINEAR_MIPMAP_LINEAR
	TextureFilterAnisotropic      = 0x3000 // Anisotropic filter (custom identifier)
	TextureMipmapBiasRatio        = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)

	TextureWrapRepeat       = 0x2901 // GL_REPEAT
	TextureWrapClamp        = 0x812F // GL_CLAMP_TO_EDGE
	TextureWrapMirrorRepeat = 0x8370 // GL_MIRRORED_REPEAT
	TextureWrapMirrorClamp  = 0x8742 // GL_MIRROR_CLAMP_EXT

	// Matrix modes (equivalent to OpenGL)
	Modelview  = 0x1700 // GL_MODELVIEW
	Projection = 0x1701 // GL_PROJECTION
	Texture    = 0x1702 // GL_TEXTURE

	// Primitive assembly draw modes
	Lines     = 0x0001 // GL_LINES
	Triangles = 0x0004 // GL_TRIANGLES
	Quads     = 0x0007 // GL_QUADS

	// GL equivalent data types
	UnsignedByte = 0x1401 // GL_UNSIGNED_BYTE
	Float        = 0x1406 // GL_FLOAT

	// Buffer usage hint
	StreamDraw  = 0x88E0 // GL_STREAM_DRAW
	StreamRead  = 0x88E1 // GL_STREAM_READ
	StreamCopy  = 0x88E2 // GL_STREAM_COPY
	StaticDraw  = 0x88E4 // GL_STATIC_DRAW
	StaticRead  = 0x88E5 // GL_STATIC_READ
	StaticCopy  = 0x88E6 // GL_STATIC_COPY
	DynamicDraw = 0x88E8 // GL_DYNAMIC_DRAW
	DynamicRead = 0x88E9 // GL_DYNAMIC_READ
	DynamicCopy = 0x88EA // GL_DYNAMIC_COPY

	// GL Shader type
	FragmentShader = 0x8B30 // GL_FRAGMENT_SHADER
	VertexShader   = 0x8B31 // GL_VERTEX_SHADER
	ComputeShader  = 0x91B9 // GL_COMPUTE_SHADER
)
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const (
	Opengl11   int32 = 1
	Opengl21   int32 = 2
	Opengl33   int32 = 3
	Opengl43   int32 = 4
	OpenglEs20 int32 = 5
)

OpenGL version

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const (
	ShaderAttribFloat int32 = 0
	ShaderAttribVec2  int32 = 1
	ShaderAttribVec3  int32 = 2
	ShaderAttribVec4  int32 = 3
)

Shader attribute data types

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const (
	AttachmentColorChannel0 int32 = 0
	AttachmentColorChannel1 int32 = 1
	AttachmentColorChannel2 int32 = 2
	AttachmentColorChannel3 int32 = 3
	AttachmentColorChannel4 int32 = 4
	AttachmentColorChannel5 int32 = 5
	AttachmentColorChannel6 int32 = 6
	AttachmentColorChannel7 int32 = 7
	AttachmentDepth         int32 = 100
	AttachmentStencil       int32 = 200
)

Framebuffer attachment type NOTE: By default up to 8 color channels defined but it can be more

View Source
const (
	AttachmentCubemapPositiveX int32 = 0
	AttachmentCubemapNegativeX int32 = 1
	AttachmentCubemapPositiveY int32 = 2
	AttachmentCubemapNegativeY int32 = 3
	AttachmentCubemapPositiveZ int32 = 4
	AttachmentCubemapNegativeZ int32 = 5
	AttachmentTexture2d        int32 = 100
	AttachmentRenderbuffer     int32 = 200
)

Framebuffer texture attachment type

Variables

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var (
	// Light Gray
	LightGray = NewColor(200, 200, 200, 255)
	// Gray
	Gray = NewColor(130, 130, 130, 255)
	// Dark Gray
	DarkGray = NewColor(80, 80, 80, 255)
	// Yellow
	Yellow = NewColor(253, 249, 0, 255)
	// Gold
	Gold = NewColor(255, 203, 0, 255)
	// Orange
	Orange = NewColor(255, 161, 0, 255)
	// Pink
	Pink = NewColor(255, 109, 194, 255)
	// Red
	Red = NewColor(230, 41, 55, 255)
	// Maroon
	Maroon = NewColor(190, 33, 55, 255)
	// Green
	Green = NewColor(0, 228, 48, 255)
	// Lime
	Lime = NewColor(0, 158, 47, 255)
	// Dark Green
	DarkGreen = NewColor(0, 117, 44, 255)
	// Sky Blue
	SkyBlue = NewColor(102, 191, 255, 255)
	// Blue
	Blue = NewColor(0, 121, 241, 255)
	// Dark Blue
	DarkBlue = NewColor(0, 82, 172, 255)
	// Purple
	Purple = NewColor(200, 122, 255, 255)
	// Violet
	Violet = NewColor(135, 60, 190, 255)
	// Dark Purple
	DarkPurple = NewColor(112, 31, 126, 255)
	// Beige
	Beige = NewColor(211, 176, 131, 255)
	// Brown
	Brown = NewColor(127, 106, 79, 255)
	// Dark Brown
	DarkBrown = NewColor(76, 63, 47, 255)
	// White
	White = NewColor(255, 255, 255, 255)
	// Black
	Black = NewColor(0, 0, 0, 255)
	// Blank (Transparent)
	Blank = NewColor(0, 0, 0, 0)
	// Magenta
	Magenta = NewColor(255, 0, 255, 255)
	// Ray White (RayLib Logo White)
	RayWhite = NewColor(245, 245, 245, 255)
)

Some Basic Colors NOTE: Custom raylib color palette for amazing visuals on WHITE background

Functions

func ActiveDrawBuffers

func ActiveDrawBuffers(count int32)

ActiveDrawBuffers - Activate multiple draw color buffers

func ActiveTextureSlot

func ActiveTextureSlot(slot int32)

ActiveTextureSlot - Select and active a texture slot

func AttachAudioMixedProcessor

func AttachAudioMixedProcessor(callback AudioCallback)

func Begin

func Begin(mode int32)

Begin - Initialize drawing mode (how to organize vertex)

func BeginBlendMode

func BeginBlendMode(mode BlendMode)

BeginBlendMode - Begin blending mode (alpha, additive, multiplied)

func BeginDrawing

func BeginDrawing()

BeginDrawing - Setup drawing canvas to start drawing

func BeginMode2D

func BeginMode2D(camera Camera2D)

BeginMode2D - Initialize 2D mode with custom camera

func BeginMode3D

func BeginMode3D(camera Camera)

BeginMode3D - Initializes 3D mode for drawing (Camera setup)

func BeginScissorMode

func BeginScissorMode(x, y, width, height int32)

BeginScissorMode - Begins scissor mode (define screen area for following drawing)

func BeginShaderMode

func BeginShaderMode(shader Shader)

BeginShaderMode - Begin custom shader drawing

func BeginTextureMode

func BeginTextureMode(target RenderTexture2D)

BeginTextureMode - Initializes render texture for drawing

func BeginVrStereoMode

func BeginVrStereoMode(config VrStereoConfig)

BeginVrStereoMode - Begin stereo rendering (requires VR simulator)

func BindFramebuffer

func BindFramebuffer(target, framebuffer uint32)

BindFramebuffer - Bind framebuffer (FBO)

func BindImageTexture

func BindImageTexture(id uint32, index uint32, format int32, readonly bool)

BindImageTexture - Bind image texture

func BindShaderBuffer

func BindShaderBuffer(id uint32, index uint32)

BindShaderBuffer - Bind SSBO buffer

func BlitFramebuffer

func BlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask int32)

BlitFramebuffer - Blit active framebuffer to main framebuffer

func CameraMoveForward

func CameraMoveForward(camera *Camera, distance float32, moveInWorldPlane uint8)

CameraMoveForward - Moves the camera in its forward direction

func CameraMoveRight

func CameraMoveRight(camera *Camera, distance float32, moveInWorldPlane uint8)

CameraMoveRight - Moves the camera target in its current right direction

func CameraMoveToTarget

func CameraMoveToTarget(camera *Camera, delta float32)

CameraMoveToTarget - Moves the camera position closer/farther to/from the camera target

func CameraMoveUp

func CameraMoveUp(camera *Camera, distance float32)

CameraMoveUp - Moves the camera in its up direction

func CameraPitch

func CameraPitch(camera *Camera, angle float32, lockView uint8, rotateAroundTarget uint8, rotateUp uint8)

CameraPitch - Rotates the camera around its right vector, pitch is "looking up and down"

  • lockView prevents camera overrotation (aka "somersaults")
  • rotateAroundTarget defines if rotation is around target or around its position
  • rotateUp rotates the up direction as well (typically only useful in CAMERA_FREE)

NOTE: angle must be provided in radians

func CameraRoll

func CameraRoll(camera *Camera, angle float32)

CameraRoll - Rotates the camera around its forward vector Roll is "turning your head sideways to the left or right" Note: angle must be provided in radians

func CameraYaw

func CameraYaw(camera *Camera, angle float32, rotateAroundTarget uint8)

CameraYaw - Rotates the camera around its up vector Yaw is "looking left and right" If rotateAroundTarget is false, the camera rotates around its position Note: angle must be provided in radians

func CheckCollisionBoxSphere

func CheckCollisionBoxSphere(box BoundingBox, centerSphere Vector3, radiusSphere float32) bool

CheckCollisionBoxSphere - Detect collision between box and sphere

func CheckCollisionBoxes

func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool

CheckCollisionBoxes - Detect collision between two bounding boxes

func CheckCollisionCircleLine

func CheckCollisionCircleLine(center Vector2, radius float32, p1, p2 Vector2) bool

CheckCollisionCircleLine - Check if circle collides with a line created betweeen two points [p1] and [p2]

func CheckCollisionCircleRec

func CheckCollisionCircleRec(center Vector2, radius float32, rec Rectangle) bool

CheckCollisionCircleRec - Check collision between circle and rectangle

func CheckCollisionCircles

func CheckCollisionCircles(center1 Vector2, radius1 float32, center2 Vector2, radius2 float32) bool

CheckCollisionCircles - Check collision between two circles

func CheckCollisionLines

func CheckCollisionLines(startPos1, endPos1, startPos2, endPos2 Vector2, point *Vector2) bool

CheckCollisionLines - Check the collision between two lines defined by two points each, returns collision point by reference

func CheckCollisionPointCircle

func CheckCollisionPointCircle(point Vector2, center Vector2, radius float32) bool

CheckCollisionPointCircle - Check if point is inside circle

func CheckCollisionPointLine

func CheckCollisionPointLine(point, p1, p2 Vector2, threshold int32) bool

CheckCollisionPointLine - Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

func CheckCollisionPointPoly

func CheckCollisionPointPoly(point Vector2, points []Vector2) bool

CheckCollisionPointPoly - Check if point is within a polygon described by array of vertices

NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php

func CheckCollisionPointRec

func CheckCollisionPointRec(point Vector2, rec Rectangle) bool

CheckCollisionPointRec - Check if point is inside rectangle

func CheckCollisionPointTriangle

func CheckCollisionPointTriangle(point, p1, p2, p3 Vector2) bool

CheckCollisionPointTriangle - Check if point is inside a triangle

func CheckCollisionRecs

func CheckCollisionRecs(rec1, rec2 Rectangle) bool

CheckCollisionRecs - Check collision between two rectangles

func CheckCollisionSpheres

func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, radiusB float32) bool

CheckCollisionSpheres - Detect collision between two spheres

func CheckErrors

func CheckErrors()

CheckErrors - Check and log OpenGL error codes

func CheckRenderBatchLimit

func CheckRenderBatchLimit(vCount int32) bool

CheckRenderBatchLimit - Check internal buffer overflow for a given number of vertex

func Clamp

func Clamp(value, min, max float32) float32

Clamp - Clamp float value

func ClearBackground

func ClearBackground(col color.RGBA)

ClearBackground - Sets Background Color

func ClearColor

func ClearColor(r uint8, g uint8, b uint8, a uint8)

ClearColor - Clear color buffer with color

func ClearScreenBuffers

func ClearScreenBuffers()

ClearScreenBuffers - Clear used screen buffers (color and depth)

func ClearWindowState

func ClearWindowState(flags uint32)

ClearWindowState - Clear window configuration state flags

func CloseAudioDevice

func CloseAudioDevice()

CloseAudioDevice - Close the audio device and context

func CloseWindow

func CloseWindow()

CloseWindow - Close Window and Terminate Context

func Color3f

func Color3f(x float32, y float32, z float32)

Color3f - Define one vertex (color) - 3 float

func Color4f

func Color4f(x float32, y float32, z float32, w float32)

Color4f - Define one vertex (color) - 4 float

func Color4ub

func Color4ub(r uint8, g uint8, b uint8, a uint8)

Color4ub - Define one vertex (color) - 4 byte

func ColorAlpha

func ColorAlpha(col color.RGBA, alpha float32) color.RGBA

ColorAlpha - Returns color with alpha applied, alpha goes from 0.0f to 1.0f

func ColorAlphaBlend

func ColorAlphaBlend(src, dst, tint color.RGBA) color.RGBA

ColorAlphaBlend - Returns src alpha-blended into dst color with tint

func ColorBrightness

func ColorBrightness(col color.RGBA, factor float32) color.RGBA

ColorBrightness - Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

func ColorContrast

func ColorContrast(col color.RGBA, contrast float32) color.RGBA

ColorContrast - Get color with contrast correction, contrast values between -1.0f and 1.0f

func ColorFromHSV

func ColorFromHSV(hue, saturation, value float32) color.RGBA

ColorFromHSV - Returns a Color from HSV values, hue [0..360], saturation/value [0..1]

func ColorFromNormalized

func ColorFromNormalized(normalized Vector4) color.RGBA

ColorFromNormalized - Returns Color from normalized values [0..1]

func ColorLerp

func ColorLerp(col1, col2 color.RGBA, factor float32) color.RGBA

ColorLerp - Get color lerp interpolation between two colors, factor [0.0f..1.0f]

func ColorMask

func ColorMask(r, g, b, a bool)

ColorMask - Color mask control

func ColorTint

func ColorTint(col color.RGBA, tint color.RGBA) color.RGBA

ColorTint - Get color multiplied with another color

func ColorToInt

func ColorToInt(col color.RGBA) int32

ColorToInt - Get hexadecimal value for a Color (0xRRGGBBAA)

func CompileShader

func CompileShader(shaderCode string, type_ int32) uint32

CompileShader - Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER)

func ComputeShaderDispatch

func ComputeShaderDispatch(groupX uint32, groupY uint32, groupZ uint32)

ComputeShaderDispatch - Dispatch compute shader (equivalent to *draw* for graphics pilepine)

func CopyShaderBuffer

func CopyShaderBuffer(destId uint32, srcId uint32, destOffset uint32, srcOffset uint32, count uint32)

CopyShaderBuffer - Copy SSBO data between buffers

func CubemapParameters

func CubemapParameters(id uint32, param int32, value int32)

CubemapParameters - Set cubemap parameters (filter, wrap)

func DetachAudioMixedProcessor

func DetachAudioMixedProcessor(callback AudioCallback)

func DisableBackfaceCulling

func DisableBackfaceCulling()

DisableBackfaceCulling - Disable backface culling

func DisableColorBlend

func DisableColorBlend()

DisableColorBlend - Disable color blending

func DisableCursor

func DisableCursor()

DisableCursor - Disables cursor

func DisableDepthMask

func DisableDepthMask()

DisableDepthMask - Disable depth write

func DisableDepthTest

func DisableDepthTest()

DisableDepthTest - Disable depth test

func DisableEventWaiting

func DisableEventWaiting()

DisableEventWaiting - Disable waiting for events on EndDrawing(), automatic events polling

func DisableFramebuffer

func DisableFramebuffer()

DisableFramebuffer - Disable render texture (fbo), return to default framebuffer

func DisableScissorTest

func DisableScissorTest()

DisableScissorTest - Disable scissor test

func DisableShader

func DisableShader()

DisableShader - Disable shader program

func DisableSmoothLines

func DisableSmoothLines()

DisableSmoothLines - Disable line aliasing

func DisableStereoRender

func DisableStereoRender()

DisableStereoRender - Disable stereo rendering

func DisableTexture

func DisableTexture()

DisableTexture - Disable texture

func DisableTextureCubemap

func DisableTextureCubemap()

DisableTextureCubemap - Disable texture cubemap

func DisableVertexArray

func DisableVertexArray()

DisableVertexArray - Disable vertex array (VAO, if supported)

func DisableVertexAttribute

func DisableVertexAttribute(index uint32)

DisableVertexAttribute - Disable vertex attribute index

func DisableVertexBuffer

func DisableVertexBuffer()

DisableVertexBuffer - Disable vertex buffer (VBO)

func DisableVertexBufferElement

func DisableVertexBufferElement()

DisableVertexBufferElement - Disable vertex buffer element (VBO element)

func DisableWireMode

func DisableWireMode()

DisableWireMode - Disable wire mode

func DrawBillboard

func DrawBillboard(camera Camera, texture Texture2D, center Vector3, scale float32, tint color.RGBA)

DrawBillboard - Draw a billboard texture

func DrawBillboardPro

func DrawBillboardPro(camera Camera, texture Texture2D, sourceRec Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation float32, tint Color)

DrawBillboardPro - Draw a billboard texture with pro parameters

func DrawBillboardRec

func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size Vector2, tint color.RGBA)

DrawBillboardRec - Draw a billboard texture defined by sourceRec

func DrawBoundingBox

func DrawBoundingBox(box BoundingBox, col color.RGBA)

DrawBoundingBox - Draw bounding box (wires)

func DrawCapsule

func DrawCapsule(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA)

DrawCapsule - Draw a capsule with the center of its sphere caps at startPos and endPos

func DrawCapsuleWires

func DrawCapsuleWires(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA)

DrawCapsuleWires - Draw capsule wireframe with the center of its sphere caps at startPos and endPos

func DrawCircle

func DrawCircle(centerX, centerY int32, radius float32, col color.RGBA)

DrawCircle - Draw a color-filled circle

func DrawCircle3D

func DrawCircle3D(center Vector3, radius float32, rotationAxis Vector3, rotationAngle float32, col color.RGBA)

DrawCircle3D - Draw a circle in 3D world space

func DrawCircleGradient

func DrawCircleGradient(centerX, centerY int32, radius float32, inner, outer color.RGBA)

DrawCircleGradient - Draw a gradient-filled circle

func DrawCircleLines

func DrawCircleLines(centerX, centerY int32, radius float32, col color.RGBA)

DrawCircleLines - Draw circle outline

func DrawCircleLinesV

func DrawCircleLinesV(center Vector2, radius float32, col color.RGBA)

DrawCircleLinesV - Draw circle outline (Vector version)

func DrawCircleSector

func DrawCircleSector(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA)

DrawCircleSector - Draw a piece of a circle

func DrawCircleSectorLines

func DrawCircleSectorLines(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA)

DrawCircleSectorLines -

func DrawCircleV

func DrawCircleV(center Vector2, radius float32, col color.RGBA)

DrawCircleV - Draw a color-filled circle (Vector version)

func DrawCube

func DrawCube(position Vector3, width float32, height float32, length float32, col color.RGBA)

DrawCube - Draw cube

func DrawCubeV

func DrawCubeV(position Vector3, size Vector3, col color.RGBA)

DrawCubeV - Draw cube (Vector version)

func DrawCubeWires

func DrawCubeWires(position Vector3, width float32, height float32, length float32, col color.RGBA)

DrawCubeWires - Draw cube wires

func DrawCubeWiresV

func DrawCubeWiresV(position Vector3, size Vector3, col color.RGBA)

DrawCubeWiresV - Draw cube wires (Vector version)

func DrawCylinder

func DrawCylinder(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, col color.RGBA)

DrawCylinder - Draw a cylinder/cone

func DrawCylinderEx

func DrawCylinderEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA)

DrawCylinderEx - Draw a cylinder with base at startPos and top at endPos

func DrawCylinderWires

func DrawCylinderWires(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, col color.RGBA)

DrawCylinderWires - Draw a cylinder/cone wires

func DrawCylinderWiresEx

func DrawCylinderWiresEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA)

DrawCylinderWiresEx - Draw a cylinder wires with base at startPos and top at endPos

func DrawEllipse

func DrawEllipse(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA)

DrawEllipse - Draw ellipse

func DrawEllipseLines

func DrawEllipseLines(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA)

DrawEllipseLines - Draw ellipse outline

func DrawFPS

func DrawFPS(posX int32, posY int32)

DrawFPS - Shows current FPS

func DrawGrid

func DrawGrid(slices int32, spacing float32)

DrawGrid - Draw a grid (centered at (0, 0, 0))

func DrawLine

func DrawLine(startPosX, startPosY, endPosX, endPosY int32, col color.RGBA)

DrawLine - Draw a line

func DrawLine3D

func DrawLine3D(startPos Vector3, endPos Vector3, col color.RGBA)

DrawLine3D - Draw a line in 3D world space

func DrawLineBezier

func DrawLineBezier(startPos, endPos Vector2, thick float32, col color.RGBA)

DrawLineBezier - Draw a line using cubic-bezier curves in-out

func DrawLineEx

func DrawLineEx(startPos, endPos Vector2, thick float32, col color.RGBA)

DrawLineEx - Draw a line defining thickness

func DrawLineStrip

func DrawLineStrip(points []Vector2, col color.RGBA)

DrawLineStrip - Draw lines sequence

func DrawLineV

func DrawLineV(startPos, endPos Vector2, col color.RGBA)

DrawLineV - Draw a line (Vector version)

func DrawMesh

func DrawMesh(mesh Mesh, material Material, transform Matrix)

DrawMesh - Draw a single mesh

func DrawMeshInstanced

func DrawMeshInstanced(mesh Mesh, material Material, transforms []Matrix, instances int)

DrawMeshInstanced - Draw mesh with instanced rendering

func DrawModel

func DrawModel(model Model, position Vector3, scale float32, tint color.RGBA)

DrawModel - Draw a model (with texture if set)

func DrawModelEx

func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA)

DrawModelEx - Draw a model with extended parameters

func DrawModelPoints

func DrawModelPoints(model Model, position Vector3, scale float32, tint color.RGBA)

DrawModelPoints - Draw a model as points

func DrawModelPointsEx

func DrawModelPointsEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA)

DrawModelPointsEx - Draw a model as points with extended parameters

func DrawModelWires

func DrawModelWires(model Model, position Vector3, scale float32, tint color.RGBA)

DrawModelWires - Draw a model wires (with texture if set)

func DrawModelWiresEx

func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA)

DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters

func DrawPixel

func DrawPixel(posX, posY int32, col color.RGBA)

DrawPixel - Draw a pixel

func DrawPixelV

func DrawPixelV(position Vector2, col color.RGBA)

DrawPixelV - Draw a pixel (Vector version)

func DrawPlane

func DrawPlane(centerPos Vector3, size Vector2, col color.RGBA)

DrawPlane - Draw a plane XZ

func DrawPoint3D

func DrawPoint3D(position Vector3, col color.RGBA)

DrawPoint3D - Draw a point in 3D space, actually a small line

func DrawPoly

func DrawPoly(center Vector2, sides int32, radius, rotation float32, col color.RGBA)

DrawPoly - Draw a regular polygon (Vector version)

func DrawPolyLines

func DrawPolyLines(center Vector2, sides int32, radius, rotation float32, col color.RGBA)

DrawPolyLines - Draw a polygon outline of n sides

func DrawPolyLinesEx

func DrawPolyLinesEx(center Vector2, sides int32, radius float32, rotation float32, lineThick float32, col color.RGBA)

DrawPolyLinesEx - Draw a polygon outline of n sides with extended parameters

func DrawRay

func DrawRay(ray Ray, col color.RGBA)

DrawRay - Draw a ray line

func DrawRectangle

func DrawRectangle(posX, posY, width, height int32, col color.RGBA)

DrawRectangle - Draw a color-filled rectangle

func DrawRectangleGradientEx

func DrawRectangleGradientEx(rec Rectangle, topLeft, bottomLeft, topRight, bottomRight color.RGBA)

DrawRectangleGradientEx - Draw a gradient-filled rectangle with custom vertex colors

func DrawRectangleGradientH

func DrawRectangleGradientH(posX, posY, width, height int32, left, right color.RGBA)

DrawRectangleGradientH - Draw a horizontal-gradient-filled rectangle

func DrawRectangleGradientV

func DrawRectangleGradientV(posX, posY, width, height int32, top, bottom color.RGBA)

DrawRectangleGradientV - Draw a vertical-gradient-filled rectangle

func DrawRectangleLines

func DrawRectangleLines(posX, posY, width, height int32, col color.RGBA)

DrawRectangleLines - Draw rectangle outline

func DrawRectangleLinesEx

func DrawRectangleLinesEx(rec Rectangle, lineThick float32, col color.RGBA)

DrawRectangleLinesEx - Draw rectangle outline with extended parameters

func DrawRectanglePro

func DrawRectanglePro(rec Rectangle, origin Vector2, rotation float32, col color.RGBA)

DrawRectanglePro - Draw a color-filled rectangle with pro parameters

func DrawRectangleRec

func DrawRectangleRec(rec Rectangle, col color.RGBA)

DrawRectangleRec - Draw a color-filled rectangle

func DrawRectangleRounded

func DrawRectangleRounded(rec Rectangle, roundness float32, segments int32, col color.RGBA)

DrawRectangleRounded - Draw rectangle with rounded edges

func DrawRectangleRoundedLines

func DrawRectangleRoundedLines(rec Rectangle, roundness float32, segments int32, col color.RGBA)

DrawRectangleRoundedLines - Draw rectangle lines with rounded edges

func DrawRectangleRoundedLinesEx

func DrawRectangleRoundedLinesEx(rec Rectangle, roundness float32, segments int32, lineThick float32, col color.RGBA)

DrawRectangleRoundedLinesEx - Draw rectangle with rounded edges outline

func DrawRectangleV

func DrawRectangleV(position Vector2, size Vector2, col color.RGBA)

DrawRectangleV - Draw a color-filled rectangle (Vector version)

func DrawRenderBatch

func DrawRenderBatch(batch *RenderBatch)

DrawRenderBatch - Draw render batch data (Update->Draw->Reset)

func DrawRenderBatchActive

func DrawRenderBatchActive()

DrawRenderBatchActive - Update and draw internal render batch

func DrawRing

func DrawRing(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA)

DrawRing - Draw ring

func DrawRingLines

func DrawRingLines(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA)

DrawRingLines - Draw ring outline

func DrawSphere

func DrawSphere(centerPos Vector3, radius float32, col color.RGBA)

DrawSphere - Draw sphere

func DrawSphereEx

func DrawSphereEx(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA)

DrawSphereEx - Draw sphere with extended parameters

func DrawSphereWires

func DrawSphereWires(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA)

DrawSphereWires - Draw sphere wires

func DrawSplineBasis

func DrawSplineBasis(points []Vector2, thick float32, col color.RGBA)

DrawSplineBasis - Draw spline: B-Spline, minimum 4 points

func DrawSplineBezierCubic

func DrawSplineBezierCubic(points []Vector2, thick float32, col color.RGBA)

DrawSplineBezierCubic - Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]

func DrawSplineBezierQuadratic

func DrawSplineBezierQuadratic(points []Vector2, thick float32, col color.RGBA)

DrawSplineBezierQuadratic - Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]

func DrawSplineCatmullRom

func DrawSplineCatmullRom(points []Vector2, thick float32, col color.RGBA)

DrawSplineCatmullRom - Draw spline: Catmull-Rom, minimum 4 points

func DrawSplineLinear

func DrawSplineLinear(points []Vector2, thick float32, col color.RGBA)

DrawSplineLinear - Draw spline: Linear, minimum 2 points

func DrawSplineSegmentBasis

func DrawSplineSegmentBasis(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA)

DrawSplineSegmentBasis - Draw spline segment: B-Spline, 4 points

func DrawSplineSegmentBezierCubic

func DrawSplineSegmentBezierCubic(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA)

DrawSplineSegmentBezierCubic - Draw spline segment: Cubic Bezier, 2 points, 2 control points

func DrawSplineSegmentBezierQuadratic

func DrawSplineSegmentBezierQuadratic(p1, p2, p3 Vector2, thick float32, col color.RGBA)

DrawSplineSegmentBezierQuadratic - Draw spline segment: Quadratic Bezier, 2 points, 1 control point

func DrawSplineSegmentCatmullRom

func DrawSplineSegmentCatmullRom(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA)

DrawSplineSegmentCatmullRom - Draw spline segment: Catmull-Rom, 4 points

func DrawSplineSegmentLinear

func DrawSplineSegmentLinear(p1, p2 Vector2, thick float32, col color.RGBA)

DrawSplineSegmentLinear - Draw spline segment: Linear, 2 points

func DrawText

func DrawText(text string, posX int32, posY int32, fontSize int32, col color.RGBA)

DrawText - Draw text (using default font)

func DrawTextCodepoint

func DrawTextCodepoint(font Font, codepoint rune, position Vector2, fontSize float32, tint color.RGBA)

DrawTextCodepoint - Draw one character (codepoint)

func DrawTextCodepoints

func DrawTextCodepoints(font Font, codepoints []rune, position Vector2, fontSize float32, spacing float32, tint color.RGBA)

DrawTextCodepoints - Draw multiple character (codepoint)

func DrawTextEx

func DrawTextEx(font Font, text string, position Vector2, fontSize float32, spacing float32, tint color.RGBA)

DrawTextEx - Draw text using Font and additional parameters

func DrawTextPro

func DrawTextPro(font Font, text string, position Vector2, origin Vector2, rotation, fontSize float32, spacing float32, tint color.RGBA)

DrawTextPro - Draw text using Font and pro parameters (rotation)

func DrawTexture

func DrawTexture(texture Texture2D, posX int32, posY int32, tint color.RGBA)

DrawTexture - Draw a Texture2D

func DrawTextureEx

func DrawTextureEx(texture Texture2D, position Vector2, rotation, scale float32, tint color.RGBA)

DrawTextureEx - Draw a Texture2D with extended parameters

func DrawTextureNPatch

func DrawTextureNPatch(texture Texture2D, nPatchInfo NPatchInfo, dest Rectangle, origin Vector2, rotation float32, tint color.RGBA)

DrawTextureNPatch - Draws a texture (or part of it) that stretches or shrinks nicely using n-patch info

func DrawTexturePro

func DrawTexturePro(texture Texture2D, sourceRec, destRec Rectangle, origin Vector2, rotation float32, tint color.RGBA)

DrawTexturePro - Draw a part of a texture defined by a rectangle with 'pro' parameters

func DrawTextureRec

func DrawTextureRec(texture Texture2D, sourceRec Rectangle, position Vector2, tint color.RGBA)

DrawTextureRec - Draw a part of a texture defined by a rectangle

func DrawTextureV

func DrawTextureV(texture Texture2D, position Vector2, tint color.RGBA)

DrawTextureV - Draw a Texture2D with position defined as Vector2

func DrawTriangle

func DrawTriangle(v1, v2, v3 Vector2, col color.RGBA)

DrawTriangle - Draw a color-filled triangle

func DrawTriangle3D

func DrawTriangle3D(v1 Vector3, v2 Vector3, v3 Vector3, col color.RGBA)

DrawTriangle3D - Draw a color-filled triangle (vertex in counter-clockwise order!)

func DrawTriangleFan

func DrawTriangleFan(points []Vector2, col color.RGBA)

DrawTriangleFan - Draw a triangle fan defined by points

func DrawTriangleLines

func DrawTriangleLines(v1, v2, v3 Vector2, col color.RGBA)

DrawTriangleLines - Draw triangle outline

func DrawTriangleStrip

func DrawTriangleStrip(points []Vector2, col color.RGBA)

DrawTriangleStrip - Draw a triangle strip defined by points

func EnableBackfaceCulling

func EnableBackfaceCulling()

EnableBackfaceCulling - Enable backface culling

func EnableColorBlend

func EnableColorBlend()

EnableColorBlend - Enable color blending

func EnableCursor

func EnableCursor()

EnableCursor - Enables cursor

func EnableDepthMask

func EnableDepthMask()

EnableDepthMask - Enable depth write

func EnableDepthTest

func EnableDepthTest()

EnableDepthTest - Enable depth test

func EnableEventWaiting

func EnableEventWaiting()

EnableEventWaiting - Enable waiting for events on EndDrawing(), no automatic event polling

func EnableFramebuffer

func EnableFramebuffer(id uint32)

EnableFramebuffer - Enable render texture (fbo)

func EnablePointMode

func EnablePointMode()

EnablePointMode - Enable point mode

func EnableScissorTest

func EnableScissorTest()

EnableScissorTest - Enable scissor test

func EnableShader

func EnableShader(id uint32)

EnableShader - Enable shader program

func EnableSmoothLines

func EnableSmoothLines()

EnableSmoothLines - Enable line aliasing

func EnableStereoRender

func EnableStereoRender()

EnableStereoRender - Enable stereo rendering

func EnableTexture

func EnableTexture(id uint32)

EnableTexture - Enable texture

func EnableTextureCubemap

func EnableTextureCubemap(id uint32)

EnableTextureCubemap - Enable texture cubemap

func EnableVertexArray

func EnableVertexArray(vaoId uint32) bool

EnableVertexArray - Enable vertex array (VAO, if supported)

func EnableVertexAttribute

func EnableVertexAttribute(index uint32)

EnableVertexAttribute - Enable vertex attribute index

func EnableVertexBuffer

func EnableVertexBuffer(id uint32)

EnableVertexBuffer - Enable vertex buffer (VBO)

func EnableVertexBufferElement

func EnableVertexBufferElement(id uint32)

EnableVertexBufferElement - Enable vertex buffer element (VBO element)

func EnableWireMode

func EnableWireMode()

EnableWireMode - Enable wire mode

func End

func End()

End - Finish vertex providing

func EndBlendMode

func EndBlendMode()

EndBlendMode - End blending mode (reset to default: alpha blending)

func EndDrawing

func EndDrawing()

EndDrawing - End canvas drawing and Swap Buffers (Double Buffering)

func EndMode2D

func EndMode2D()

EndMode2D - Ends 2D mode custom camera usage

func EndMode3D

func EndMode3D()

EndMode3D - Ends 3D mode and returns to default 2D orthographic mode

func EndScissorMode

func EndScissorMode()

EndScissorMode - Ends scissor mode

func EndShaderMode

func EndShaderMode()

EndShaderMode - End custom shader drawing (use default shader)

func EndTextureMode

func EndTextureMode()

EndTextureMode - Ends drawing to render texture

func EndVrStereoMode

func EndVrStereoMode()

EndVrStereoMode - End stereo rendering (requires VR simulator)

func ExportAutomationEventList

func ExportAutomationEventList(list AutomationEventList, fileName string) bool

ExportAutomationEventList - Export automation events list as text file

func ExportImage

func ExportImage(image Image, fileName string) bool

ExportImage - Export image as a PNG file

func ExportImageToMemory

func ExportImageToMemory(image Image, fileType string) []byte

ExportImageToMemory - Export image to memory buffer

func ExportMesh

func ExportMesh(mesh Mesh, fileName string)

ExportMesh - Export mesh as an OBJ file

func ExportWave

func ExportWave(wave Wave, fileName string)

ExportWave - Export wave data to file

func Fade

func Fade(col color.RGBA, alpha float32) color.RGBA

Fade - Returns color with alpha applied, alpha goes from 0.0f to 1.0f

func FloatEquals

func FloatEquals(x, y float32) bool

FloatEquals - Check whether two given floats are almost equal

func FramebufferAttach

func FramebufferAttach(fboId uint32, texId uint32, attachType int32, texType int32, mipLevel int32)

FramebufferAttach - Attach texture/renderbuffer to a framebuffer

func FramebufferComplete

func FramebufferComplete(id uint32) bool

FramebufferComplete - Verify framebuffer is complete

func Frustum

func Frustum(left float64, right float64, bottom float64, top float64, znear float64, zfar float64)

Frustum .

func GenTextureMipmaps

func GenTextureMipmaps(texture *Texture2D)

GenTextureMipmaps - Generate GPU mipmaps for a texture

func GetActiveFramebuffer

func GetActiveFramebuffer() uint32

GetActiveFramebuffer - Get the currently active render texture (fbo), 0 for default framebuffer

func GetCharPressed

func GetCharPressed() int32

GetCharPressed - Get the last char pressed

func GetClipboardText

func GetClipboardText() string

GetClipboardText - Get clipboard text content

func GetColor

func GetColor(hexValue uint) color.RGBA

GetColor - Returns a Color struct from hexadecimal value

func GetCullDistanceFar

func GetCullDistanceFar() float64

GetCullDistanceFar - Get cull plane distance far

func GetCullDistanceNear

func GetCullDistanceNear() float64

GetCullDistanceNear - Get cull plane distance near

func GetCurrentMonitor

func GetCurrentMonitor() int

GetCurrentMonitor - Get current monitor where window is placed

func GetFPS

func GetFPS() int32

GetFPS - Returns current FPS

func GetFrameTime

func GetFrameTime() float32

GetFrameTime - Returns time in seconds for one frame

func GetFramebufferHeight

func GetFramebufferHeight() int32

GetFramebufferHeight - Get default framebuffer height

func GetFramebufferWidth

func GetFramebufferWidth() int32

GetFramebufferWidth - Get default framebuffer width

func GetGamepadAxisCount

func GetGamepadAxisCount(gamepad int32) int32

GetGamepadAxisCount - Return gamepad axis count for a gamepad

func GetGamepadAxisMovement

func GetGamepadAxisMovement(gamepad, axis int32) float32

GetGamepadAxisMovement - Return axis movement value for a gamepad axis

func GetGamepadButtonPressed

func GetGamepadButtonPressed() int32

GetGamepadButtonPressed - Get the last gamepad button pressed

func GetGamepadName

func GetGamepadName(gamepad int32) string

GetGamepadName - Return gamepad internal name id

func GetGestureDragAngle

func GetGestureDragAngle() float32

GetGestureDragAngle - Get gesture drag angle

func GetGestureHoldDuration

func GetGestureHoldDuration() float32

GetGestureHoldDuration - Get gesture hold time in milliseconds

func GetGesturePinchAngle

func GetGesturePinchAngle() float32

GetGesturePinchAngle - Get gesture pinch angle

func GetGlyphIndex

func GetGlyphIndex(font Font, codepoint int32) int32

GetGlyphIndex - Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found

func GetImageColor

func GetImageColor(image Image, x, y int32) color.RGBA

GetImageColor - Get image pixel color at (x, y) position

func GetKeyPressed

func GetKeyPressed() int32

GetKeyPressed - Get latest key pressed

func GetLineWidth

func GetLineWidth() float32

GetLineWidth - Get the line drawing width

func GetLocationAttrib

func GetLocationAttrib(shaderId uint32, attribName string) int32

GetLocationAttrib - Get shader location attribute

func GetLocationUniform

func GetLocationUniform(shaderId uint32, uniformName string) int32

GetLocationUniform - Get shader location uniform

func GetMasterVolume

func GetMasterVolume() float32

GetMasterVolume - Set master volume (listener)

func GetMonitorCount

func GetMonitorCount() int

GetMonitorCount - Get number of connected monitors

func GetMonitorHeight

func GetMonitorHeight(monitor int) int

GetMonitorHeight - Get primary monitor height

func GetMonitorName

func GetMonitorName(monitor int) string

GetMonitorName - Get the human-readable, UTF-8 encoded name of the primary monitor

func GetMonitorPhysicalHeight

func GetMonitorPhysicalHeight(monitor int) int

GetMonitorPhysicalHeight - Get primary monitor physical height in millimetres

func GetMonitorPhysicalWidth

func GetMonitorPhysicalWidth(monitor int) int

GetMonitorPhysicalWidth - Get primary monitor physical width in millimetres

func GetMonitorRefreshRate

func GetMonitorRefreshRate(monitor int) int

GetMonitorRefreshRate - Get specified monitor refresh rate

func GetMonitorWidth

func GetMonitorWidth(monitor int) int

GetMonitorWidth - Get primary monitor width

func GetMouseWheelMove

func GetMouseWheelMove() float32

GetMouseWheelMove - Get mouse wheel movement for X or Y, whichever is larger

func GetMouseX

func GetMouseX() int32

GetMouseX - Returns mouse position X

func GetMouseY

func GetMouseY() int32

GetMouseY - Returns mouse position Y

func GetMusicTimeLength

func GetMusicTimeLength(music Music) float32

GetMusicTimeLength - Get music time length (in seconds)

func GetMusicTimePlayed

func GetMusicTimePlayed(music Music) float32

GetMusicTimePlayed - Get current music time played (in seconds)

func GetPixelDataSize

func GetPixelDataSize(width, height, format int32) int32

GetPixelDataSize - Get pixel data size in bytes for certain format

func GetRandomValue

func GetRandomValue(min, max int32) int32

GetRandomValue - Returns a random value between min and max (both included)

func GetRenderHeight

func GetRenderHeight() int

GetRenderHeight - Get current render height (it considers HiDPI)

func GetRenderWidth

func GetRenderWidth() int

GetRenderWidth - Get current render width (it considers HiDPI)

func GetScreenHeight

func GetScreenHeight() int

GetScreenHeight - Get current screen height

func GetScreenWidth

func GetScreenWidth() int

GetScreenWidth - Get current screen width

func GetShaderBufferSize

func GetShaderBufferSize(id uint32) uint32

GetShaderBufferSize - Get SSBO buffer size

func GetShaderIdDefault

func GetShaderIdDefault() uint32

GetShaderIdDefault - Get default shader id

func GetShaderLocation

func GetShaderLocation(shader Shader, uniformName string) int32

GetShaderLocation - Get shader uniform location

func GetShaderLocationAttrib

func GetShaderLocationAttrib(shader Shader, attribName string) int32

GetShaderLocationAttrib - Get shader attribute location

func GetTextureIdDefault

func GetTextureIdDefault() uint32

GetTextureIdDefault - Get default texture id

func GetTime

func GetTime() float64

GetTime - Return time in seconds

func GetTouchPointCount

func GetTouchPointCount() int32

GetTouchPointCount - Get number of touch points

func GetTouchPointId

func GetTouchPointId(index int32) int32

GetTouchPointId - Get touch point identifier for given index

func GetTouchX

func GetTouchX() int32

GetTouchX - Returns touch position X for touch point 0 (relative to screen size)

func GetTouchY

func GetTouchY() int32

GetTouchY - Returns touch position Y for touch point 0 (relative to screen size)

func GetVersion

func GetVersion() int32

GetVersion - Get current OpenGL version

func GetWindowHandle

func GetWindowHandle() unsafe.Pointer

GetWindowHandle - Get native window handle

func GlClose

func GlClose()

GlClose - De-inititialize rlgl (buffers, shaders, textures)

func GlInit

func GlInit(width int32, height int32)

GlInit - Initialize rlgl (buffers, shaders, textures, states)

func HideCursor

func HideCursor()

HideCursor - Hides cursor

func HomeDir

func HomeDir() string

HomeDir - Returns user home directory NOTE: On Android this returns internal data path and must be called after InitWindow

func ImageAlphaClear

func ImageAlphaClear(image *Image, col color.RGBA, threshold float32)

ImageAlphaClear - Apply alpha mask to image

func ImageAlphaCrop

func ImageAlphaCrop(image *Image, threshold float32)

ImageAlphaCrop - Crop image depending on alpha value

func ImageAlphaMask

func ImageAlphaMask(image, alphaMask *Image)

ImageAlphaMask - Apply alpha mask to image

func ImageAlphaPremultiply

func ImageAlphaPremultiply(image *Image)

ImageAlphaPremultiply - Premultiply alpha channel

func ImageBlurGaussian

func ImageBlurGaussian(image *Image, blurSize int32)

ImageBlurGaussian - Apply box blur

func ImageClearBackground

func ImageClearBackground(dst *Image, col color.RGBA)

ImageClearBackground - Clear image background with given color

func ImageColorBrightness

func ImageColorBrightness(image *Image, brightness int32)

ImageColorBrightness - Modify image color: brightness (-255 to 255)

func ImageColorContrast

func ImageColorContrast(image *Image, contrast float32)

ImageColorContrast - Modify image color: contrast (-100 to 100)

func ImageColorGrayscale

func ImageColorGrayscale(image *Image)

ImageColorGrayscale - Modify image color: grayscale

func ImageColorInvert

func ImageColorInvert(image *Image)

ImageColorInvert - Modify image color: invert

func ImageColorReplace

func ImageColorReplace(image *Image, col, replace color.RGBA)

ImageColorReplace - Modify image color: replace color

func ImageColorTint

func ImageColorTint(image *Image, col color.RGBA)

ImageColorTint - Modify image color: tint

func ImageCrop

func ImageCrop(image *Image, crop Rectangle)

ImageCrop - Crop an image to a defined rectangle

func ImageDither

func ImageDither(image *Image, rBpp, gBpp, bBpp, aBpp int32)

ImageDither - Dither image data to 16bpp or lower (Floyd-Steinberg dithering)

func ImageDraw

func ImageDraw(dst, src *Image, srcRec, dstRec Rectangle, tint color.RGBA)

ImageDraw - Draw a source image within a destination image

func ImageDrawCircle

func ImageDrawCircle(dst *Image, centerX, centerY, radius int32, col color.RGBA)

ImageDrawCircle - Draw a filled circle within an image

func ImageDrawCircleLines

func ImageDrawCircleLines(dst *Image, centerX, centerY, radius int32, col color.RGBA)

ImageDrawCircleLines - Draw circle outline within an image

func ImageDrawCircleLinesV

func ImageDrawCircleLinesV(dst *Image, center Vector2, radius int32, col color.RGBA)

ImageDrawCircleLinesV - Draw circle outline within an image (Vector version)

func ImageDrawCircleV

func ImageDrawCircleV(dst *Image, center Vector2, radius int32, col color.RGBA)

ImageDrawCircleV - Draw a filled circle within an image (Vector version)

func ImageDrawLine

func ImageDrawLine(dst *Image, startPosX, startPosY, endPosX, endPosY int32, col color.RGBA)

ImageDrawLine - Draw line within an image

func ImageDrawLineEx

func ImageDrawLineEx(dst *Image, start, end Vector2, thick int32, col color.RGBA)

ImageDrawLineEx - Draw a line defining thickness within an image

func ImageDrawLineV

func ImageDrawLineV(dst *Image, start, end Vector2, col color.RGBA)

ImageDrawLineV - Draw line within an image, vector version

func ImageDrawPixel

func ImageDrawPixel(dst *Image, posX, posY int32, col color.RGBA)

ImageDrawPixel - Draw pixel within an image

func ImageDrawPixelV

func ImageDrawPixelV(dst *Image, position Vector2, col color.RGBA)

ImageDrawPixelV - Draw pixel within an image (Vector version)

func ImageDrawRectangle

func ImageDrawRectangle(dst *Image, x, y, width, height int32, col color.RGBA)

ImageDrawRectangle - Draw rectangle within an image

func ImageDrawRectangleLines

func ImageDrawRectangleLines(dst *Image, rec Rectangle, thick int, col color.RGBA)

ImageDrawRectangleLines - Draw rectangle lines within an image

func ImageDrawRectangleRec

func ImageDrawRectangleRec(dst *Image, rec Rectangle, col color.RGBA)

ImageDrawRectangleRec - Draw rectangle within an image

func ImageDrawRectangleV

func ImageDrawRectangleV(dst *Image, position, size Vector2, col color.RGBA)

ImageDrawRectangleV - Draw rectangle within an image (Vector version)

func ImageDrawText

func ImageDrawText(dst *Image, posX, posY int32, text string, fontSize int32, col color.RGBA)

ImageDrawText - Draw text (default font) within an image (destination)

func ImageDrawTextEx

func ImageDrawTextEx(dst *Image, position Vector2, font Font, text string, fontSize, spacing float32, col color.RGBA)

ImageDrawTextEx - Draw text (custom sprite font) within an image (destination)

func ImageDrawTriangle

func ImageDrawTriangle(dst *Image, v1, v2, v3 Vector2, col color.RGBA)

ImageDrawTriangle - Draw triangle within an image

func ImageDrawTriangleEx

func ImageDrawTriangleEx(dst *Image, v1, v2, v3 Vector2, c1, c2, c3 color.RGBA)

ImageDrawTriangleEx - Draw triangle with interpolated colors within an image

func ImageDrawTriangleFan

func ImageDrawTriangleFan(dst *Image, points []Vector2, col color.RGBA)

ImageDrawTriangleFan - Draw a triangle fan defined by points within an image (first vertex is the center)

func ImageDrawTriangleLines

func ImageDrawTriangleLines(dst *Image, v1, v2, v3 Vector2, col color.RGBA)

ImageDrawTriangleLines - Draw triangle outline within an image

func ImageDrawTriangleStrip

func ImageDrawTriangleStrip(dst *Image, points []Vector2, col color.RGBA)

ImageDrawTriangleStrip - Draw a triangle strip defined by points within an image

func ImageFlipHorizontal

func ImageFlipHorizontal(image *Image)

ImageFlipHorizontal - Flip image horizontally

func ImageFlipVertical

func ImageFlipVertical(image *Image)

ImageFlipVertical - Flip image vertically

func ImageFormat

func ImageFormat(image *Image, newFormat PixelFormat)

ImageFormat - Convert image data to desired format

func ImageKernelConvolution

func ImageKernelConvolution(image *Image, kernel []float32)

ImageKernelConvolution - Apply custom square convolution kernel to image

func ImageMipmaps

func ImageMipmaps(image *Image)

ImageMipmaps - Generate all mipmap levels for a provided image

func ImageResize

func ImageResize(image *Image, newWidth, newHeight int32)

ImageResize - Resize an image (bilinear filtering)

func ImageResizeCanvas

func ImageResizeCanvas(image *Image, newWidth, newHeight, offsetX, offsetY int32, col color.RGBA)

ImageResizeCanvas - Resize canvas and fill with color

func ImageResizeNN

func ImageResizeNN(image *Image, newWidth, newHeight int32)

ImageResizeNN - Resize an image (Nearest-Neighbor scaling algorithm)

func ImageRotate

func ImageRotate(image *Image, degrees int32)

ImageRotate - Rotate image by input angle in degrees (-359 to 359)

func ImageRotateCCW

func ImageRotateCCW(image *Image)

ImageRotateCCW - Rotate image counter-clockwise 90deg

func ImageRotateCW

func ImageRotateCW(image *Image)

ImageRotateCW - Rotate image clockwise 90deg

func ImageToPOT

func ImageToPOT(image *Image, fillColor color.RGBA)

ImageToPOT - Convert image to POT (power-of-two)

func InitAudioDevice

func InitAudioDevice()

InitAudioDevice - Initialize audio device and context

func InitWindow

func InitWindow(width int32, height int32, title string)

InitWindow - Initialize Window and OpenGL Graphics

func IsAudioDeviceReady

func IsAudioDeviceReady() bool

IsAudioDeviceReady - Check if audio device has been initialized successfully

func IsAudioStreamPlaying

func IsAudioStreamPlaying(stream AudioStream) bool

IsAudioStreamPlaying - Check if audio stream is playing

func IsAudioStreamProcessed

func IsAudioStreamProcessed(stream AudioStream) bool

IsAudioStreamProcessed - Check if any audio stream buffers requires refill

func IsAudioStreamValid

func IsAudioStreamValid(stream AudioStream) bool

IsAudioStreamValid - Checks if an audio stream is valid (buffers initialized)

func IsCursorHidden

func IsCursorHidden() bool

IsCursorHidden - Returns true if cursor is not visible

func IsCursorOnScreen

func IsCursorOnScreen() bool

IsCursorOnScreen - Check if cursor is on the current screen.

func IsFileDropped

func IsFileDropped() bool

IsFileDropped - Check if a file have been dropped into window

func IsFontValid

func IsFontValid(font Font) bool

IsFontValid - Check if a font is valid (font data loaded, WARNING: GPU texture not checked)

func IsGamepadAvailable

func IsGamepadAvailable(gamepad int32) bool

IsGamepadAvailable - Detect if a gamepad is available

func IsGamepadButtonDown

func IsGamepadButtonDown(gamepad, button int32) bool

IsGamepadButtonDown - Detect if a gamepad button is being pressed

func IsGamepadButtonPressed

func IsGamepadButtonPressed(gamepad, button int32) bool

IsGamepadButtonPressed - Detect if a gamepad button has been pressed once

func IsGamepadButtonReleased

func IsGamepadButtonReleased(gamepad, button int32) bool

IsGamepadButtonReleased - Detect if a gamepad button has been released once

func IsGamepadButtonUp

func IsGamepadButtonUp(gamepad, button int32) bool

IsGamepadButtonUp - Detect if a gamepad button is NOT being pressed

func IsGestureDetected

func IsGestureDetected(gesture Gestures) bool

IsGestureDetected - Check if a gesture have been detected

func IsImageValid

func IsImageValid(image *Image) bool

IsImageValid - Check if an image is valid (data and parameters)

func IsKeyDown

func IsKeyDown(key int32) bool

IsKeyDown - Detect if a key is being pressed

func IsKeyPressed

func IsKeyPressed(key int32) bool

IsKeyPressed - Detect if a key has been pressed once

func IsKeyPressedRepeat

func IsKeyPressedRepeat(key int32) bool

IsKeyPressedRepeat - Detect if a key has been pressed again (Only PLATFORM_DESKTOP)

func IsKeyReleased

func IsKeyReleased(key int32) bool

IsKeyReleased - Detect if a key has been released once

func IsKeyUp

func IsKeyUp(key int32) bool

IsKeyUp - Detect if a key is NOT being pressed

func IsMaterialValid

func IsMaterialValid(material Material) bool

IsMaterialValid - Check if a material is valid (shader assigned, map textures loaded in GPU)

func IsModelAnimationValid

func IsModelAnimationValid(model Model, anim ModelAnimation) bool

IsModelAnimationValid - Check model animation skeleton match

func IsModelValid

func IsModelValid(model Model) bool

IsModelValid - Check if a model is valid (loaded in GPU, VAO/VBOs)

func IsMouseButtonDown

func IsMouseButtonDown(button MouseButton) bool

IsMouseButtonDown - Detect if a mouse button is being pressed

func IsMouseButtonPressed

func IsMouseButtonPressed(button MouseButton) bool

IsMouseButtonPressed - Detect if a mouse button has been pressed once

func IsMouseButtonReleased

func IsMouseButtonReleased(button MouseButton) bool

IsMouseButtonReleased - Detect if a mouse button has been released once

func IsMouseButtonUp

func IsMouseButtonUp(button MouseButton) bool

IsMouseButtonUp - Detect if a mouse button is NOT being pressed

func IsMusicStreamPlaying

func IsMusicStreamPlaying(music Music) bool

IsMusicStreamPlaying - Check if music is playing

func IsMusicValid

func IsMusicValid(music Music) bool

IsMusicValid - Checks if a music stream is valid (context and buffers initialized)

func IsRenderTextureValid

func IsRenderTextureValid(target RenderTexture2D) bool

IsRenderTextureValid - Check if a render texture is valid (loaded in GPU)

func IsShaderValid

func IsShaderValid(shader Shader) bool

IsShaderValid - Check if a shader is valid (loaded on GPU)

func IsSoundPlaying

func IsSoundPlaying(sound Sound) bool

IsSoundPlaying - Check if a sound is currently playing

func IsSoundValid

func IsSoundValid(sound Sound) bool

IsSoundValid - Checks if a sound is valid (data loaded and buffers initialized)

func IsStereoRenderEnabled

func IsStereoRenderEnabled() bool

IsStereoRenderEnabled - Check if stereo render is enabled

func IsTextureValid

func IsTextureValid(texture Texture2D) bool

IsTextureValid - Check if a texture is valid (loaded in GPU)

func IsWaveValid

func IsWaveValid(wave Wave) bool

IsWaveValid - Checks if wave data is valid (data loaded and parameters)

func IsWindowFocused

func IsWindowFocused() bool

IsWindowFocused - Check if window is currently focused

func IsWindowFullscreen

func IsWindowFullscreen() bool

IsWindowFullscreen - Check if window is currently fullscreen

func IsWindowHidden

func IsWindowHidden() bool

IsWindowHidden - Check if window is currently hidden

func IsWindowMaximized

func IsWindowMaximized() bool

IsWindowMaximized - Check if window is currently maximized

func IsWindowMinimized

func IsWindowMinimized() bool

IsWindowMinimized - Check if window is currently minimized

func IsWindowReady

func IsWindowReady() bool

IsWindowReady - Check if window has been initialized successfully

func IsWindowResized

func IsWindowResized() bool

IsWindowResized - Check if window has been resized

func IsWindowState

func IsWindowState(flag uint32) bool

IsWindowState - Check if one specific window flag is enabled

func Lerp

func Lerp(start, end, amount float32) float32

Lerp - Calculate linear interpolation between two floats

func LoadComputeShaderProgram

func LoadComputeShaderProgram(shaderID uint32) uint32

LoadComputeShaderProgram -

func LoadDrawCube

func LoadDrawCube()

LoadDrawCube - Load and draw a cube

func LoadDrawQuad

func LoadDrawQuad()

LoadDrawQuad - Load and draw a quad

func LoadDroppedFiles

func LoadDroppedFiles() []string

LoadDroppedFiles - Load dropped filepaths

func LoadFramebuffer

func LoadFramebuffer() uint32

LoadFramebuffer - Load an empty framebuffer

func LoadIdentity

func LoadIdentity()

LoadIdentity - Reset current matrix to identity matrix

func LoadImageColors

func LoadImageColors(img *Image) []color.RGBA

LoadImageColors - Get pixel data from image as a Color slice

func LoadShaderBuffer

func LoadShaderBuffer(size uint32, data unsafe.Pointer, usageHint int32) uint32

LoadShaderBuffer - Load shader storage buffer object (SSBO)

func LoadShaderCode

func LoadShaderCode(vsCode string, fsCode string) uint32

LoadShaderCode - Load shader from code strings

func LoadShaderProgram

func LoadShaderProgram(vShaderId uint32, fShaderId uint32) uint32

LoadShaderProgram - Load custom shader program

func LoadTextureDepth

func LoadTextureDepth(width, height int32, useRenderBuffer bool)

LoadTextureDepth - Load depth texture/renderbuffer (to be attached to fbo)

func LoadVertexArray

func LoadVertexArray() uint32

LoadVertexArray - Load vertex array (vao) if supported

func LoadWaveSamples

func LoadWaveSamples(wave Wave) []float32

LoadWaveSamples - Get samples data from wave as a floats array

func Mat2Set

func Mat2Set(matrix *Mat2, radians float32)

Mat2Set - Set values from radians to a created matrix 2x2

func MatrixDecompose

func MatrixDecompose(mat Matrix, translation *Vector3, rotation *Quaternion, scale *Vector3)

MatrixDecompose - Decompose a transformation matrix into its rotational, translational and scaling components

func MatrixDeterminant

func MatrixDeterminant(mat Matrix) float32

MatrixDeterminant - Compute matrix determinant

func MatrixMode

func MatrixMode(mode int32)

MatrixMode - Choose the current matrix to be transformed

func MatrixToFloat

func MatrixToFloat(mat Matrix) []float32

MatrixToFloat - Converts Matrix to float32 slice

func MatrixToFloatV

func MatrixToFloatV(mat Matrix) [16]float32

MatrixToFloatV - Get float array of matrix data

func MatrixTrace

func MatrixTrace(mat Matrix) float32

MatrixTrace - Returns the trace of the matrix (sum of the values along the diagonal)

func MaximizeWindow

func MaximizeWindow()

MaximizeWindow - Set window state: maximized, if resizable

func MeasureText

func MeasureText(text string, fontSize int32) int32

MeasureText - Measure string width for default font

func MinimizeWindow

func MinimizeWindow()

MinimizeWindow - Set window state: minimized, if resizable

func MultMatrix

func MultMatrix(m Matrix)

MultMatrix - Multiply the current matrix by another matrix

func NewColor

func NewColor(r, g, b, a uint8) color.RGBA

NewColor - Returns new Color

func Normal3f

func Normal3f(x float32, y float32, z float32)

Normal3f - Define one vertex (normal) - 3 float

func Normalize

func Normalize(value, start, end float32) float32

Normalize - Normalize input value within input range

func OpenURL

func OpenURL(url string)

OpenURL - Open URL with default system browser (if available)

func Ortho

func Ortho(left float64, right float64, bottom float64, top float64, znear float64, zfar float64)

Ortho .

func PauseAudioStream

func PauseAudioStream(stream AudioStream)

PauseAudioStream - Pause audio stream

func PauseMusicStream

func PauseMusicStream(music Music)

PauseMusicStream - Pause music playing

func PauseSound

func PauseSound(sound Sound)

PauseSound - Pause a sound

func PlayAudioStream

func PlayAudioStream(stream AudioStream)

PlayAudioStream - Play audio stream

func PlayAutomationEvent

func PlayAutomationEvent(event AutomationEvent)

PlayAutomationEvent - Play a recorded automation event

func PlayMusicStream

func PlayMusicStream(music Music)

PlayMusicStream - Start music playing

func PlaySound

func PlaySound(sound Sound)

PlaySound - Play a sound

func PollInputEvents

func PollInputEvents()

Register all input events

func PopMatrix

func PopMatrix()

PopMatrix - Pop lattest inserted matrix from stack

func PushMatrix

func PushMatrix()

PushMatrix - Push the current matrix to stack

func QuaternionEquals

func QuaternionEquals(p, q Quaternion) bool

QuaternionEquals - Check whether two given quaternions are almost equal

func QuaternionLength

func QuaternionLength(quat Quaternion) float32

QuaternionLength - Compute the length of a quaternion

func QuaternionToAxisAngle

func QuaternionToAxisAngle(q Quaternion, outAxis *Vector3, outAngle *float32)

QuaternionToAxisAngle - Returns the rotation angle and axis for a given quaternion

func ReadShaderBuffer

func ReadShaderBuffer(id uint32, dest unsafe.Pointer, count uint32, offset uint32)

ReadShaderBuffer - Read SSBO buffer data (GPU->CPU)

func Remap

func Remap(value, inputStart, inputEnd, outputStart, outputEnd float32) float32

Remap - Remap input value within input range to output range

func RestoreWindow

func RestoreWindow()

RestoreWindow - Set window state: not minimized/maximized

func ResumeAudioStream

func ResumeAudioStream(stream AudioStream)

ResumeAudioStream - Resume audio stream

func ResumeMusicStream

func ResumeMusicStream(music Music)

ResumeMusicStream - Resume playing paused music

func ResumeSound

func ResumeSound(sound Sound)

ResumeSound - Resume a paused sound

func Rotatef

func Rotatef(angle float32, x float32, y float32, z float32)

Rotatef - Multiply the current matrix by a rotation matrix

func Scalef

func Scalef(x float32, y float32, z float32)

Scalef - Multiply the current matrix by a scaling matrix

func Scissor

func Scissor(x int32, y int32, width int32, height int32)

Scissor - Scissor test

func SeekMusicStream

func SeekMusicStream(music Music, position float32)

SeekMusicStream - Seek music to a position (in seconds)

func SetAudioStreamBufferSizeDefault

func SetAudioStreamBufferSizeDefault(size int32)

SetAudioStreamBufferSizeDefault - Default size for new audio streams

func SetAudioStreamCallback

func SetAudioStreamCallback(stream AudioStream, callback AudioCallback)

SetAudioStreamCallback - Audio thread callback to request new data

func SetAudioStreamPan

func SetAudioStreamPan(stream AudioStream, pan float32)

SetAudioStreamPan - Set pan for audio stream (0.5 is centered)

func SetAudioStreamPitch

func SetAudioStreamPitch(stream AudioStream, pitch float32)

SetAudioStreamPitch - Set pitch for audio stream (1.0 is base level)

func SetAudioStreamVolume

func SetAudioStreamVolume(stream AudioStream, volume float32)

SetAudioStreamVolume - Set volume for audio stream (1.0 is max level)

func SetAutomationEventBaseFrame

func SetAutomationEventBaseFrame(frame int)

SetAutomationEventBaseFrame - Set automation event internal base frame to start recording

func SetAutomationEventList

func SetAutomationEventList(list *AutomationEventList)

SetAutomationEventList - Set automation event list to record to

func SetBlendFactors

func SetBlendFactors(glSrcFactor int32, glDstFactor int32, glEquation int32)

SetBlendFactors - Set blending mode factor and equation (using OpenGL factors)

func SetBlendFactorsSeparate

func SetBlendFactorsSeparate(glSrcRGB int32, glDstRGB int32, glSrcAlpha int32, glDstAlpha int32, glEqRGB int32, glEqAlpha int32)

SetBlendFactorsSeparate - Set blending mode factors and equations separately (using OpenGL factors)

func SetBlendMode

func SetBlendMode(mode BlendMode)

SetBlendMode - Set blending mode

func SetCallbackFunc

func SetCallbackFunc(func())

SetCallbackFunc - Sets callback function

func SetClipPlanes

func SetClipPlanes(nearPlane, farPlane float64)

SetClipPlanes - Set clip planes distances

func SetClipboardText

func SetClipboardText(data string)

SetClipboardText - Set clipboard text content

func SetConfigFlags

func SetConfigFlags(flags uint32)

SetConfigFlags - Setup some window configuration flags

func SetCullFace

func SetCullFace(mode int32)

SetCullFace - Set face culling mode

func SetExitKey

func SetExitKey(key int32)

SetExitKey - Set a custom key to exit program (default is ESC)

func SetFramebufferHeight

func SetFramebufferHeight(height int32)

SetFramebufferHeight - Set current framebuffer height

func SetFramebufferWidth

func SetFramebufferWidth(width int32)

SetFramebufferWidth - Set current framebuffer width

func SetGamepadMappings

func SetGamepadMappings(mappings string) int32

SetGamepadMappings - Set internal gamepad mappings (SDL_GameControllerDB)

func SetGamepadVibration

func SetGamepadVibration(gamepad int32, leftMotor, rightMotor, duration float32)

SetGamepadVibration - Set gamepad vibration for both motors (duration in seconds)

func SetGesturesEnabled

func SetGesturesEnabled(gestureFlags uint32)

SetGesturesEnabled - Enable a set of gestures using flags

func SetLineWidth

func SetLineWidth(width float32)

SetLineWidth - Set the line drawing width

func SetMasterVolume

func SetMasterVolume(volume float32)

SetMasterVolume - Set master volume (listener)

func SetMaterialTexture

func SetMaterialTexture(material *Material, mapType int32, texture Texture2D)

SetMaterialTexture - Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)

func SetMatrixModelview

func SetMatrixModelview(view Matrix)

SetMatrixModelview - Set a custom modelview matrix (replaces internal modelview matrix)

func SetMatrixProjection

func SetMatrixProjection(proj Matrix)

SetMatrixProjection - Set a custom projection matrix (replaces internal projection matrix)

func SetMatrixProjectionStereo

func SetMatrixProjectionStereo(right Matrix, left Matrix)

SetMatrixProjectionStereo - Set eyes projection matrices for stereo rendering

func SetMatrixViewOffsetStereo

func SetMatrixViewOffsetStereo(right Matrix, left Matrix)

SetMatrixViewOffsetStereo - Set eyes view offsets matrices for stereo rendering

func SetModelMeshMaterial

func SetModelMeshMaterial(model *Model, meshId int32, materialId int32)

SetModelMeshMaterial - Set material for a mesh

func SetMouseCursor

func SetMouseCursor(cursor int32)

SetMouseCursor - Set mouse cursor

func SetMouseOffset

func SetMouseOffset(offsetX, offsetY int)

SetMouseOffset - Set mouse offset

func SetMousePosition

func SetMousePosition(x, y int)

SetMousePosition - Set mouse position XY

func SetMouseScale

func SetMouseScale(scaleX, scaleY float32)

SetMouseScale - Set mouse scaling

func SetMusicPan

func SetMusicPan(music Music, pan float32)

SetMusicPan - Set pan for a music (0.5 is center)

func SetMusicPitch

func SetMusicPitch(music Music, pitch float32)

SetMusicPitch - Set pitch for a music (1.0 is base level)

func SetMusicVolume

func SetMusicVolume(music Music, volume float32)

SetMusicVolume - Set volume for music (1.0 is max level)

func SetRenderBatchActive

func SetRenderBatchActive(batch *RenderBatch)

SetRenderBatchActive - Set the active render batch for rlgl (NULL for default internal)

func SetShaderValue

func SetShaderValue(shader Shader, locIndex int32, value []float32, uniformType ShaderUniformDataType)

SetShaderValue - Set shader uniform value (float)

func SetShaderValueMatrix

func SetShaderValueMatrix(shader Shader, locIndex int32, mat Matrix)

SetShaderValueMatrix - Set shader uniform value (matrix 4x4)

func SetShaderValueTexture

func SetShaderValueTexture(shader Shader, locIndex int32, texture Texture2D)

SetShaderValueTexture - Set shader uniform value for texture (sampler2d)

func SetShaderValueV

func SetShaderValueV(shader Shader, locIndex int32, value []float32, uniformType ShaderUniformDataType, count int32)

SetShaderValueV - Set shader uniform value (float)

func SetShapesTexture

func SetShapesTexture(texture Texture2D, source Rectangle)

SetShapesTexture - Define default texture used to draw shapes

func SetSoundPan

func SetSoundPan(sound Sound, pan float32)

SetSoundPan - Set pan for a sound (0.5 is center)

func SetSoundPitch

func SetSoundPitch(sound Sound, pitch float32)

SetSoundPitch - Set pitch for a sound (1.0 is base level)

func SetSoundVolume

func SetSoundVolume(sound Sound, volume float32)

SetSoundVolume - Set volume for a sound (1.0 is max level)

func SetTargetFPS

func SetTargetFPS(fps int32)

SetTargetFPS - Set target FPS (maximum)

func SetTextLineSpacing

func SetTextLineSpacing(spacing int)

SetTextLineSpacing - Set vertical line spacing when drawing with line-breaks

func SetTexture

func SetTexture(id uint32)

SetTexture - Set current texture for render batch and check buffers limits

func SetTextureFilter

func SetTextureFilter(texture Texture2D, filterMode TextureFilterMode)

SetTextureFilter - Set texture scaling filter mode

func SetTextureWrap

func SetTextureWrap(texture Texture2D, wrapMode TextureWrapMode)

SetTextureWrap - Set texture wrapping mode

func SetTraceLogCallback

func SetTraceLogCallback(fn TraceLogCallbackFun)

SetTraceLogCallback - set a call-back function for trace log

func SetTraceLogLevel

func SetTraceLogLevel(logLevel TraceLogLevel)

SetTraceLogLevel - Set the current threshold (minimum) log level

func SetUniform

func SetUniform(locIndex int32, value []float32, uniformType int32)

SetUniform - Set shader value uniform

func SetUniformMatrices

func SetUniformMatrices(locIndex int32, mat []Matrix)

SetUniformMatrices - Set shader value matrices

func SetUniformMatrix

func SetUniformMatrix(locIndex int32, mat Matrix)

SetUniformMatrix - Set shader value matrix

func SetUniformSampler

func SetUniformSampler(locIndex int32, textureId uint32)

SetUniformSampler - Set shader value sampler

func SetVertexAttributeDivisor

func SetVertexAttributeDivisor(index uint32, divisor int32)

SetVertexAttributeDivisor .

func SetWindowIcon

func SetWindowIcon(image Image)

SetWindowIcon - Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)

func SetWindowIcons

func SetWindowIcons(images []Image, count int32)

SetWindowIcons - Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)

func SetWindowMaxSize

func SetWindowMaxSize(w, h int)

SetWindowMaxSize - Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

func SetWindowMinSize

func SetWindowMinSize(w, h int)

SetWindowMinSize - Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

func SetWindowMonitor

func SetWindowMonitor(monitor int)

SetWindowMonitor - Set monitor for the current window (fullscreen mode)

func SetWindowOpacity

func SetWindowOpacity(opacity float32)

SetWindowOpacity - Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)

func SetWindowPosition

func SetWindowPosition(x, y int)

SetWindowPosition - Set window position on screen (only PLATFORM_DESKTOP)

func SetWindowSize

func SetWindowSize(w, h int)

SetWindowSize - Set window dimensions

func SetWindowState

func SetWindowState(flags uint32)

SetWindowState - Set window configuration state using flags

func SetWindowTitle

func SetWindowTitle(title string)

SetWindowTitle - Set title for window (only PLATFORM_DESKTOP)

func ShowCursor

func ShowCursor()

ShowCursor - Shows cursor

func StartAutomationEventRecording

func StartAutomationEventRecording()

StartAutomationEventRecording - Start recording automation events (AutomationEventList must be set)

func StopAudioStream

func StopAudioStream(stream AudioStream)

StopAudioStream - Stop audio stream

func StopAutomationEventRecording

func StopAutomationEventRecording()

StopAutomationEventRecording - Stop recording automation events

func StopMusicStream

func StopMusicStream(music Music)

StopMusicStream - Stop music playing

func StopSound

func StopSound(sound Sound)

StopSound - Stop playing a sound

func SwapScreenBuffer

func SwapScreenBuffer()

SwapScreenBuffer - Swap back buffer to front buffer

func TakeScreenshot

func TakeScreenshot(name string)

TakeScreenshot - Takes a screenshot of current screen (saved a .png)

func TexCoord2f

func TexCoord2f(x float32, y float32)

TexCoord2f - Define one vertex (texture coordinate) - 2 float

func TextureParameters

func TextureParameters(id uint32, param int32, value int32)

TextureParameters - Set texture parameters (filter, wrap)

func ToggleBorderlessWindowed

func ToggleBorderlessWindowed()

ToggleBorderlessWindowed - Borderless fullscreen toggle (only PLATFORM_DESKTOP)

func ToggleFullscreen

func ToggleFullscreen()

ToggleFullscreen - Fullscreen toggle (only PLATFORM_DESKTOP)

func TraceLog

func TraceLog(logLevel TraceLogLevel, text string, v ...interface{})

TraceLog - Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)

func Translatef

func Translatef(x float32, y float32, z float32)

Translatef - Multiply the current matrix by a translation matrix

func UnloadAudioStream

func UnloadAudioStream(stream AudioStream)

UnloadAudioStream - Unload audio stream and free memory

func UnloadAutomationEventList

func UnloadAutomationEventList(list *AutomationEventList)

UnloadAutomationEventList - Unload automation events list from file

func UnloadDroppedFiles

func UnloadDroppedFiles()

UnloadDroppedFiles - Unload dropped filepaths

func UnloadFont

func UnloadFont(font Font)

UnloadFont - Unload Font from GPU memory (VRAM)

func UnloadFontData

func UnloadFontData(glyphs []GlyphInfo)

UnloadFontData - Unload font chars info data (RAM)

func UnloadFramebuffer

func UnloadFramebuffer(id uint32)

UnloadFramebuffer - Delete framebuffer from GPU

func UnloadImage

func UnloadImage(image *Image)

UnloadImage - Unload image from CPU memory (RAM)

func UnloadImageColors

func UnloadImageColors(cols []color.RGBA)

UnloadImageColors - Unload color data loaded with LoadImageColors()

func UnloadMaterial

func UnloadMaterial(material Material)

UnloadMaterial - Unload material textures from VRAM

func UnloadMesh

func UnloadMesh(mesh *Mesh)

UnloadMesh - Unload mesh from memory (RAM and/or VRAM)

func UnloadModel

func UnloadModel(model Model)

UnloadModel - Unload model from memory (RAM and/or VRAM)

func UnloadModelAnimation

func UnloadModelAnimation(anim ModelAnimation)

UnloadModelAnimation - Unload animation data

func UnloadModelAnimations

func UnloadModelAnimations(animations []ModelAnimation)

UnloadModelAnimations - Unload animation array data

func UnloadMusicStream

func UnloadMusicStream(music Music)

UnloadMusicStream - Unload music stream

func UnloadRenderBatch

func UnloadRenderBatch(batch RenderBatch)

UnloadRenderBatch - Unload render batch system

func UnloadRenderTexture

func UnloadRenderTexture(target RenderTexture2D)

UnloadRenderTexture - Unload render texture from GPU memory

func UnloadShader

func UnloadShader(shader Shader)

UnloadShader - Unload a custom shader from memory

func UnloadShaderBuffer

func UnloadShaderBuffer(id uint32)

UnloadShaderBuffer - Unload shader storage buffer object (SSBO)

func UnloadShaderProgram

func UnloadShaderProgram(id uint32)

UnloadShaderProgram - Unload shader program

func UnloadSound

func UnloadSound(sound Sound)

UnloadSound - Unload sound

func UnloadTexture

func UnloadTexture(texture Texture2D)

UnloadTexture - Unload texture from GPU memory

func UnloadVertexBuffer

func UnloadVertexBuffer(vboId uint32)

UnloadVertexBuffer .

func UnloadVrStereoConfig

func UnloadVrStereoConfig(config VrStereoConfig)

UnloadVrStereoConfig - Unload VR stereo config

func UnloadWave

func UnloadWave(wave Wave)

UnloadWave - Unload wave data

func UnloadWaveSamples

func UnloadWaveSamples(samples []float32)

UnloadWaveSamples - Unload samples data loaded with LoadWaveSamples()

func UpdateAudioStream

func UpdateAudioStream(stream AudioStream, data []float32)

UpdateAudioStream - Update audio stream buffers with data

func UpdateCamera

func UpdateCamera(camera *Camera, mode CameraMode)

UpdateCamera - Update camera position for selected mode Camera mode: CameraFree, CameraFirstPerson, CameraThirdPerson, CameraOrbital or Custom

func UpdateCameraPro

func UpdateCameraPro(camera *Camera, movement Vector3, rotation Vector3, zoom float32)

UpdateCameraPro - Update camera movement, movement/rotation values should be provided by user

func UpdateMeshBuffer

func UpdateMeshBuffer(mesh Mesh, index int, data []byte, offset int)

UpdateMeshBuffer - Update mesh vertex data in GPU for a specific buffer index

func UpdateModelAnimation

func UpdateModelAnimation(model Model, anim ModelAnimation, frame int32)

UpdateModelAnimation - Update model animation pose (CPU)

func UpdateModelAnimationBones

func UpdateModelAnimationBones(model Model, anim ModelAnimation, frame int32)

UpdateModelAnimationBones - Update model animation mesh bone matrices (GPU skinning)

func UpdateMusicStream

func UpdateMusicStream(music Music)

UpdateMusicStream - Updates buffers for music streaming

func UpdateShaderBuffer

func UpdateShaderBuffer(id uint32, data unsafe.Pointer, dataSize uint32, offset uint32)

UpdateShaderBuffer - Update SSBO buffer data

func UpdateSound

func UpdateSound(sound Sound, data []byte, samplesCount int32)

UpdateSound - Update sound buffer with new data

func UpdateTexture

func UpdateTexture(texture Texture2D, pixels []color.RGBA)

UpdateTexture - Update GPU texture with new data

func UpdateTextureRec

func UpdateTextureRec(texture Texture2D, rec Rectangle, pixels []color.RGBA)

UpdateTextureRec - Update GPU texture rectangle with new data

func UploadMesh

func UploadMesh(mesh *Mesh, dynamic bool)

UploadMesh - Upload vertex data into a VAO (if supported) and VBO

func Vector2Angle

func Vector2Angle(v1, v2 Vector2) float32

Vector2Angle - Calculate angle from two vectors in radians

func Vector2CrossProduct

func Vector2CrossProduct(v1, v2 Vector2) float32

Vector2CrossProduct - Calculate two vectors cross product

func Vector2Distance

func Vector2Distance(v1, v2 Vector2) float32

Vector2Distance - Calculate distance between two vectors

func Vector2DistanceSqr

func Vector2DistanceSqr(v1 Vector2, v2 Vector2) float32

Vector2DistanceSqr - Calculate square distance between two vectors

func Vector2DotProduct

func Vector2DotProduct(v1, v2 Vector2) float32

Vector2DotProduct - Calculate two vectors dot product

func Vector2Equals

func Vector2Equals(p Vector2, q Vector2) bool

Vector2Equals - Check whether two given vectors are almost equal

func Vector2LenSqr

func Vector2LenSqr(vector Vector2) float32

Vector2LenSqr - Returns the len square root of a vector

func Vector2Length

func Vector2Length(v Vector2) float32

Vector2Length - Calculate vector length

func Vector2LengthSqr

func Vector2LengthSqr(v Vector2) float32

Vector2LengthSqr - Calculate vector square length

func Vector2LineAngle

func Vector2LineAngle(start Vector2, end Vector2) float32

Vector2LineAngle - Calculate angle defined by a two vectors line NOTE: Parameters need to be normalized. Current implementation should be aligned with glm::angle

func Vector3Angle

func Vector3Angle(v1 Vector3, v2 Vector3) float32

Vector3Angle - Calculate angle between two vectors

func Vector3Distance

func Vector3Distance(v1, v2 Vector3) float32

Vector3Distance - Calculate distance between two vectors

func Vector3DistanceSqr

func Vector3DistanceSqr(v1 Vector3, v2 Vector3) float32

Vector3DistanceSqr - Calculate square distance between two vectors

func Vector3DotProduct

func Vector3DotProduct(v1, v2 Vector3) float32

Vector3DotProduct - Calculate two vectors dot product

func Vector3Equals

func Vector3Equals(p Vector3, q Vector3) bool

Vector3Equals - Check whether two given vectors are almost equal

func Vector3Length

func Vector3Length(v Vector3) float32

Vector3Length - Calculate vector length

func Vector3LengthSqr

func Vector3LengthSqr(v Vector3) float32

Vector3LengthSqr - Calculate vector square length

func Vector3OrthoNormalize

func Vector3OrthoNormalize(v1, v2 *Vector3)

Vector3OrthoNormalize - Orthonormalize provided vectors Makes vectors normalized and orthogonal to each other Gram-Schmidt function implementation

func Vector3ToFloat

func Vector3ToFloat(vec Vector3) []float32

Vector3ToFloat - Converts Vector3 to float32 slice

func Vector3ToFloatV

func Vector3ToFloatV(v Vector3) [3]float32

Vector3ToFloatV - Get Vector3 as float array

func Vertex2f

func Vertex2f(x float32, y float32)

Vertex2f - Define one vertex (position) - 2 float

func Vertex2i

func Vertex2i(x int32, y int32)

Vertex2i - Define one vertex (position) - 2 int

func Vertex3f

func Vertex3f(x float32, y float32, z float32)

Vertex3f - Define one vertex (position) - 3 float

func Viewport

func Viewport(x int32, y int32, width int32, height int32)

Viewport - Set the viewport area

func WaitTime

func WaitTime(seconds float64)

WaitTime - Wait for some time (halt program execution)

func WaveCrop

func WaveCrop(wave Wave, initFrame int32, finalFrame int32)

WaveCrop - Crop a wave to defined frames range

func WaveFormat

func WaveFormat(wave Wave, sampleRate int32, sampleSize int32, channels int32)

WaveFormat - Convert wave data to desired format

func WindowShouldClose

func WindowShouldClose() bool

WindowShouldClose - Check if KeyEscape pressed or Close icon pressed

func Wrap

func Wrap(value, min, max float32) float32

Wrap - Wrap input value from min to max

Types

type Asset

type Asset interface {
	io.ReadSeeker
	io.Closer
}

Asset file

func OpenAsset

func OpenAsset(name string) (Asset, error)

OpenAsset - Open asset

type AudioBuffer

type AudioBuffer struct {
	Converter            maDataConverter
	Callback             *[0]byte
	Processor            *AudioProcessor
	Volume               float32
	Pitch                float32
	Pan                  float32
	Playing              bool
	Paused               bool
	Looping              bool
	Usage                int32
	IsSubBufferProcessed [2]bool
	SizeInFrames         uint32
	FrameCursorPos       uint32
	FramesProcessed      uint32
	Data                 *uint8
	Next                 *AudioBuffer
	Prev                 *AudioBuffer
}

type AudioCallback

type AudioCallback func(data []float32, frames int)

AudioCallback function.

type AudioProcessor

type AudioProcessor struct {
	Process *[0]byte
	Next    *AudioProcessor
	Prev    *AudioProcessor
}

type AudioStream

type AudioStream struct {
	// Buffer
	Buffer *AudioBuffer
	// Processor
	Processor *AudioProcessor
	// Frequency (samples per second)
	SampleRate uint32
	// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
	SampleSize uint32
	// Number of channels (1-mono, 2-stereo)
	Channels uint32
	// contains filtered or unexported fields
}

AudioStream type NOTE: Useful to create custom audio streams not bound to a specific file

func LoadAudioStream

func LoadAudioStream(sampleRate uint32, sampleSize uint32, channels uint32) AudioStream

LoadAudioStream - Load audio stream (to stream raw audio pcm data)

type AutomationEvent

type AutomationEvent struct {
	Frame  uint32
	Type   uint32
	Params [4]int32
}

AutomationEvent - Automation event

type AutomationEventList

type AutomationEventList struct {
	Capacity uint32
	Count    uint32
	// Events array (c array)
	//
	// Use AutomationEventList.GetEvents instead (go slice)
	Events *AutomationEvent
}

AutomationEventList - Automation event list

func LoadAutomationEventList

func LoadAutomationEventList(fileName string) AutomationEventList

LoadAutomationEventList - Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS

func (*AutomationEventList) GetEvents

func (a *AutomationEventList) GetEvents() []AutomationEvent

type BlendMode

type BlendMode int32

BlendMode type

const (
	BlendAlpha            BlendMode = iota // Blend textures considering alpha (default)
	BlendAdditive                          // Blend textures adding colors
	BlendMultiplied                        // Blend textures multiplying colors
	BlendAddColors                         // Blend textures adding colors (alternative)
	BlendSubtractColors                    // Blend textures subtracting colors (alternative)
	BlendAlphaPremultiply                  // Blend premultiplied textures considering alpha
	BlendCustom                            // Blend textures using custom src/dst factors
	BlendCustomSeparate                    // Blend textures using custom rgb/alpha separate src/dst factors
)

Color blending modes (pre-defined)

type BoneInfo

type BoneInfo struct {
	Name   [32]int8
	Parent int32
}

BoneInfo type

type BoundingBox

type BoundingBox struct {
	// Minimum vertex box-corner
	Min Vector3
	// Maximum vertex box-corner
	Max Vector3
}

BoundingBox type

func GetMeshBoundingBox

func GetMeshBoundingBox(mesh Mesh) BoundingBox

GetMeshBoundingBox - Compute mesh bounding box limits

func GetModelBoundingBox

func GetModelBoundingBox(model Model) BoundingBox

GetModelBoundingBox - Compute model bounding box limits (considers all meshes

func NewBoundingBox

func NewBoundingBox(min, max Vector3) BoundingBox

NewBoundingBox - Returns new BoundingBox

type Camera

type Camera = Camera3D

Camera type fallback, defaults to Camera3D

type Camera2D

type Camera2D struct {
	// Camera offset (displacement from target)
	Offset Vector2
	// Camera target (rotation and zoom origin)
	Target Vector2
	// Camera rotation in degrees
	Rotation float32
	// Camera zoom (scaling), should be 1.0f by default
	Zoom float32
}

Camera2D type, defines a 2d camera

func NewCamera2D

func NewCamera2D(offset, target Vector2, rotation, zoom float32) Camera2D

NewCamera2D - Returns new Camera2D

type Camera3D

type Camera3D struct {
	// Camera position
	Position Vector3
	// Camera target it looks-at
	Target Vector3
	// Camera up vector (rotation over its axis)
	Up Vector3
	// Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
	Fovy float32
	// Camera type, controlling projection type, either CameraPerspective or CameraOrthographic.
	Projection CameraProjection
}

Camera3D type, defines a camera position/orientation in 3d space

func NewCamera3D

func NewCamera3D(pos, target, up Vector3, fovy float32, ct CameraProjection) Camera3D

NewCamera3D - Returns new Camera3D

type CameraMode

type CameraMode int32

CameraMode type

const (
	CameraCustom CameraMode = iota
	CameraFree
	CameraOrbital
	CameraFirstPerson
	CameraThirdPerson
)

Camera system modes

type CameraProjection

type CameraProjection int32

CameraProjection type

const (
	CameraPerspective CameraProjection = iota
	CameraOrthographic
)

Camera projection modes

type Color

type Color = color.RGBA

Color type, RGBA (32bit) TODO remove later, keep type for now to not break code

type DrawCall

type DrawCall struct {
	Mode            int32
	VertexCount     int32
	VertexAlignment int32
	TextureId       uint32
}

DrawCall - Draw call type NOTE: Only texture changes register a new draw, other state-change-related elements are not used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any of those state-change happens (this is done in core module)

type Font

type Font struct {
	// Base size (default chars height)
	BaseSize int32
	// Number of characters
	CharsCount int32
	// Padding around the chars
	CharsPadding int32
	// Characters texture atlas
	Texture Texture2D
	// Characters rectangles in texture
	Recs *Rectangle
	// Characters info data
	Chars *GlyphInfo
}

Font type, includes texture and charSet array data

func GetFontDefault

func GetFontDefault() Font

GetFontDefault - Get the default Font

func LoadFont

func LoadFont(fileName string) Font

LoadFont - Load a Font image into GPU memory (VRAM)

func LoadFontEx

func LoadFontEx(fileName string, fontSize int32, fontChars []rune, runesNumber ...int32) Font

LoadFontEx - Load Font from file with extended parameters

func LoadFontFromImage

func LoadFontFromImage(image Image, key color.RGBA, firstChar int32) Font

LoadFontFromImage - Loads an Image font file (XNA style)

func LoadFontFromMemory

func LoadFontFromMemory(fileType string, fileData []byte, fontSize int32, codepoints []rune) Font

LoadFontFromMemory - Load font from memory buffer, fileType refers to extension: i.e. ".ttf"

type FramebufferAttachTextureType

type FramebufferAttachTextureType = int32

FramebufferAttachTextureType type

type FramebufferAttachType

type FramebufferAttachType = int32

FramebufferAttachType type

type Gestures

type Gestures int32

Gestures type

const (
	GestureNone       Gestures = 0
	GestureTap        Gestures = 1
	GestureDoubletap  Gestures = 2
	GestureHold       Gestures = 4
	GestureDrag       Gestures = 8
	GestureSwipeRight Gestures = 16
	GestureSwipeLeft  Gestures = 32
	GestureSwipeUp    Gestures = 64
	GestureSwipeDown  Gestures = 128
	GesturePinchIn    Gestures = 256
	GesturePinchOut   Gestures = 512
)

Gestures types NOTE: It could be used as flags to enable only some gestures

func GetGestureDetected

func GetGestureDetected() Gestures

GetGestureDetected - Get latest detected gesture

type GlVersion

type GlVersion = int32

GlVersion type

type GlyphInfo

type GlyphInfo struct {
	// Character value (Unicode)
	Value int32
	// Character offset X when drawing
	OffsetX int32
	// Character offset Y when drawing
	OffsetY int32
	// Character advance position X
	AdvanceX int32
	// Character image data
	Image Image
}

GlyphInfo - Font character info

func GetGlyphInfo

func GetGlyphInfo(font Font, codepoint int32) GlyphInfo

GetGlyphInfo - Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found

func LoadFontData

func LoadFontData(fileData []byte, fontSize int32, codePoints []rune, codepointCount, typ int32) []GlyphInfo

LoadFontData - Load font data for further use

func NewGlyphInfo

func NewGlyphInfo(value int32, offsetX, offsetY, advanceX int32, image Image) GlyphInfo

NewGlyphInfo - Returns new CharInfo

type Image

type Image struct {
	// Image raw Data
	Data unsafe.Pointer
	// Image base width
	Width int32
	// Image base height
	Height int32
	// Mipmap levels, 1 by default
	Mipmaps int32
	// Data format (PixelFormat)
	Format PixelFormat
}

Image type, bpp always RGBA (32bit) NOTE: Data stored in CPU memory (RAM)

func GenImageCellular

func GenImageCellular(width, height, tileSize int) *Image

GenImageCellular - Generate image: cellular algorithm. Bigger tileSize means bigger cells

func GenImageChecked

func GenImageChecked(width, height, checksX, checksY int, col1, col2 color.RGBA) *Image

GenImageChecked - Generate image: checked

func GenImageColor

func GenImageColor(width, height int, col color.RGBA) *Image

GenImageColor - Generate image: plain color

func GenImageFontAtlas

func GenImageFontAtlas(glyphs []GlyphInfo, glyphRecs []*Rectangle, fontSize int32, padding int32, packMethod int32) Image

GenImageFontAtlas - Generate image font atlas using chars info

func GenImageGradientLinear

func GenImageGradientLinear(width, height, direction int, start, end color.RGBA) *Image

GenImageGradientLinear - Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient

func GenImageGradientRadial

func GenImageGradientRadial(width, height int, density float32, inner, outer color.RGBA) *Image

GenImageGradientRadial - Generate image: radial gradient

func GenImageGradientSquare

func GenImageGradientSquare(width, height int, density float32, inner, outer color.RGBA) *Image

GenImageGradientSquare - Generate image: square gradient

func GenImagePerlinNoise

func GenImagePerlinNoise(width, height, offsetX, offsetY int, scale float32) *Image

GenImagePerlinNoise - Generate image: perlin noise

func GenImageText

func GenImageText(width, height int, text string) *Image

GenImageText - Generate image: grayscale image from text data

func GenImageWhiteNoise

func GenImageWhiteNoise(width, height int, factor float32) *Image

GenImageWhiteNoise - Generate image: white noise

func GetClipboardImage

func GetClipboardImage() Image

GetClipboardImage - Get clipboard image content

Only works with SDL3 backend or Windows with GLFW/RGFW

func ImageCopy

func ImageCopy(image *Image) *Image

ImageCopy - Create an image duplicate (useful for transformations)

func ImageFromChannel

func ImageFromChannel(image Image, selectedChannel int32) Image

ImageFromChannel - Create an image from a selected channel of another image (GRAYSCALE)

func ImageFromImage

func ImageFromImage(image Image, rec Rectangle) Image

Create an image from another image piece

func ImageText

func ImageText(text string, fontSize int32, col color.RGBA) *Image

ImageText - Create an image from text (default font)

func ImageTextEx

func ImageTextEx(font Font, text string, fontSize, spacing float32, tint color.RGBA) *Image

ImageTextEx - Create an image from text (custom sprite font)

func LoadImage

func LoadImage(fileName string) *Image

LoadImage - Load an image into CPU memory (RAM)

func LoadImageAnim

func LoadImageAnim(fileName string, frames *int32) *Image

LoadImageAnim - Load image sequence from file (frames appended to image.data)

func LoadImageAnimFromMemory

func LoadImageAnimFromMemory(fileType string, fileData []byte, dataSize int32, frames *int32) *Image

LoadImageAnimFromMemory - Load image sequence from memory buffer

func LoadImageFromMemory

func LoadImageFromMemory(fileType string, fileData []byte, dataSize int32) *Image

LoadImageFromMemory - Load image from memory buffer, fileType refers to extension: i.e. ".png"

func LoadImageFromScreen

func LoadImageFromScreen() *Image

LoadImageFromScreen - Load image from screen buffer (screenshot)

func LoadImageFromTexture

func LoadImageFromTexture(texture Texture2D) *Image

LoadImageFromTexture - Get pixel data from GPU texture and return an Image

func LoadImageRaw

func LoadImageRaw(fileName string, width, height int32, format PixelFormat, headerSize int32) *Image

LoadImageRaw - Load image data from RAW file

func NewImage

func NewImage(data []byte, width, height, mipmaps int32, format PixelFormat) *Image

NewImage - Returns new Image

func NewImageFromImage

func NewImageFromImage(img image.Image) *Image

NewImageFromImage - Returns new Image from Go image.Image

func (*Image) ToImage

func (i *Image) ToImage() image.Image

ToImage converts a Image to Go image.Image

type Mat2

type Mat2 struct {
	M00 float32
	M01 float32
	M10 float32
	M11 float32
}

Mat2 type (used for polygon shape rotation matrix)

func Mat2Radians

func Mat2Radians(radians float32) Mat2

Mat2Radians - Creates a matrix 2x2 from a given radians value

func Mat2Transpose

func Mat2Transpose(matrix Mat2) Mat2

Mat2Transpose - Returns the transpose of a given matrix 2x2

func NewMat2

func NewMat2(m0, m1, m10, m11 float32) Mat2

NewMat2 - Returns new Mat2

type Material

type Material struct {
	// Shader
	Shader Shader
	// Maps
	Maps *MaterialMap
	// Generic parameters (if required)
	Params [4]float32
}

Material type

func LoadMaterialDefault

func LoadMaterialDefault() Material

LoadMaterialDefault - Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)

func LoadMaterials

func LoadMaterials(fileName string) []Material

LoadMaterials - Load material data (.MTL)

func (Material) GetMap

func (mt Material) GetMap(index int32) *MaterialMap

GetMap - Get pointer to MaterialMap by map type

type MaterialMap

type MaterialMap struct {
	// Texture
	Texture Texture2D
	// Color
	Color color.RGBA
	// Value
	Value float32
}

MaterialMap type

type Matrix

type Matrix struct {
	M0, M4, M8, M12  float32
	M1, M5, M9, M13  float32
	M2, M6, M10, M14 float32
	M3, M7, M11, M15 float32
}

Matrix type (OpenGL style 4x4 - right handed, column major)

func GetCameraMatrix

func GetCameraMatrix(camera Camera) Matrix

GetCameraMatrix - Returns camera transform matrix (view matrix)

func GetCameraMatrix2D

func GetCameraMatrix2D(camera Camera2D) Matrix

GetCameraMatrix2D - Returns camera 2d transform matrix

func GetCameraProjectionMatrix

func GetCameraProjectionMatrix(camera *Camera, aspect float32) Matrix

GetCameraProjectionMatrix - Returns the camera projection matrix

func GetCameraViewMatrix

func GetCameraViewMatrix(camera *Camera) Matrix

GetCameraViewMatrix - Returns the camera view matrix

func GetMatrixModelview

func GetMatrixModelview() Matrix

GetMatrixModelview - Get internal modelview matrix

func GetMatrixProjection

func GetMatrixProjection() Matrix

GetMatrixProjection - Get internal projection matrix

func GetMatrixProjectionStereo

func GetMatrixProjectionStereo(eye int32) Matrix

GetMatrixProjectionStereo - Get internal projection matrix for stereo render (selected eye)

func GetMatrixTransform

func GetMatrixTransform() Matrix

GetMatrixTransform - Get internal accumulated transform matrix

func GetMatrixViewOffsetStereo

func GetMatrixViewOffsetStereo(eye int32) Matrix

GetMatrixViewOffsetStereo - Get internal view offset matrix for stereo render (selected eye)

func MatrixAdd

func MatrixAdd(left, right Matrix) Matrix

MatrixAdd - Add two matrices

func MatrixFrustum

func MatrixFrustum(left, right, bottom, top, near, far float32) Matrix

MatrixFrustum - Returns perspective projection matrix

func MatrixIdentity

func MatrixIdentity() Matrix

MatrixIdentity - Returns identity matrix

func MatrixInvert

func MatrixInvert(mat Matrix) Matrix

MatrixInvert - Invert provided matrix

func MatrixLookAt

func MatrixLookAt(eye, target, up Vector3) Matrix

MatrixLookAt - Returns camera look-at matrix (view matrix)

func MatrixMultiply

func MatrixMultiply(left, right Matrix) Matrix

MatrixMultiply - Returns two matrix multiplication

func MatrixNormalize

func MatrixNormalize(mat Matrix) Matrix

MatrixNormalize - Normalize provided matrix

func MatrixOrtho

func MatrixOrtho(left, right, bottom, top, near, far float32) Matrix

MatrixOrtho - Returns orthographic projection matrix

func MatrixPerspective

func MatrixPerspective(fovy, aspect, near, far float32) Matrix

MatrixPerspective - Returns perspective projection matrix

func MatrixRotate

func MatrixRotate(axis Vector3, angle float32) Matrix

MatrixRotate - Returns rotation matrix for an angle around an specified axis (angle in radians)

func MatrixRotateX

func MatrixRotateX(angle float32) Matrix

MatrixRotateX - Returns x-rotation matrix (angle in radians)

func MatrixRotateXYZ

func MatrixRotateXYZ(ang Vector3) Matrix

MatrixRotateXYZ - Get xyz-rotation matrix (angles in radians)

func MatrixRotateY

func MatrixRotateY(angle float32) Matrix

MatrixRotateY - Returns y-rotation matrix (angle in radians)

func MatrixRotateZ

func MatrixRotateZ(angle float32) Matrix

MatrixRotateZ - Returns z-rotation matrix (angle in radians)

func MatrixRotateZYX

func MatrixRotateZYX(angle Vector3) Matrix

MatrixRotateZYX - Get zyx-rotation matrix NOTE: Angle must be provided in radians

func MatrixScale

func MatrixScale(x, y, z float32) Matrix

MatrixScale - Returns scaling matrix

func MatrixSubtract

func MatrixSubtract(left, right Matrix) Matrix

MatrixSubtract - Subtract two matrices (left - right)

func MatrixTranslate

func MatrixTranslate(x, y, z float32) Matrix

MatrixTranslate - Returns translation matrix

func MatrixTranspose

func MatrixTranspose(mat Matrix) Matrix

MatrixTranspose - Transposes provided matrix

func NewMatrix

func NewMatrix(m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15 float32) Matrix

NewMatrix - Returns new Matrix

func QuaternionToMatrix

func QuaternionToMatrix(q Quaternion) Matrix

QuaternionToMatrix - Returns a matrix for a given quaternion

type Mesh

type Mesh struct {
	// Number of vertices stored in arrays
	VertexCount int32
	// Number of triangles stored (indexed or not)
	TriangleCount int32
	// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
	Vertices *float32
	// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
	Texcoords *float32
	// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
	Texcoords2 *float32
	// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
	Normals *float32
	// Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
	Tangents *float32
	// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
	Colors *uint8
	// Vertex indices (in case vertex data comes indexed)
	Indices *uint16
	// AnimVertices
	AnimVertices *float32
	// AnimNormals
	AnimNormals *float32
	// BoneIds
	BoneIds *int32
	// BoneWeights
	BoneWeights *float32
	// Bones animated transformation matrices
	BoneMatrices *Matrix
	// Number of bones
	BoneCount int32
	// OpenGL Vertex Array Object id
	VaoID uint32
	// OpenGL Vertex Buffer Objects id (7 types of vertex data)
	VboID *uint32
}

Mesh - Vertex data definning a mesh

func GenMeshCone

func GenMeshCone(radius, height float32, slices int) Mesh

GenMeshCone - Generate cone/pyramid mesh

func GenMeshCube

func GenMeshCube(width, height, length float32) Mesh

GenMeshCube - Generate cuboid mesh

func GenMeshCubicmap

func GenMeshCubicmap(cubicmap Image, size Vector3) Mesh

GenMeshCubicmap - Generate cubes-based map mesh from image data

func GenMeshCylinder

func GenMeshCylinder(radius, height float32, slices int) Mesh

GenMeshCylinder - Generate cylinder mesh

func GenMeshHeightmap

func GenMeshHeightmap(heightmap Image, size Vector3) Mesh

GenMeshHeightmap - Generate heightmap mesh from image data

func GenMeshHemiSphere

func GenMeshHemiSphere(radius float32, rings, slices int) Mesh

GenMeshHemiSphere - Generate half-sphere mesh (no bottom cap)

func GenMeshKnot

func GenMeshKnot(radius, size float32, radSeg, sides int) Mesh

GenMeshKnot - Generate trefoil knot mesh

func GenMeshPlane

func GenMeshPlane(width, length float32, resX, resZ int) Mesh

GenMeshPlane - Generate plane mesh (with subdivisions)

func GenMeshPoly

func GenMeshPoly(sides int, radius float32) Mesh

GenMeshPoly - Generate polygonal mesh

func GenMeshSphere

func GenMeshSphere(radius float32, rings, slices int) Mesh

GenMeshSphere - Generate sphere mesh (standard sphere)

func GenMeshTorus

func GenMeshTorus(radius, size float32, radSeg, sides int) Mesh

GenMeshTorus - Generate torus mesh

type Model

type Model struct {
	// Local transform matrix
	Transform Matrix
	// Number of meshes
	MeshCount int32
	// Number of materials
	MaterialCount int32
	// Meshes array (c array)
	//
	// Use Model.GetMeshes instead (go slice)
	Meshes *Mesh
	// Materials array (c array)
	//
	// Use Model.GetMaterials instead (go slice)
	Materials *Material
	// Mesh material number
	MeshMaterial *int32
	// Number of bones
	BoneCount int32
	// Bones information (skeleton) (c array)
	//
	// Use Model.GetBones instead (go slice)
	Bones *BoneInfo
	// Bones base transformation (pose) (c array)
	//
	// Use Model.GetBindPose instead (go slice)
	BindPose *Transform
}

Model is struct of model, meshes, materials and animation data

func LoadModel

func LoadModel(fileName string) Model

LoadModel - Load model from file

func LoadModelFromMesh

func LoadModelFromMesh(data Mesh) Model

LoadModelFromMesh - Load model from mesh data

func (Model) GetBindPose

func (m Model) GetBindPose() []Transform

GetBindPose returns the bones base transformation of a model as go slice

func (Model) GetBones

func (m Model) GetBones() []BoneInfo

GetBones returns the bones information (skeleton) of a model as go slice

func (Model) GetMaterials

func (m Model) GetMaterials() []Material

GetMaterials returns the materials of a model as go slice

func (Model) GetMeshes

func (m Model) GetMeshes() []Mesh

GetMeshes returns the meshes of a model as go slice

type ModelAnimation

type ModelAnimation struct {
	BoneCount  int32
	FrameCount int32
	Bones      *BoneInfo
	FramePoses **Transform
	Name       [32]uint8
}

ModelAnimation type

func LoadModelAnimations

func LoadModelAnimations(fileName string) []ModelAnimation

LoadModelAnimations - Load model animations from file

func (ModelAnimation) GetBones

func (m ModelAnimation) GetBones() []BoneInfo

GetBones returns the bones information (skeleton) of a ModelAnimation as go slice

func (ModelAnimation) GetFramePose

func (m ModelAnimation) GetFramePose(frame, bone int) Transform

GetFramePose returns the Transform for a specific bone at a specific frame

func (ModelAnimation) GetName

func (m ModelAnimation) GetName() string

GetName returns the ModelAnimation's name as go string

type MouseButton

type MouseButton int32
const (
	MouseButtonLeft MouseButton = iota
	MouseButtonRight
	MouseButtonMiddle
	MouseButtonSide
	MouseButtonExtra
	MouseButtonForward
	MouseButtonBack
)

Mouse Buttons

type MouseCursor

type MouseCursor = int32

Mouse cursor

const (
	MouseCursorDefault      MouseCursor = iota // Default pointer shape
	MouseCursorArrow                           // Arrow shape
	MouseCursorIBeam                           // Text writing cursor shape
	MouseCursorCrosshair                       // Cross shape
	MouseCursorPointingHand                    // Pointing hand cursor
	MouseCursorResizeEW                        // Horizontal resize/move arrow shape
	MouseCursorResizeNS                        // Vertical resize/move arrow shape
	MouseCursorResizeNWSE                      // Top-left to bottom-right diagonal resize/move arrow shape
	MouseCursorResizeNESW                      // The top-right to bottom-left diagonal resize/move arrow shape
	MouseCursorResizeAll                       // The omni-directional resize/move cursor shape
	MouseCursorNotAllowed                      // The operation-not-allowed shape
)

type Music

type Music struct {
	Stream     AudioStream
	FrameCount uint32
	Looping    bool
	CtxType    int32
	CtxData    unsafe.Pointer
}

Music type (file streaming from memory) NOTE: Anything longer than ~10 seconds should be streamed

func LoadMusicStream

func LoadMusicStream(fileName string) Music

LoadMusicStream - Load music stream from file

func LoadMusicStreamFromMemory

func LoadMusicStreamFromMemory(fileType string, fileData []byte, dataSize int32) Music

LoadMusicStreamFromMemory - Load music stream from data

type NPatchInfo

type NPatchInfo struct {
	Source Rectangle    // Texture source rectangle
	Left   int32        // Left border offset
	Top    int32        // Top border offset
	Right  int32        // Right border offset
	Bottom int32        // Bottom border offset
	Layout NPatchLayout // Layout of the n-patch: 3x3, 1x3 or 3x1
}

NPatchInfo type, n-patch layout info

type NPatchLayout

type NPatchLayout int32

N-patch layout

const (
	NPatchNinePatch            NPatchLayout = iota // Npatch layout: 3x3 tiles
	NPatchThreePatchVertical                       // Npatch layout: 1x3 tiles
	NPatchThreePatchHorizontal                     // Npatch layout: 3x1 tiles
)

type PixelFormat

type PixelFormat int32

PixelFormat - Texture format

const (
	// 8 bit per pixel (no alpha)
	UncompressedGrayscale PixelFormat = iota + 1
	// 8*2 bpp (2 channels)
	UncompressedGrayAlpha
	// 16 bpp
	UncompressedR5g6b5
	// 24 bpp
	UncompressedR8g8b8
	// 16 bpp (1 bit alpha)
	UncompressedR5g5b5a1
	// 16 bpp (4 bit alpha)
	UncompressedR4g4b4a4
	// 32 bpp
	UncompressedR8g8b8a8
	// 32 bpp (1 channel - float)
	UncompressedR32
	// 32*3 bpp (3 channels - float)
	UncompressedR32g32b32
	// 32*4 bpp (4 channels - float)
	UncompressedR32g32b32a32
	// 4 bpp (no alpha)
	CompressedDxt1Rgb
	// 4 bpp (1 bit alpha)
	CompressedDxt1Rgba
	// 8 bpp
	CompressedDxt3Rgba
	// 8 bpp
	CompressedDxt5Rgba
	// 4 bpp
	CompressedEtc1Rgb
	// 4 bpp
	CompressedEtc2Rgb
	// 8 bpp
	CompressedEtc2EacRgba
	// 4 bpp
	CompressedPvrtRgb
	// 4 bpp
	CompressedPvrtRgba
	// 8 bpp
	CompressedAstc4x4Rgba
	// 2 bpp
	CompressedAstc8x8Rgba
)

Texture formats NOTE: Support depends on OpenGL version and platform

type Quaternion

type Quaternion = Vector4

Quaternion, 4 components (Vector4 alias)

func NewQuaternion

func NewQuaternion(x, y, z, w float32) Quaternion

NewQuaternion - Returns new Quaternion

func QuaternionAdd

func QuaternionAdd(q1 Quaternion, q2 Quaternion) Quaternion

QuaternionAdd - Add two quaternions

func QuaternionAddValue

func QuaternionAddValue(q Quaternion, add float32) Quaternion

QuaternionAddValue - Add quaternion and float value

func QuaternionDivide

func QuaternionDivide(q1 Quaternion, q2 Quaternion) Quaternion

QuaternionDivide - Divide two quaternions

func QuaternionFromAxisAngle

func QuaternionFromAxisAngle(axis Vector3, angle float32) Quaternion

QuaternionFromAxisAngle - Returns rotation quaternion for an angle and axis

func QuaternionFromEuler

func QuaternionFromEuler(pitch, yaw, roll float32) Quaternion

QuaternionFromEuler - Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX

func QuaternionFromMatrix

func QuaternionFromMatrix(matrix Matrix) Quaternion

QuaternionFromMatrix - Returns a quaternion for a given rotation matrix

func QuaternionFromVector3ToVector3

func QuaternionFromVector3ToVector3(from Vector3, to Vector3) Quaternion

QuaternionFromVector3ToVector3 - Calculate quaternion based on the rotation from one vector to another

func QuaternionIdentity

func QuaternionIdentity() Quaternion

QuaternionIdentity - Get identity quaternion

func QuaternionInvert

func QuaternionInvert(quat Quaternion) Quaternion

QuaternionInvert - Invert provided quaternion

func QuaternionLerp

func QuaternionLerp(q1 Quaternion, q2 Quaternion, amount float32) Quaternion

QuaternionLerp - Calculate linear interpolation between two quaternions

func QuaternionMultiply

func QuaternionMultiply(q1, q2 Quaternion) Quaternion

QuaternionMultiply - Calculate two quaternion multiplication

func QuaternionNlerp

func QuaternionNlerp(q1 Quaternion, q2 Quaternion, amount float32) Quaternion

QuaternionNlerp - Calculate slerp-optimized interpolation between two quaternions

func QuaternionNormalize

func QuaternionNormalize(q Quaternion) Quaternion

QuaternionNormalize - Normalize provided quaternion

func QuaternionScale

func QuaternionScale(q Quaternion, mul float32) Quaternion

QuaternionScale - Scale quaternion by float value

func QuaternionSlerp

func QuaternionSlerp(q1, q2 Quaternion, amount float32) Quaternion

QuaternionSlerp - Calculates spherical linear interpolation between two quaternions

func QuaternionSubtract

func QuaternionSubtract(q1 Quaternion, q2 Quaternion) Quaternion

QuaternionSubtract - Subtract two quaternions

func QuaternionSubtractValue

func QuaternionSubtractValue(q Quaternion, sub float32) Quaternion

QuaternionSubtractValue - Subtract quaternion and float value

func QuaternionTransform

func QuaternionTransform(q Quaternion, mat Matrix) Quaternion

QuaternionTransform - Transform a quaternion given a transformation matrix

type Ray

type Ray struct {
	// Ray position (origin)
	Position Vector3
	// Ray direction
	Direction Vector3
}

Ray type (useful for raycast)

func GetMouseRay deprecated

func GetMouseRay(mousePosition Vector2, camera Camera) Ray

GetMouseRay - Get a ray trace from mouse position

Deprecated: Use GetScreenToWorldRay instead.

func GetScreenToWorldRay

func GetScreenToWorldRay(position Vector2, camera Camera) Ray

GetScreenToWorldRay - Get a ray trace from screen position (i.e mouse)

func GetScreenToWorldRayEx

func GetScreenToWorldRayEx(position Vector2, camera Camera, width, height int32) Ray

GetScreenToWorldRayEx - Get a ray trace from screen position (i.e mouse) in a viewport

func NewRay

func NewRay(position, direction Vector3) Ray

NewRay - Returns new Ray

type RayCollision

type RayCollision struct {
	Hit      bool
	Distance float32
	Point    Vector3
	Normal   Vector3
}

RayCollision type - ray hit information

func GetRayCollisionBox

func GetRayCollisionBox(ray Ray, box BoundingBox) RayCollision

GetRayCollisionBox - Get collision info between ray and box

func GetRayCollisionMesh

func GetRayCollisionMesh(ray Ray, mesh Mesh, transform Matrix) RayCollision

GetRayCollisionMesh - Get collision info between ray and mesh

func GetRayCollisionQuad

func GetRayCollisionQuad(ray Ray, p1, p2, p3, p4 Vector3) RayCollision

GetRayCollisionQuad - Get collision info between ray and quad

func GetRayCollisionSphere

func GetRayCollisionSphere(ray Ray, center Vector3, radius float32) RayCollision

GetRayCollisionSphere - Get collision info between ray and sphere

func GetRayCollisionTriangle

func GetRayCollisionTriangle(ray Ray, p1, p2, p3 Vector3) RayCollision

GetRayCollisionTriangle - Get collision info between ray and triangle

func NewRayCollision

func NewRayCollision(hit bool, distance float32, point, normal Vector3) RayCollision

NewRayCollision - Returns new RayCollision

type Rectangle

type Rectangle struct {
	X      float32
	Y      float32
	Width  float32
	Height float32
}

Rectangle type

func GetCollisionRec

func GetCollisionRec(rec1, rec2 Rectangle) Rectangle

GetCollisionRec - Get collision rectangle for two rectangles collision

func GetGlyphAtlasRec

func GetGlyphAtlasRec(font Font, codepoint int32) Rectangle

GetGlyphAtlasRec - Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found

func GetShapesTextureRectangle

func GetShapesTextureRectangle() Rectangle

GetShapesTextureRectangle - Get texture source rectangle that is used for shapes drawing

func NewRectangle

func NewRectangle(x, y, width, height float32) Rectangle

NewRectangle - Returns new Rectangle

func (*Rectangle) ToInt32

func (r *Rectangle) ToInt32() RectangleInt32

ToInt32 converts rectangle to int32 variant

type RectangleInt32

type RectangleInt32 struct {
	X      int32
	Y      int32
	Width  int32
	Height int32
}

RectangleInt32 type

func (*RectangleInt32) ToFloat32

func (r *RectangleInt32) ToFloat32() Rectangle

ToFloat32 converts rectangle to float32 variant

type RenderBatch

type RenderBatch struct {
	BufferCount   int32
	CurrentBuffer int32
	VertexBuffer  *VertexBuffer
	Draws         *DrawCall
	DrawCounter   int32
	DurrentDepth  float32
}

RenderBatch type

func LoadRenderBatch

func LoadRenderBatch(numBuffers int32, bufferElements int32) RenderBatch

LoadRenderBatch - Load a render batch system

type RenderTexture2D

type RenderTexture2D struct {
	// Render texture (fbo) id
	ID uint32
	// Color buffer attachment texture
	Texture Texture2D
	// Depth buffer attachment texture
	Depth Texture2D
}

RenderTexture2D type, for texture rendering

func LoadRenderTexture

func LoadRenderTexture(width, height int32) RenderTexture2D

LoadRenderTexture - Load a texture to be used for rendering

func NewRenderTexture2D

func NewRenderTexture2D(id uint32, texture, depth Texture2D) RenderTexture2D

NewRenderTexture2D - Returns new RenderTexture2D

type Shader

type Shader struct {
	// Shader program id
	ID uint32
	// Shader locations array
	Locs *int32
}

Shader type (generic shader)

func LoadShader

func LoadShader(vsFileName string, fsFileName string) Shader

LoadShader - Load a custom shader and bind default locations

func LoadShaderFromMemory

func LoadShaderFromMemory(vsCode string, fsCode string) Shader

LoadShaderFromMemory - Load shader from code strings and bind default locations

func NewShader

func NewShader(id uint32, locs *int32) Shader

NewShader - Returns new Shader

func (Shader) GetLocation

func (sh Shader) GetLocation(index int32) int32

GetLocation - Get shader value's location

func (Shader) UpdateLocation

func (sh Shader) UpdateLocation(index int32, loc int32)

UpdateLocation - Update shader value's location

type ShaderAttributeDataType

type ShaderAttributeDataType = int32

ShaderAttributeDataType type

type ShaderUniformDataType

type ShaderUniformDataType int32

ShaderUniformDataType type

const (
	// Shader uniform type: float
	ShaderUniformFloat ShaderUniformDataType = iota
	// Shader uniform type: vec2 (2 float)
	ShaderUniformVec2
	// Shader uniform type: vec3 (3 float)
	ShaderUniformVec3
	// Shader uniform type: vec4 (4 float)
	ShaderUniformVec4
	// Shader uniform type: int
	ShaderUniformInt
	// Shader uniform type: ivec2 (2 int)
	ShaderUniformIvec2
	// Shader uniform type: ivec2 (3 int)
	ShaderUniformIvec3
	// Shader uniform type: ivec2 (4 int)
	ShaderUniformIvec4
	// Shader uniform type: unsigned int
	ShaderUniformUint
	// Shader uniform type: uivec2 (2 unsigned int)
	ShaderUniformUivec2
	// Shader uniform type: uivec3 (3 unsigned int)
	ShaderUniformUivec3
	// Shader uniform type: uivec4 (4 unsigned int)
	ShaderUniformUivec4
	// Shader uniform type: sampler2d
	ShaderUniformSampler2d
)

ShaderUniformDataType enumeration

type Sound

type Sound struct {
	Stream     AudioStream
	FrameCount uint32
	// contains filtered or unexported fields
}

Sound source type

func LoadSound

func LoadSound(fileName string) Sound

LoadSound - Load sound to memory

func LoadSoundAlias

func LoadSoundAlias(source Sound) Sound

LoadSoundAlias - Create a new sound that shares the same sample data as the source sound, does not own the sound data

func LoadSoundFromWave

func LoadSoundFromWave(wave Wave) Sound

LoadSoundFromWave - Load sound to memory from wave data

type Texture2D

type Texture2D struct {
	// OpenGL texture id
	ID uint32
	// Texture base width
	Width int32
	// Texture base height
	Height int32
	// Mipmap levels, 1 by default
	Mipmaps int32
	// Data format (PixelFormat)
	Format PixelFormat
}

Texture2D type, bpp always RGBA (32bit) NOTE: Data stored in GPU memory

func GetShapesTexture

func GetShapesTexture() Texture2D

GetShapesTexture - Get texture that is used for shapes drawing

func LoadTexture

func LoadTexture(fileName string) Texture2D

LoadTexture - Load an image as texture into GPU memory

func LoadTextureCubemap

func LoadTextureCubemap(image *Image, layout int32) Texture2D

LoadTextureCubemap - Loads a texture for a cubemap using given layout

func LoadTextureFromImage

func LoadTextureFromImage(image *Image) Texture2D

LoadTextureFromImage - Load a texture from image data

func NewTexture2D

func NewTexture2D(id uint32, width, height, mipmaps int32, format PixelFormat) Texture2D

NewTexture2D - Returns new Texture2D

type TextureFilterMode

type TextureFilterMode int32

TextureFilterMode - Texture filter mode

const (
	// No filter, just pixel aproximation
	FilterPoint TextureFilterMode = iota
	// Linear filtering
	FilterBilinear
	// Trilinear filtering (linear with mipmaps)
	FilterTrilinear
	// Anisotropic filtering 4x
	FilterAnisotropic4x
	// Anisotropic filtering 8x
	FilterAnisotropic8x
	// Anisotropic filtering 16x
	FilterAnisotropic16x
)

Texture parameters: filter mode NOTE 1: Filtering considers mipmaps if available in the texture NOTE 2: Filter is accordingly set for minification and magnification

type TextureWrapMode

type TextureWrapMode int32

TextureWrapMode - Texture wrap mode

const (
	WrapRepeat TextureWrapMode = iota
	WrapClamp
	WrapMirrorRepeat
	WrapMirrorClamp
)

Texture parameters: wrap mode

type TraceLogCallbackFun

type TraceLogCallbackFun func(int, string)

TraceLogCallbackFun - function that will recive the trace log messages

type TraceLogLevel

type TraceLogLevel int

TraceLogLevel parameter of trace log message

const (
	// Display all logs
	LogAll TraceLogLevel = iota
	// Trace logging, intended for internal use only
	LogTrace
	// Debug logging, used for internal debugging, it should be disabled on release builds
	LogDebug
	// Info logging, used for program execution info
	LogInfo
	// Warning logging, used on recoverable failures
	LogWarning
	// Error logging, used on unrecoverable failures
	LogError
	// Fatal logging, used to abort program: exit(EXIT_FAILURE)
	LogFatal
	// Disable logging
	LogNone
)

Trace log level NOTE: Organized by priority level

type Transform

type Transform struct {
	Translation Vector3
	Rotation    Vector4
	Scale       Vector3
}

Transform type

type Vector2

type Vector2 struct {
	X float32
	Y float32
}

Vector2 type

func GetGestureDragVector

func GetGestureDragVector() Vector2

GetGestureDragVector - Get gesture drag vector

func GetGesturePinchVector

func GetGesturePinchVector() Vector2

GetGesturePinchVector - Get gesture pinch delta

func GetMonitorPosition

func GetMonitorPosition(monitor int) Vector2

GetMonitorPosition - Get specified monitor position

func GetMouseDelta

func GetMouseDelta() Vector2

GetMouseDelta - Get mouse delta between frames

func GetMousePosition

func GetMousePosition() Vector2

GetMousePosition - Returns mouse position XY

func GetMouseWheelMoveV

func GetMouseWheelMoveV() Vector2

GetMouseWheelMoveV - Get mouse wheel movement for both X and Y

func GetScreenToWorld2D

func GetScreenToWorld2D(position Vector2, camera Camera2D) Vector2

GetScreenToWorld2D - Returns the world space position for a 2d camera screen space position

func GetSplinePointBasis

func GetSplinePointBasis(p1, p2, p3, p4 Vector2, t float32) Vector2

GetSplinePointBasis - Get (evaluate) spline point: B-Spline

func GetSplinePointBezierCubic

func GetSplinePointBezierCubic(p1, p2, p3, p4 Vector2, t float32) Vector2

GetSplinePointBezierCubic - Get (evaluate) spline point: Cubic Bezier

func GetSplinePointBezierQuad

func GetSplinePointBezierQuad(p1, p2, p3 Vector2, t float32) Vector2

GetSplinePointBezierQuad - Get (evaluate) spline point: Quadratic Bezier

func GetSplinePointCatmullRom

func GetSplinePointCatmullRom(p1, p2, p3, p4 Vector2, t float32) Vector2

GetSplinePointCatmullRom - Get (evaluate) spline point: Catmull-Rom

func GetSplinePointLinear

func GetSplinePointLinear(p1, p2 Vector2, t float32) Vector2

GetSplinePointLinear - Get (evaluate) spline point: Linear

func GetTouchPosition

func GetTouchPosition(index int32) Vector2

GetTouchPosition - Returns touch position XY for a touch point index (relative to screen size)

func GetWindowPosition

func GetWindowPosition() Vector2

GetWindowPosition - Get window position XY on monitor

func GetWindowScaleDPI

func GetWindowScaleDPI() Vector2

GetWindowScaleDPI - Get window scale DPI factor

func GetWorldToScreen

func GetWorldToScreen(position Vector3, camera Camera) Vector2

GetWorldToScreen - Returns the screen space position from a 3d world space position

func GetWorldToScreen2D

func GetWorldToScreen2D(position Vector2, camera Camera2D) Vector2

GetWorldToScreen2D - Returns the screen space position for a 2d camera world space position

func GetWorldToScreenEx

func GetWorldToScreenEx(position Vector3, camera Camera, width int32, height int32) Vector2

GetWorldToScreenEx - Get size position for a 3d world space position

func Mat2MultiplyVector2

func Mat2MultiplyVector2(matrix Mat2, vector Vector2) Vector2

Mat2MultiplyVector2 - Multiplies a vector by a matrix 2x2

func MeasureTextEx

func MeasureTextEx(font Font, text string, fontSize float32, spacing float32) Vector2

MeasureTextEx - Measure string size for Font

func NewVector2

func NewVector2(x, y float32) Vector2

NewVector2 - Returns new Vector2

func Vector2Add

func Vector2Add(v1, v2 Vector2) Vector2

Vector2Add - Add two vectors (v1 + v2)

func Vector2AddValue

func Vector2AddValue(v Vector2, add float32) Vector2

Vector2AddValue - Add vector and float value

func Vector2Clamp

func Vector2Clamp(v Vector2, min Vector2, max Vector2) Vector2

Vector2Clamp - Clamp the components of the vector between min and max values specified by the given vectors

func Vector2ClampValue

func Vector2ClampValue(v Vector2, min float32, max float32) Vector2

Vector2ClampValue - Clamp the magnitude of the vector between two min and max values

func Vector2Cross

func Vector2Cross(value float32, vector Vector2) Vector2

Vector2Cross - Calculate the cross product of a vector and a value

func Vector2Divide

func Vector2Divide(v1, v2 Vector2) Vector2

Vector2Divide - Divide vector by vector

func Vector2Invert

func Vector2Invert(v Vector2) Vector2

Vector2Invert - Invert the given vector

func Vector2Lerp

func Vector2Lerp(v1, v2 Vector2, amount float32) Vector2

Vector2Lerp - Calculate linear interpolation between two vectors

func Vector2MoveTowards

func Vector2MoveTowards(v Vector2, target Vector2, maxDistance float32) Vector2

Vector2MoveTowards - Move Vector towards target

func Vector2Multiply

func Vector2Multiply(v1, v2 Vector2) Vector2

Vector2Multiply - Multiply vector by vector

func Vector2Negate

func Vector2Negate(v Vector2) Vector2

Vector2Negate - Negate vector

func Vector2Normalize

func Vector2Normalize(v Vector2) Vector2

Vector2Normalize - Normalize provided vector

func Vector2One

func Vector2One() Vector2

Vector2One - Vector with components value 1.0

func Vector2Reflect

func Vector2Reflect(v Vector2, normal Vector2) Vector2

Vector2Reflect - Calculate reflected vector to normal

func Vector2Rotate

func Vector2Rotate(v Vector2, angle float32) Vector2

Vector2Rotate - Rotate vector by angle

func Vector2Scale

func Vector2Scale(v Vector2, scale float32) Vector2

Vector2Scale - Scale vector (multiply by value)

func Vector2Subtract

func Vector2Subtract(v1, v2 Vector2) Vector2

Vector2Subtract - Subtract two vectors (v1 - v2)

func Vector2SubtractValue

func Vector2SubtractValue(v Vector2, sub float32) Vector2

Vector2SubtractValue - Subtract vector by float value

func Vector2Transform

func Vector2Transform(v Vector2, mat Matrix) Vector2

Vector2Transform - Transforms a Vector2 by a given Matrix

func Vector2Zero

func Vector2Zero() Vector2

Vector2Zero - Vector with components value 0.0

type Vector3

type Vector3 struct {
	X float32
	Y float32
	Z float32
}

Vector3 type

func ColorToHSV

func ColorToHSV(col color.RGBA) Vector3

ColorToHSV - Returns HSV values for a Color, hue [0..360], saturation/value [0..1]

func GetCameraForward

func GetCameraForward(camera *Camera) Vector3

GetCameraForward - Returns the cameras forward vector (normalized)

func GetCameraRight

func GetCameraRight(camera *Camera) Vector3

GetCameraRight - Returns the cameras right vector (normalized)

func GetCameraUp

func GetCameraUp(camera *Camera) Vector3

GetCameraUp - Returns the cameras up vector (normalized) Note: The up vector might not be perpendicular to the forward vector

func NewVector3

func NewVector3(x, y, z float32) Vector3

NewVector3 - Returns new Vector3

func QuaternionToEuler

func QuaternionToEuler(q Quaternion) Vector3

QuaternionToEuler - Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians

func Vector3Add

func Vector3Add(v1, v2 Vector3) Vector3

Vector3Add - Add two vectors

func Vector3AddValue

func Vector3AddValue(v Vector3, add float32) Vector3

Vector3AddValue - Add vector and float value

func Vector3Barycenter

func Vector3Barycenter(p, a, b, c Vector3) Vector3

Vector3Barycenter - Barycenter coords for p in triangle abc

func Vector3Clamp

func Vector3Clamp(v Vector3, min Vector3, max Vector3) Vector3

Vector3Clamp - Clamp the components of the vector between min and max values specified by the given vectors

func Vector3ClampValue

func Vector3ClampValue(v Vector3, min float32, max float32) Vector3

Vector3ClampValue - Clamp the magnitude of the vector between two values

func Vector3CrossProduct

func Vector3CrossProduct(v1, v2 Vector3) Vector3

Vector3CrossProduct - Calculate two vectors cross product

func Vector3Divide

func Vector3Divide(v1 Vector3, v2 Vector3) Vector3

Vector3Divide - Divide vector by vector

func Vector3Invert

func Vector3Invert(v Vector3) Vector3

Vector3Invert - Invert the given vector

func Vector3Lerp

func Vector3Lerp(v1, v2 Vector3, amount float32) Vector3

Vector3Lerp - Calculate linear interpolation between two vectors

func Vector3Max

func Vector3Max(vec1, vec2 Vector3) Vector3

Vector3Max - Return max value for each pair of components

func Vector3Min

func Vector3Min(vec1, vec2 Vector3) Vector3

Vector3Min - Return min value for each pair of components

func Vector3Multiply

func Vector3Multiply(v1, v2 Vector3) Vector3

Vector3Multiply - Multiply vector by vector

func Vector3Negate

func Vector3Negate(v Vector3) Vector3

Vector3Negate - Negate provided vector (invert direction)

func Vector3Normalize

func Vector3Normalize(v Vector3) Vector3

Vector3Normalize - Normalize provided vector

func Vector3One

func Vector3One() Vector3

Vector3One - Vector with components value 1.0

func Vector3Perpendicular

func Vector3Perpendicular(v Vector3) Vector3

Vector3Perpendicular - Calculate one vector perpendicular vector

func Vector3Project

func Vector3Project(v1, v2 Vector3) Vector3

Vector3Project - Calculate the projection of the vector v1 on to v2

func Vector3Reflect

func Vector3Reflect(vector, normal Vector3) Vector3

Vector3Reflect - Calculate reflected vector to normal

func Vector3Refract

func Vector3Refract(v Vector3, n Vector3, r float32) Vector3

Vector3Refract - Compute the direction of a refracted ray

v: normalized direction of the incoming ray n: normalized normal vector of the interface of two optical media r: ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface

func Vector3Reject

func Vector3Reject(v1, v2 Vector3) Vector3

Vector3Reject - Calculate the rejection of the vector v1 on to v2

func Vector3RotateByAxisAngle

func Vector3RotateByAxisAngle(v Vector3, axis Vector3, angle float32) Vector3

Vector3RotateByAxisAngle - Rotates a vector around an axis

func Vector3RotateByQuaternion

func Vector3RotateByQuaternion(v Vector3, q Quaternion) Vector3

Vector3RotateByQuaternion - Transform a vector by quaternion rotation

func Vector3Scale

func Vector3Scale(v Vector3, scale float32) Vector3

Vector3Scale - Scale provided vector

func Vector3Subtract

func Vector3Subtract(v1, v2 Vector3) Vector3

Vector3Subtract - Subtract two vectors

func Vector3SubtractValue

func Vector3SubtractValue(v Vector3, sub float32) Vector3

Vector3SubtractValue - Subtract vector by float value

func Vector3Transform

func Vector3Transform(v Vector3, mat Matrix) Vector3

Vector3Transform - Transforms a Vector3 by a given Matrix

func Vector3Unproject

func Vector3Unproject(source Vector3, projection Matrix, view Matrix) Vector3

Vector3Unproject - Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available

func Vector3Zero

func Vector3Zero() Vector3

Vector3Zero - Vector with components value 0.0

type Vector4

type Vector4 struct {
	X float32
	Y float32
	Z float32
	W float32
}

Vector4 type

func ColorNormalize

func ColorNormalize(col color.RGBA) Vector4

ColorNormalize - Returns color normalized as float [0..1]

func NewVector4

func NewVector4(x, y, z, w float32) Vector4

NewVector4 - Returns new Vector4

type VertexBuffer

type VertexBuffer struct {
	ElementCount int32     // Number of elements in the buffer (QUADS)
	Vertices     *float32  // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
	Texcoords    *float32  // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
	Normals      *float32  // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
	Colors       *uint8    // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
	Indices      *uint32   // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
	VaoId        uint32    // OpenGL Vertex Array Object id
	VboId        [5]uint32 // OpenGL Vertex Buffer Objects id (5 types of vertex data)
}

VertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays)

type VrDeviceInfo

type VrDeviceInfo struct {
	HResolution            int32      // Horizontal resolution in pixels
	VResolution            int32      // Vertical resolution in pixels
	HScreenSize            float32    // Horizontal size in meters
	VScreenSize            float32    // Vertical size in meters
	EyeToScreenDistance    float32    // Distance between eye and display in meters
	LensSeparationDistance float32    // Lens separation distance in meters
	InterpupillaryDistance float32    // IPD (distance between pupils) in meters
	LensDistortionValues   [4]float32 // Lens distortion constant parameters
	ChromaAbCorrection     [4]float32 // Chromatic aberration correction parameters
}

VrDeviceInfo, Head-Mounted-Display device parameters

type VrStereoConfig

type VrStereoConfig struct {
	Projection        [2]Matrix  // VR projection matrices (per eye)
	ViewOffset        [2]Matrix  // VR view offset matrices (per eye)
	LeftLensCenter    [2]float32 // VR left lens center
	RightLensCenter   [2]float32 // VR right lens center
	LeftScreenCenter  [2]float32 // VR left screen center
	RightScreenCenter [2]float32 // VR right screen center
	Scale             [2]float32 // VR distortion scale
	ScaleIn           [2]float32 // VR distortion scale in
}

VrStereoConfig, VR stereo rendering configuration for simulator

func LoadVrStereoConfig

func LoadVrStereoConfig(device VrDeviceInfo) VrStereoConfig

LoadVrStereoConfig - Load VR stereo config for VR simulator device parameters

type Wave

type Wave struct {
	// Number of samples
	FrameCount uint32
	// Frequency (samples per second)
	SampleRate uint32
	// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
	SampleSize uint32
	// Number of channels (1-mono, 2-stereo)
	Channels uint32
	// Buffer data pointer
	Data unsafe.Pointer
}

Wave type, defines audio wave data

func LoadWave

func LoadWave(fileName string) Wave

LoadWave - Load wave data from file into RAM

func LoadWaveFromMemory

func LoadWaveFromMemory(fileType string, fileData []byte, dataSize int32) Wave

LoadWaveFromMemory - Load wave from memory buffer, fileType refers to extension: i.e. ".wav"

func NewWave

func NewWave(sampleCount, sampleRate, sampleSize, channels uint32, data []byte) Wave

NewWave - Returns new Wave

func WaveCopy

func WaveCopy(wave Wave) Wave

WaveCopy - Copy a wave to a new wave

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