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ReiLua API

Functions

Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are seven Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', 'RL.exit' and 'RL.config'.


function RL.init()

This function will be called after window has been initialized. Should be used as the main init point.


function RL.update( delta )

This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'


function RL.draw()

This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.


function RL.event( event )

This function will be called on events input. Content of event table is determined by event type.


function RL.log( logLevel, message )

This function can be used for custom log message handling.


function RL.exit()

This function will be called on program close. Cleanup could be done here.


function RL.config()

This function will be called before InitWindow. Note! Only place where you should call InitWindow manually. Doesn't have OpenGL context at this point.


Object unloading

Some objects allocate memory that needs to be freed when object is no longer needed. By default objects like Textures are unloaded by the Lua garbage collector. It is generatty however recommended to handle this manually in more complex projects. You can change the behavior with SetGCUnload.

Arguments

Arguments are stored in 'RL.arg' array.

Structures

Raylib structs in Lua


Vector2 = { 1.0, 1.0 } or { x = 1.0, y = 1.0 }

Vector2, 2 components


Vector3 = { 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0 }

Vector3, 3 components


Vector4 = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }

Vector4, 4 components


Quaternion = { 0.0, 0.0, 0.0, 1.0 } or { x = 0.0, y = 0.0, z = 0.0, w = 1.0 }

Quaternion, 4 components (Vector4 alias)


Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }

Matrix, 4x4 components, column major, OpenGL style, right-handed. Identity matrix example


Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }

Color, 4 components, R8G8B8A8 (32bit)


Rectangle = { 0.0, 0.0, 1.0, 1.0 } or { x = 0.0, y = 0.0, width = 1.0, height = 1.0 }

Rectangle, 4 components


Image = Userdata

Image, pixel data stored in CPU memory (RAM)


Texture = Userdata

Texture, tex data stored in GPU memory (VRAM)

textureData = {
	id = unsigned int,		--OpenGL texture id
	width = int,			--Texture base width
	height = int,			--Texture base height
	mipmaps = int,			--Mipmap levels, 1 by default
	format = int			--Data format (PixelFormat type)
}

RenderTexture = Userdata

RenderTexture, fbo for texture rendering

renderTextureData = {
	id = unsigned int,		--OpenGL framebuffer object id
	texture = Texture,		--Color buffer attachment texture
	depth = Texture,		--Depth buffer attachment texture
}

Font = Userdata

Font, font texture and GlyphInfo array data


Camera2D = Userdata

Camera2D, defines position/orientation in 2d space


Camera3D = Userdata

Camera, defines position/orientation in 3d space


Mesh = Userdata

Mesh, vertex data and vao/vbo

meshData = {
	vertices = Vector3{},		--Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
	texcoords = Vector2{},		--Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
	texcoords2 = Vector2{},		--Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
	normals = Vector3{},		--Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
	tangents = Vector4{},		--Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
	colors = Color{},			--Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
	indices = int{}				--Vertex indices (in case vertex data comes indexed)
}

Material = Userdata

Material, includes shader and maps

materialData = {
	shader = Shader,
	maps = {									--Material maps array (MAX_MATERIAL_MAPS)
		{
    		MATERIAL_MAP_*,						--Example MATERIAL_MAP_ALBEDO
			{
    			texture = Texture,				--Material map texture
        		color = Color,					--Material map color
        		value = float,					--Material map value
      		},
    	},
    	...
  	},
  	params = { float, float, float, float }		--Material generic parameters (if required)
}

Model = Userdata

Model, meshes, materials and animation data


Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position = { 0.0, 0.0, 0.0 }, direction = { 1.0, 0.0, 0.0 } }

Ray, ray for raycasting


RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }

RayCollision, ray hit information


BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }

BoundingBox


GlyphInfo = Userdata

GlyphInfo, font characters glyphs info

glyphInfoData = {
	value = int,		--Character value (Unicode)
	offsetX = int,		--Character offset X when drawing
	offsetY = int,		--Character offset Y when drawing
	advanceX = int,		--Character advance position X
	image = Image,		--Character image data
}

BoneInfo = { name = string[32], parent = int }

Bone, skeletal animation bone


Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }

Transform, vertex transformation data


Wave = Userdata

Wave, audio wave data


Sound = Userdata

Sound


Music = Userdata

Music, audio stream, anything longer than ~10 seconds should be streamed


NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }

NPatchInfo, n-patch layout info


ModelAnimations = Userdata

ModelAnimation


AutomationEvent = Userdata

Automation event


AutomationEventList = Userdata

Automation event list


Buffer = Buffer userdata

Data buffer for C primitive types. Type should be one of the Buffer types.


Defines - System/Window config flags

FLAG_VSYNC_HINT = 64

Set to try enabling V-Sync on GPU


FLAG_FULLSCREEN_MODE = 2

Set to run program in fullscreen


FLAG_WINDOW_RESIZABLE = 4

Set to allow resizable window


FLAG_WINDOW_UNDECORATED = 8

Set to disable window decoration (frame and buttons)


FLAG_WINDOW_HIDDEN = 128

Set to hide window


FLAG_WINDOW_MINIMIZED = 512

Set to minimize window (iconify)


FLAG_WINDOW_MAXIMIZED = 1024

Set to maximize window (expanded to monitor)


FLAG_WINDOW_UNFOCUSED = 2048

Set to window non focused


FLAG_WINDOW_TOPMOST = 4096

Set to window always on top


FLAG_WINDOW_ALWAYS_RUN = 256

Set to allow windows running while minimized


FLAG_WINDOW_TRANSPARENT = 16

Set to allow transparent framebuffer


FLAG_WINDOW_HIGHDPI = 8192

Set to support HighDPI


FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384

Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED


FLAG_MSAA_4X_HINT = 32

Set to try enabling MSAA 4X


FLAG_INTERLACED_HINT = 65536

Set to try enabling interlaced video format (for V3D)


Defines - Trace log level

LOG_ALL = 0

Display all logs


LOG_TRACE = 1

Trace logging, intended for internal use only


LOG_DEBUG = 2

Debug logging, used for internal debugging, it should be disabled on release builds


LOG_INFO = 3

Info logging, used for program execution info


LOG_WARNING = 4

Warning logging, used on recoverable failures


LOG_ERROR = 5

Error logging, used on unrecoverable failures


LOG_FATAL = 6

Fatal logging, used to abort program: exit(EXIT_FAILURE)


LOG_NONE = 7

Disable logging


Defines - Keyboard keys (US keyboard layout)

KEY_NULL = 0

Key: NULL, used for no key pressed


KEY_APOSTROPHE = 39

Key: '


KEY_COMMA = 44

Key: ,


KEY_MINUS = 45

Key: -


KEY_PERIOD = 46

Key: .


KEY_SLASH = 47

Key: /


KEY_ZERO = 48

Key: 0


KEY_ONE = 49

Key: 1


KEY_TWO = 50

Key: 2


KEY_THREE = 51

Key: 3


KEY_FOUR = 52

Key: 4


KEY_FIVE = 53

Key: 5


KEY_SIX = 54

Key: 6


KEY_SEVEN = 55

Key: 7


KEY_EIGHT = 56

Key: 8


KEY_NINE = 57

Key: 9


KEY_SEMICOLON = 59

Key: ;


KEY_EQUAL = 61

Key: =


KEY_A = 65

Key: A | a


KEY_B = 66

Key: B | b


KEY_C = 67

Key: C | c


KEY_D = 68

Key: D | d


KEY_E = 69

Key: E | e


KEY_F = 70

Key: F | f


KEY_G = 71

Key: G | g


KEY_H = 72

Key: H | h


KEY_I = 73

Key: I | i


KEY_J = 74

Key: J | j


KEY_K = 75

Key: K | k


KEY_L = 76

Key: L | l


KEY_M = 77

Key: M | m


KEY_N = 78

Key: N | n


KEY_O = 79

Key: O | o


KEY_P = 80

Key: P | p


KEY_Q = 81

Key: Q | q


KEY_R = 82

Key: R | r


KEY_S = 83

Key: S | s


KEY_T = 84

Key: T | t


KEY_U = 85

Key: U | u


KEY_V = 86

Key: V | v


KEY_W = 87

Key: W | w


KEY_X = 88

Key: X | x


KEY_Y = 89

Key: Y | y


KEY_Z = 90

Key: Z | z


KEY_LEFT_BRACKET = 91

Key: [


KEY_BACKSLASH = 92

Key: ''


KEY_RIGHT_BRACKET = 93

Key: ]


KEY_GRAVE = 96

Key: `


KEY_SPACE = 32

Key: Space


KEY_ESCAPE = 256

Key: Esc


KEY_ENTER = 257

Key: Enter


KEY_TAB = 258

Key: Tab


KEY_BACKSPACE = 259

Key: Backspace


KEY_INSERT = 260

Key: Ins


KEY_DELETE = 261

Key: Del


KEY_RIGHT = 262

Key: Cursor right


KEY_LEFT = 263

Key: Cursor left


KEY_DOWN = 264

Key: Cursor down


KEY_UP = 265

Key: Cursor up


KEY_PAGE_UP = 266

Key: Page up


KEY_PAGE_DOWN = 267

Key: Page down


KEY_HOME = 268

Key: Home


KEY_END = 269

Key: End


KEY_CAPS_LOCK = 280

Key: Caps lock


KEY_SCROLL_LOCK = 281

Key: Scroll down


KEY_NUM_LOCK = 282

Key: Num lock


KEY_PRINT_SCREEN = 283

Key: Print screen


KEY_PAUSE = 284

Key: Pause


KEY_F1 = 290

Key: F1


KEY_F2 = 291

Key: F2


KEY_F3 = 292

Key: F3


KEY_F4 = 293

Key: F4


KEY_F5 = 294

Key: F5


KEY_F6 = 295

Key: F6


KEY_F7 = 296

Key: F7


KEY_F8 = 297

Key: F8


KEY_F9 = 298

Key: F9


KEY_F10 = 299

Key: F10


KEY_F11 = 300

Key: F11


KEY_F12 = 301

Key: F12


KEY_LEFT_SHIFT = 340

Key: Shift left


KEY_LEFT_CONTROL = 341

Key: Control left


KEY_LEFT_ALT = 342

Key: Alt left


KEY_LEFT_SUPER = 343

Key: Super left


KEY_RIGHT_SHIFT = 344

Key: Shift right


KEY_RIGHT_CONTROL = 345

Key: Control right


KEY_RIGHT_ALT = 346

Key: Alt right


KEY_RIGHT_SUPER = 347

Key: Super right


KEY_KB_MENU = 348

Key: KB menu


KEY_KP_0 = 320

Key: Keypad 0


KEY_KP_1 = 321

Key: Keypad 1


KEY_KP_2 = 322

Key: Keypad 2


KEY_KP_3 = 323

Key: Keypad 3


KEY_KP_4 = 324

Key: Keypad 4


KEY_KP_5 = 325

Key: Keypad 5


KEY_KP_6 = 326

Key: Keypad 6


KEY_KP_7 = 327

Key: Keypad 7


KEY_KP_8 = 328

Key: Keypad 8


KEY_KP_9 = 329

Key: Keypad 9


KEY_KP_DECIMAL = 330

Key: Keypad .


KEY_KP_DIVIDE = 331

Key: Keypad /


KEY_KP_MULTIPLY = 332

Key: Keypad *


KEY_KP_SUBTRACT = 333

Key: Keypad -


KEY_KP_ADD = 334

Key: Keypad +


KEY_KP_ENTER = 335

Key: Keypad Enter


KEY_KP_EQUAL = 336

Key: Keypad =


KEY_BACK = 4

Key: Android back button


KEY_MENU = 5

Key: Android menu button


KEY_VOLUME_UP = 24

Key: Android volume up button


KEY_VOLUME_DOWN = 25

Key: Android volume down button


Defines - Mouse buttons

MOUSE_BUTTON_LEFT = 0

Mouse button left


MOUSE_BUTTON_RIGHT = 1

Mouse button right


MOUSE_BUTTON_MIDDLE = 2

Mouse button middle (pressed wheel)


MOUSE_BUTTON_SIDE = 3

Mouse button side (advanced mouse device)


MOUSE_BUTTON_EXTRA = 4

Mouse button extra (advanced mouse device)


MOUSE_BUTTON_FORWARD = 5

Mouse button forward (advanced mouse device)


MOUSE_BUTTON_BACK = 6

Mouse button back (advanced mouse device)


Defines - Mouse cursor

MOUSE_CURSOR_DEFAULT = 0

Default pointer shape


MOUSE_CURSOR_ARROW = 1

Arrow shape


MOUSE_CURSOR_IBEAM = 2

Text writing cursor shape


MOUSE_CURSOR_CROSSHAIR = 3

Cross shape


MOUSE_CURSOR_POINTING_HAND = 4

Pointing hand cursor


MOUSE_CURSOR_RESIZE_EW = 5

Horizontal resize/move arrow shape


MOUSE_CURSOR_RESIZE_NS = 6

Vertical resize/move arrow shape


MOUSE_CURSOR_RESIZE_NWSE = 7

Top-left to bottom-right diagonal resize/move arrow shape


MOUSE_CURSOR_RESIZE_NESW = 8

The top-right to bottom-left diagonal resize/move arrow shape


MOUSE_CURSOR_RESIZE_ALL = 9

The omnidirectional resize/move cursor shape


MOUSE_CURSOR_NOT_ALLOWED = 10

The operation-not-allowed shape


Defines - Gamepad buttons

GAMEPAD_BUTTON_UNKNOWN = 0

Unknown button, just for error checking


GAMEPAD_BUTTON_LEFT_FACE_UP = 1

Gamepad left DPAD up button


GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2

Gamepad left DPAD right button


GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3

Gamepad left DPAD down button


GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4

Gamepad left DPAD left button


GAMEPAD_BUTTON_RIGHT_FACE_UP = 5

Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)


GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6

Gamepad right button right (i.e. PS3: Square, Xbox: X)


GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7

Gamepad right button down (i.e. PS3: Cross, Xbox: A)


GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8

Gamepad right button left (i.e. PS3: Circle, Xbox: B)


GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9

Gamepad top/back trigger left (first), it could be a trailing button


GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10

Gamepad top/back trigger left (second), it could be a trailing button


GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11

Gamepad top/back trigger right (one), it could be a trailing button


GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12

Gamepad top/back trigger right (second), it could be a trailing button


GAMEPAD_BUTTON_MIDDLE_LEFT = 13

Gamepad center buttons, left one (i.e. PS3: Select)


GAMEPAD_BUTTON_MIDDLE = 14

Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)


GAMEPAD_BUTTON_MIDDLE_RIGHT = 15

Gamepad center buttons, right one (i.e. PS3: Start)


GAMEPAD_BUTTON_LEFT_THUMB = 16

Gamepad joystick pressed button left


GAMEPAD_BUTTON_RIGHT_THUMB = 17

Gamepad joystick pressed button right


Defines - Gamepad axis

GAMEPAD_AXIS_LEFT_X = 0

Gamepad left stick X axis


GAMEPAD_AXIS_LEFT_Y = 1

Gamepad left stick Y axis


GAMEPAD_AXIS_RIGHT_X = 2

Gamepad right stick X axis


GAMEPAD_AXIS_RIGHT_Y = 3

Gamepad right stick Y axis


GAMEPAD_AXIS_LEFT_TRIGGER = 4

Gamepad back trigger left, pressure level: [1..-1]


GAMEPAD_AXIS_RIGHT_TRIGGER = 5

Gamepad back trigger right, pressure level: [1..-1]


Defines - Material map index

MATERIAL_MAP_ALBEDO = 0

Albedo material (same as: MATERIAL_MAP_DIFFUSE)


MATERIAL_MAP_METALNESS = 1

Metalness material (same as: MATERIAL_MAP_SPECULAR)


MATERIAL_MAP_NORMAL = 2

Normal material


MATERIAL_MAP_ROUGHNESS = 3

Roughness material


MATERIAL_MAP_OCCLUSION = 4

Ambient occlusion material


MATERIAL_MAP_EMISSION = 5

Emission material


MATERIAL_MAP_HEIGHT = 6

Heightmap material


MATERIAL_MAP_CUBEMAP = 7

Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)


MATERIAL_MAP_IRRADIANCE = 8

Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)


MATERIAL_MAP_PREFILTER = 9

Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)


MATERIAL_MAP_BRDF = 10

Brdf material


MATERIAL_MAP_DIFFUSE = 0

Diffuce material (same as: MATERIAL_MAP_ALBEDO)


MATERIAL_MAP_SPECULAR = 1

Specular material (same as: MATERIAL_MAP_METALNESS)


Defines - Shader location index

SHADER_LOC_VERTEX_POSITION = 0

Shader location: vertex attribute: position


SHADER_LOC_VERTEX_TEXCOORD01 = 1

Shader location: vertex attribute: texcoord01


SHADER_LOC_VERTEX_TEXCOORD02 = 2

Shader location: vertex attribute: texcoord02


SHADER_LOC_VERTEX_NORMAL = 3

Shader location: vertex attribute: normal


SHADER_LOC_VERTEX_TANGENT = 4

Shader location: vertex attribute: tangent


SHADER_LOC_VERTEX_COLOR = 5

Shader location: vertex attribute: color


SHADER_LOC_MATRIX_MVP = 6

Shader location: matrix uniform: model-view-projection


SHADER_LOC_MATRIX_VIEW = 7

Shader location: matrix uniform: view (camera transform)


SHADER_LOC_MATRIX_PROJECTION = 8

Shader location: matrix uniform: projection


SHADER_LOC_MATRIX_MODEL = 9

Shader location: matrix uniform: model (transform)


SHADER_LOC_MATRIX_NORMAL = 10

Shader location: matrix uniform: normal


SHADER_LOC_VECTOR_VIEW = 11

Shader location: vector uniform: view


SHADER_LOC_COLOR_DIFFUSE = 12

Shader location: vector uniform: diffuse color


SHADER_LOC_COLOR_SPECULAR = 13

Shader location: vector uniform: specular color


SHADER_LOC_COLOR_AMBIENT = 14

Shader location: vector uniform: ambient color


SHADER_LOC_MAP_ALBEDO = 15

Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)


SHADER_LOC_MAP_METALNESS = 16

Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)


SHADER_LOC_MAP_NORMAL = 17

Shader location: sampler2d texture: normal


SHADER_LOC_MAP_ROUGHNESS = 18

Shader location: sampler2d texture: roughness


SHADER_LOC_MAP_OCCLUSION = 19

Shader location: sampler2d texture: occlusion


SHADER_LOC_MAP_EMISSION = 20

Shader location: sampler2d texture: emission


SHADER_LOC_MAP_HEIGHT = 21

Shader location: sampler2d texture: height


SHADER_LOC_MAP_CUBEMAP = 22

Shader location: samplerCube texture: cubemap


SHADER_LOC_MAP_IRRADIANCE = 23

Shader location: samplerCube texture: irradiance


SHADER_LOC_MAP_PREFILTER = 24

Shader location: samplerCube texture: prefilter


SHADER_LOC_MAP_BRDF = 25

Shader location: sampler2d texture: brdf


SHADER_LOC_MAP_DIFFUSE = 15

Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)


SHADER_LOC_MAP_SPECULAR = 16

Shader location: sampler2d texture: specular (same as: SHADER_LOC_MAP_METALNESS)


Defines - Shader uniform data type

SHADER_UNIFORM_FLOAT = 0

Shader uniform type: float


SHADER_UNIFORM_VEC2 = 1

Shader uniform type: vec2 (2 float)


SHADER_UNIFORM_VEC3 = 2

Shader uniform type: vec3 (3 float)


SHADER_UNIFORM_VEC4 = 3

Shader uniform type: vec4 (4 float)


SHADER_UNIFORM_INT = 4

Shader uniform type: int


SHADER_UNIFORM_IVEC2 = 5

Shader uniform type: ivec2 (2 int)


SHADER_UNIFORM_IVEC3 = 6

Shader uniform type: ivec3 (3 int)


SHADER_UNIFORM_IVEC4 = 7

Shader uniform type: ivec4 (4 int)


SHADER_UNIFORM_SAMPLER2D = 8

Shader uniform type: sampler2d


Defines - Shader attribute data types

SHADER_ATTRIB_FLOAT = 0

Shader attribute type: float


SHADER_ATTRIB_VEC2 = 1

Shader attribute type: vec2 (2 float)


SHADER_ATTRIB_VEC3 = 2

Shader attribute type: vec3 (3 float)


SHADER_ATTRIB_VEC4 = 3

Shader attribute type: vec4 (4 float)


Defines - Pixel formats

PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1

8 bit per pixel (no alpha)


PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2

8*2 bpp (2 channels)


PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3

16 bpp


PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4

24 bpp


PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5

16 bpp (1 bit alpha)


PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6

16 bpp (4 bit alpha)


PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7

32 bpp


PIXELFORMAT_UNCOMPRESSED_R32 = 8

32 bpp (1 channel - float)


PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9

32*3 bpp (3 channels - float)


PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10

32*4 bpp (4 channels - float)


PIXELFORMAT_COMPRESSED_DXT1_RGB = 14

4 bpp (no alpha)


PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15

4 bpp (1 bit alpha)


PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16

8 bpp


PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17

8 bpp


PIXELFORMAT_COMPRESSED_ETC1_RGB = 18

4 bpp


PIXELFORMAT_COMPRESSED_ETC2_RGB = 19

4 bpp


PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20

8 bpp


PIXELFORMAT_COMPRESSED_PVRT_RGB = 21

4 bpp


PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22

4 bpp


PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23

8 bpp


PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24

2 bpp


Defines - Texture parameters: filter mode

TEXTURE_FILTER_POINT = 0

No filter, just pixel approximation


TEXTURE_FILTER_BILINEAR = 1

Linear filtering


TEXTURE_FILTER_TRILINEAR = 2

Trilinear filtering (linear with mipmaps)


TEXTURE_FILTER_ANISOTROPIC_4X = 3

Anisotropic filtering 4x


TEXTURE_FILTER_ANISOTROPIC_8X = 4

Anisotropic filtering 8x


TEXTURE_FILTER_ANISOTROPIC_16X = 5

Anisotropic filtering 16x


Defines - Texture parameters: wrap mode

TEXTURE_WRAP_REPEAT = 0

Repeats texture in tiled mode


TEXTURE_WRAP_CLAMP = 1

Clamps texture to edge pixel in tiled mode


TEXTURE_WRAP_MIRROR_REPEAT = 2

Mirrors and repeats the texture in tiled mode


TEXTURE_WRAP_MIRROR_CLAMP = 3

Mirrors and clamps to border the texture in tiled mode


Defines - Cubemap layouts

CUBEMAP_LAYOUT_AUTO_DETECT = 0

Automatically detect layout type


CUBEMAP_LAYOUT_LINE_VERTICAL = 1

Layout is defined by a vertical line with faces


CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2

Layout is defined by a horizontal line with faces


CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3

Layout is defined by a 3x4 cross with cubemap faces


CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4

Layout is defined by a 4x3 cross with cubemap faces


Defines - Font type, defines generation method

FONT_DEFAULT = 0

Default font generation, anti-aliased


FONT_BITMAP = 1

Bitmap font generation, no anti-aliasing


FONT_SDF = 2

SDF font generation, requires external shader


Defines - Color blending modes (pre-defined)

BLEND_ALPHA = 0

Blend textures considering alpha (default)


BLEND_ADDITIVE = 1

Blend textures adding colors


BLEND_MULTIPLIED = 2

Blend textures multiplying colors


BLEND_ADD_COLORS = 3

Blend textures adding colors (alternative)


BLEND_SUBTRACT_COLORS = 4

Blend textures subtracting colors (alternative)


BLEND_ALPHA_PREMULTIPLY = 5

Blend premultiplied textures considering alpha


BLEND_CUSTOM = 6

Blend textures using custom src/dst factors (use rlSetBlendFactors())


BLEND_CUSTOM_SEPARATE = 7

Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())


Defines - Gesture

GESTURE_NONE = 0

No gesture


GESTURE_TAP = 1

Tap gesture


GESTURE_DOUBLETAP = 2

Double tap gesture


GESTURE_HOLD = 4

Hold gesture


GESTURE_DRAG = 8

Drag gesture


GESTURE_SWIPE_RIGHT = 16

Swipe right gesture


GESTURE_SWIPE_LEFT = 32

Swipe left gesture


GESTURE_SWIPE_UP = 64

Swipe up gesture


GESTURE_SWIPE_DOWN = 128

Swipe down gesture


GESTURE_PINCH_IN = 256

Pinch in gesture


GESTURE_PINCH_OUT = 512

Pinch out gesture


Defines - Camera system modes

CAMERA_CUSTOM = 0

Custom camera


CAMERA_FREE = 1

Free camera


CAMERA_ORBITAL = 2

Orbital camera


CAMERA_FIRST_PERSON = 3

First person camera


CAMERA_THIRD_PERSON = 4

Third person camera


Defines - Camera projection

CAMERA_PERSPECTIVE = 0

Perspective projection


CAMERA_ORTHOGRAPHIC = 1

Orthographic projection


Defines - N-patch layout

NPATCH_NINE_PATCH = 0

Npatch layout: 3x3 tiles


NPATCH_THREE_PATCH_VERTICAL = 1

Npatch layout: 1x3 tiles


NPATCH_THREE_PATCH_HORIZONTAL = 2

Npatch layout: 3x1 tiles


Defines - Colors

LIGHTGRAY = { 200, 200, 200, 255 }

Light Gray


GRAY = { 130, 130, 130, 255 }

Gray


DARKGRAY = { 80, 80, 80, 255 }

Dark Gray


YELLOW = { 253, 249, 0, 255 }

Yellow


GOLD = { 255, 203, 0, 255 }

Gold


ORANGE = { 255, 161, 0, 255 }

Orange


PINK = { 255, 109, 194, 255 }

Pink


RED = { 230, 41, 55, 255 }

Red


MAROON = { 190, 33, 55, 255 }

Maroon


GREEN = { 0, 228, 48, 255 }

Green


LIME = { 0, 158, 47, 255 }

Lime


DARKGREEN = { 0, 117, 44, 255 }

Dark Green


SKYBLUE = { 102, 191, 255, 255 }

Sky Blue


BLUE = { 0, 121, 241, 255 }

Blue


DARKBLUE = { 0, 82, 172, 255 }

Dark Blue


PURPLE = { 200, 122, 255, 255 }

Purple


VIOLET = { 135, 60, 190, 255 }

Violet


DARKPURPLE = { 112, 31, 126, 255 }

Dark Purple


BEIGE = { 211, 176, 131, 255 }

Beige


BROWN = { 127, 106, 79, 255 }

Brown


DARKBROWN = { 76, 63, 47, 255 }

Dark Brown


WHITE = { 255, 255, 255, 255 }

White


BLACK = { 0, 0, 0, 255 }

Black


BLANK = { 0, 0, 0, 0 }

Blank (Transparent)


MAGENTA = { 255, 0, 255, 255 }

Magenta


RAYWHITE = { 245, 245, 245, 255 }

My own White (raylib logo)


Defines - Math

PI = 3.1415927410126

Pi


EPSILON = 9.9999999747524e-07

Epsilon


DEG2RAD = 0.017453292384744

Degrees to radians


RAD2DEG = 57.295776367188

Radians to degrees


Defines - Gui control state

STATE_NORMAL = 0


STATE_FOCUSED = 1


STATE_PRESSED = 2


STATE_DISABLED = 3


Defines - Gui control text alignment

TEXT_ALIGN_LEFT = 0


TEXT_ALIGN_CENTER = 1


TEXT_ALIGN_RIGHT = 2


Defines - Gui control text alignment vertical

TEXT_ALIGN_TOP = 0


TEXT_ALIGN_MIDDLE = 1


TEXT_ALIGN_BOTTOM = 2


Defines - Gui control text wrap mode

TEXT_WRAP_NONE = 0


TEXT_WRAP_CHAR = 1


TEXT_WRAP_WORD = 2


Defines - Gui controls

DEFAULT = 0


LABEL = 1

Used also for: LABELBUTTON


BUTTON = 2


TOGGLE = 3

Used also for: TOGGLEGROUP


SLIDER = 4

Used also for: SLIDERBAR


PROGRESSBAR = 5


CHECKBOX = 6


COMBOBOX = 7


DROPDOWNBOX = 8


TEXTBOX = 9

Used also for: TEXTBOXMULTI


VALUEBOX = 10


SPINNER = 11

Uses: BUTTON, VALUEBOX


LISTVIEW = 12


COLORPICKER = 13


SCROLLBAR = 14


STATUSBAR = 15


Defines - Gui base properties for every control

BORDER_COLOR_NORMAL = 0


BASE_COLOR_NORMAL = 1


TEXT_COLOR_NORMAL = 2


BORDER_COLOR_FOCUSED = 3


BASE_COLOR_FOCUSED = 4


TEXT_COLOR_FOCUSED = 5


BORDER_COLOR_PRESSED = 6


BASE_COLOR_PRESSED = 7


TEXT_COLOR_PRESSED = 8


BORDER_COLOR_DISABLED = 9


BASE_COLOR_DISABLED = 10


TEXT_COLOR_DISABLED = 11


BORDER_WIDTH = 12


TEXT_PADDING = 13


TEXT_ALIGNMENT = 14


Defines - Gui extended properties depend on control

TEXT_SIZE = 16

Text size (glyphs max height)


TEXT_SPACING = 17

Text spacing between glyphs


LINE_COLOR = 18

Line control color


BACKGROUND_COLOR = 19

Background color


TEXT_LINE_SPACING = 20

Text spacing between lines


TEXT_ALIGNMENT_VERTICAL = 21

Text vertical alignment inside text bounds (after border and padding)


TEXT_WRAP_MODE = 22

Text wrap-mode inside text bounds


Defines - Gui Toggle/ToggleGroup

GROUP_PADDING = 16

ToggleGroup separation between toggles


Defines - Gui Slider/SliderBar

SLIDER_WIDTH = 16

Slider size of internal bar


SLIDER_PADDING = 17

Slider/SliderBar internal bar padding


Defines - Gui ProgressBar

PROGRESS_PADDING = 16

ProgressBar internal padding


Defines - Gui ScrollBar

ARROWS_SIZE = 16


ARROWS_VISIBLE = 17


SCROLL_SLIDER_PADDING = 18

(SLIDERBAR, SLIDER_PADDING)


SCROLL_SLIDER_SIZE = 19


SCROLL_PADDING = 20


SCROLL_SPEED = 21


Defines - Gui CheckBox

CHECK_PADDING = 16

CheckBox internal check padding


Defines - Gui ComboBox

COMBO_BUTTON_WIDTH = 16

ComboBox right button width


COMBO_BUTTON_SPACING = 17

ComboBox button separation


Defines - Gui DropdownBox

ARROW_PADDING = 16

DropdownBox arrow separation from border and items


DROPDOWN_ITEMS_SPACING = 17

DropdownBox items separation


Defines - Gui TextBox/TextBoxMulti/ValueBox/Spinner

TEXT_READONLY = 16

TextBox in read-only mode: 0-text editable, 1-text no-editable


Defines - Gui Spinner

SPIN_BUTTON_WIDTH = 16

Spinner left/right buttons width


SPIN_BUTTON_SPACING = 17

Spinner buttons separation


Defines - Gui ListView

LIST_ITEMS_HEIGHT = 16

ListView items height


LIST_ITEMS_SPACING = 17

ListView items separation


SCROLLBAR_WIDTH = 18

ListView scrollbar size (usually width)


SCROLLBAR_SIDE = 19

ListView scrollbar side (0-left, 1-right)


Defines - Gui ColorPicker

COLOR_SELECTOR_SIZE = 16


HUEBAR_WIDTH = 17

ColorPicker right hue bar width


HUEBAR_PADDING = 18

ColorPicker right hue bar separation from panel


HUEBAR_SELECTOR_HEIGHT = 19

ColorPicker right hue bar selector height


HUEBAR_SELECTOR_OVERFLOW = 20

ColorPicker right hue bar selector overflow


Defines - Gui Icons enumeration

ICON_NONE = 0


ICON_FOLDER_FILE_OPEN = 1


ICON_FILE_SAVE_CLASSIC = 2


ICON_FOLDER_OPEN = 3


ICON_FOLDER_SAVE = 4


ICON_FILE_OPEN = 5


ICON_FILE_SAVE = 6


ICON_FILE_EXPORT = 7


ICON_FILE_ADD = 8


ICON_FILE_DELETE = 9


ICON_FILETYPE_TEXT = 10


ICON_FILETYPE_AUDIO = 11


ICON_FILETYPE_IMAGE = 12


ICON_FILETYPE_PLAY = 13


ICON_FILETYPE_VIDEO = 14


ICON_FILETYPE_INFO = 15


ICON_FILE_COPY = 16


ICON_FILE_CUT = 17


ICON_FILE_PASTE = 18


ICON_CURSOR_HAND = 19


ICON_CURSOR_POINTER = 20


ICON_CURSOR_CLASSIC = 21


ICON_PENCIL = 22


ICON_PENCIL_BIG = 23


ICON_BRUSH_CLASSIC = 24


ICON_BRUSH_PAINTER = 25


ICON_WATER_DROP = 26


ICON_COLOR_PICKER = 27


ICON_RUBBER = 28


ICON_COLOR_BUCKET = 29


ICON_TEXT_T = 30


ICON_TEXT_A = 31


ICON_SCALE = 32


ICON_RESIZE = 33


ICON_FILTER_POINT = 34


ICON_FILTER_BILINEAR = 35


ICON_CROP = 36


ICON_CROP_ALPHA = 37


ICON_SQUARE_TOGGLE = 38


ICON_SYMMETRY = 39


ICON_SYMMETRY_HORIZONTAL = 40


ICON_SYMMETRY_VERTICAL = 41


ICON_LENS = 42


ICON_LENS_BIG = 43


ICON_EYE_ON = 44


ICON_EYE_OFF = 45


ICON_FILTER_TOP = 46


ICON_FILTER = 47


ICON_TARGET_POINT = 48


ICON_TARGET_SMALL = 49


ICON_TARGET_BIG = 50


ICON_TARGET_MOVE = 51


ICON_CURSOR_MOVE = 52


ICON_CURSOR_SCALE = 53


ICON_CURSOR_SCALE_RIGHT = 54


ICON_CURSOR_SCALE_LEFT = 55


ICON_UNDO = 56


ICON_REDO = 57


ICON_REREDO = 58


ICON_MUTATE = 59


ICON_ROTATE = 60


ICON_REPEAT = 61


ICON_SHUFFLE = 62


ICON_EMPTYBOX = 63


ICON_TARGET = 64


ICON_TARGET_SMALL_FILL = 65


ICON_TARGET_BIG_FILL = 66


ICON_TARGET_MOVE_FILL = 67


ICON_CURSOR_MOVE_FILL = 68


ICON_CURSOR_SCALE_FILL = 69


ICON_CURSOR_SCALE_RIGHT_FILL = 70


ICON_CURSOR_SCALE_LEFT_FILL = 71


ICON_UNDO_FILL = 72


ICON_REDO_FILL = 73


ICON_REREDO_FILL = 74


ICON_MUTATE_FILL = 75


ICON_ROTATE_FILL = 76


ICON_REPEAT_FILL = 77


ICON_SHUFFLE_FILL = 78


ICON_EMPTYBOX_SMALL = 79


ICON_BOX = 80


ICON_BOX_TOP = 81


ICON_BOX_TOP_RIGHT = 82


ICON_BOX_RIGHT = 83


ICON_BOX_BOTTOM_RIGHT = 84


ICON_BOX_BOTTOM = 85


ICON_BOX_BOTTOM_LEFT = 86


ICON_BOX_LEFT = 87


ICON_BOX_TOP_LEFT = 88


ICON_BOX_CENTER = 89


ICON_BOX_CIRCLE_MASK = 90


ICON_POT = 91


ICON_ALPHA_MULTIPLY = 92


ICON_ALPHA_CLEAR = 93


ICON_DITHERING = 94


ICON_MIPMAPS = 95


ICON_BOX_GRID = 96


ICON_GRID = 97


ICON_BOX_CORNERS_SMALL = 98


ICON_BOX_CORNERS_BIG = 99


ICON_FOUR_BOXES = 100


ICON_GRID_FILL = 101


ICON_BOX_MULTISIZE = 102


ICON_ZOOM_SMALL = 103


ICON_ZOOM_MEDIUM = 104


ICON_ZOOM_BIG = 105


ICON_ZOOM_ALL = 106


ICON_ZOOM_CENTER = 107


ICON_BOX_DOTS_SMALL = 108


ICON_BOX_DOTS_BIG = 109


ICON_BOX_CONCENTRIC = 110


ICON_BOX_GRID_BIG = 111


ICON_OK_TICK = 112


ICON_CROSS = 113


ICON_ARROW_LEFT = 114


ICON_ARROW_RIGHT = 115


ICON_ARROW_DOWN = 116


ICON_ARROW_UP = 117


ICON_ARROW_LEFT_FILL = 118


ICON_ARROW_RIGHT_FILL = 119


ICON_ARROW_DOWN_FILL = 120


ICON_ARROW_UP_FILL = 121


ICON_AUDIO = 122


ICON_FX = 123


ICON_WAVE = 124


ICON_WAVE_SINUS = 125


ICON_WAVE_SQUARE = 126


ICON_WAVE_TRIANGULAR = 127


ICON_CROSS_SMALL = 128


ICON_PLAYER_PREVIOUS = 129


ICON_PLAYER_PLAY_BACK = 130


ICON_PLAYER_PLAY = 131


ICON_PLAYER_PAUSE = 132


ICON_PLAYER_STOP = 133


ICON_PLAYER_NEXT = 134


ICON_PLAYER_RECORD = 135


ICON_MAGNET = 136


ICON_LOCK_CLOSE = 137


ICON_LOCK_OPEN = 138


ICON_CLOCK = 139


ICON_TOOLS = 140


ICON_GEAR = 141


ICON_GEAR_BIG = 142


ICON_BIN = 143


ICON_HAND_POINTER = 144


ICON_LASER = 145


ICON_COIN = 146


ICON_EXPLOSION = 147


ICON_1UP = 148


ICON_PLAYER = 149


ICON_PLAYER_JUMP = 150


ICON_KEY = 151


ICON_DEMON = 152


ICON_TEXT_POPUP = 153


ICON_GEAR_EX = 154


ICON_CRACK = 155


ICON_CRACK_POINTS = 156


ICON_STAR = 157


ICON_DOOR = 158


ICON_EXIT = 159


ICON_MODE_2D = 160


ICON_MODE_3D = 161


ICON_CUBE = 162


ICON_CUBE_FACE_TOP = 163


ICON_CUBE_FACE_LEFT = 164


ICON_CUBE_FACE_FRONT = 165


ICON_CUBE_FACE_BOTTOM = 166


ICON_CUBE_FACE_RIGHT = 167


ICON_CUBE_FACE_BACK = 168


ICON_CAMERA = 169


ICON_SPECIAL = 170


ICON_LINK_NET = 171


ICON_LINK_BOXES = 172


ICON_LINK_MULTI = 173


ICON_LINK = 174


ICON_LINK_BROKE = 175


ICON_TEXT_NOTES = 176


ICON_NOTEBOOK = 177


ICON_SUITCASE = 178


ICON_SUITCASE_ZIP = 179


ICON_MAILBOX = 180


ICON_MONITOR = 181


ICON_PRINTER = 182


ICON_PHOTO_CAMERA = 183


ICON_PHOTO_CAMERA_FLASH = 184


ICON_HOUSE = 185


ICON_HEART = 186


ICON_CORNER = 187


ICON_VERTICAL_BARS = 188


ICON_VERTICAL_BARS_FILL = 189


ICON_LIFE_BARS = 190


ICON_INFO = 191


ICON_CROSSLINE = 192


ICON_HELP = 193


ICON_FILETYPE_ALPHA = 194


ICON_FILETYPE_HOME = 195


ICON_LAYERS_VISIBLE = 196


ICON_LAYERS = 197


ICON_WINDOW = 198


ICON_HIDPI = 199


ICON_FILETYPE_BINARY = 200


ICON_HEX = 201


ICON_SHIELD = 202


ICON_FILE_NEW = 203


ICON_FOLDER_ADD = 204


ICON_ALARM = 205


ICON_CPU = 206


ICON_ROM = 207


ICON_STEP_OVER = 208


ICON_STEP_INTO = 209


ICON_STEP_OUT = 210


ICON_RESTART = 211


ICON_BREAKPOINT_ON = 212


ICON_BREAKPOINT_OFF = 213


ICON_BURGER_MENU = 214


ICON_CASE_SENSITIVE = 215


ICON_REG_EXP = 216


ICON_FOLDER = 217


ICON_FILE = 218


ICON_SAND_TIMER = 219


Defines - Light type

LIGHT_DIRECTIONAL = 0

Directional light


LIGHT_POINT = 1

Point light


Defines - RLGL Default internal render batch elements limits

RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192

Default internal render batch elements limits


RL_DEFAULT_BATCH_BUFFERS = 1

Default number of batch buffers (multi-buffering)


RL_DEFAULT_BATCH_DRAWCALLS = 256

Default number of batch draw calls (by state changes: mode, texture)


RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4

Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())


Defines - RLGL Internal Matrix stack

RL_MAX_MATRIX_STACK_SIZE = 32

Maximum size of internal Matrix stack


Defines - RLGL Shader limits

RL_MAX_SHADER_LOCATIONS = 32

Maximum number of shader locations supported


Defines - RLGL Projection matrix culling

RL_CULL_DISTANCE_NEAR = 0.01

Default projection matrix near cull distance


RL_CULL_DISTANCE_FAR = 1000

Default projection matrix far cull distance


Defines - RLGL Texture parameters

RL_TEXTURE_WRAP_S = 10242

GL_TEXTURE_WRAP_S


RL_TEXTURE_WRAP_T = 10243

GL_TEXTURE_WRAP_T


RL_TEXTURE_MAG_FILTER = 10240

GL_TEXTURE_MAG_FILTER


RL_TEXTURE_MIN_FILTER = 10241

GL_TEXTURE_MIN_FILTER


RL_TEXTURE_FILTER_NEAREST = 9728

GL_NEAREST


RL_TEXTURE_FILTER_LINEAR = 9729

GL_LINEAR


RL_TEXTURE_FILTER_MIP_NEAREST = 9984

GL_NEAREST_MIPMAP_NEAREST


RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 9986

GL_NEAREST_MIPMAP_LINEAR


RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 9985

GL_LINEAR_MIPMAP_NEAREST


RL_TEXTURE_FILTER_MIP_LINEAR = 9987

GL_LINEAR_MIPMAP_LINEAR


RL_TEXTURE_FILTER_ANISOTROPIC = 12288

Anisotropic filter (custom identifier)


RL_TEXTURE_MIPMAP_BIAS_RATIO = 16384

Texture mipmap bias, percentage ratio (custom identifier)


RL_TEXTURE_WRAP_REPEAT = 10497

GL_REPEAT


RL_TEXTURE_WRAP_CLAMP = 33071

GL_CLAMP_TO_EDGE


RL_TEXTURE_WRAP_MIRROR_REPEAT = 33648

GL_MIRRORED_REPEAT


RL_TEXTURE_WRAP_MIRROR_CLAMP = 34626

GL_MIRROR_CLAMP_EXT


Defines - RLGL Matrix modes (equivalent to OpenGL)

RL_MODELVIEW = 5888

GL_MODELVIEW


RL_PROJECTION = 5889

GL_PROJECTION


RL_TEXTURE = 5890

GL_TEXTURE


Defines - RLGL Primitive assembly draw modes

RL_LINES = 1

GL_LINES


RL_TRIANGLES = 4

GL_TRIANGLES


RL_QUADS = 7

GL_QUADS


Defines - RLGL GL equivalent data types

RL_UNSIGNED_BYTE = 5121

GL_UNSIGNED_BYTE


RL_FLOAT = 5126

GL_FLOAT


Defines - RLGL GL buffer usage hint

RL_STREAM_DRAW = 35040

GL_STREAM_DRAW


RL_STREAM_READ = 35041

GL_STREAM_READ


RL_STREAM_COPY = 35042

GL_STREAM_COPY


RL_STATIC_DRAW = 35044

GL_STATIC_DRAW


RL_STATIC_READ = 35045

GL_STATIC_READ


RL_STATIC_COPY = 35046

GL_STATIC_COPY


RL_DYNAMIC_DRAW = 35048

GL_DYNAMIC_DRAW


RL_DYNAMIC_READ = 35049

GL_DYNAMIC_READ


RL_DYNAMIC_COPY = 35050

GL_DYNAMIC_COPY


Defines - RLGL Shader type

RL_FRAGMENT_SHADER = 35632

GL_FRAGMENT_SHADER


RL_VERTEX_SHADER = 35633

GL_VERTEX_SHADER


RL_COMPUTE_SHADER = 37305

GL_COMPUTE_SHADER


Defines - RLGL GL blending factors

RL_ZERO = 0

GL_ZERO


RL_ONE = 1

GL_ONE


RL_SRC_COLOR = 768

GL_SRC_COLOR


RL_ONE_MINUS_SRC_COLOR = 769

GL_ONE_MINUS_SRC_COLOR


RL_SRC_ALPHA = 770

GL_SRC_ALPHA


RL_ONE_MINUS_SRC_ALPHA = 771

GL_ONE_MINUS_SRC_ALPHA


RL_DST_ALPHA = 772

GL_DST_ALPHA


RL_ONE_MINUS_DST_ALPHA = 773

GL_ONE_MINUS_DST_ALPHA


RL_DST_COLOR = 774

GL_DST_COLOR


RL_ONE_MINUS_DST_COLOR = 775

GL_ONE_MINUS_DST_COLOR


RL_SRC_ALPHA_SATURATE = 776

GL_SRC_ALPHA_SATURATE


RL_CONSTANT_COLOR = 32769

GL_CONSTANT_COLOR


RL_ONE_MINUS_CONSTANT_COLOR = 32770

GL_ONE_MINUS_CONSTANT_COLOR


RL_CONSTANT_ALPHA = 32771

GL_CONSTANT_ALPHA


RL_ONE_MINUS_CONSTANT_ALPHA = 32772

GL_ONE_MINUS_CONSTANT_ALPHA


Defines - RLGL GL blending functions/equations

RL_FUNC_ADD = 32774

GL_FUNC_ADD


RL_MIN = 32775

GL_MIN


RL_MAX = 32776

GL_MAX


RL_FUNC_SUBTRACT = 32778

GL_FUNC_SUBTRACT


RL_FUNC_REVERSE_SUBTRACT = 32779

GL_FUNC_REVERSE_SUBTRACT


RL_BLEND_EQUATION = 32777

GL_BLEND_EQUATION


RL_BLEND_EQUATION_RGB = 32777

GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)


RL_BLEND_EQUATION_ALPHA = 34877

GL_BLEND_EQUATION_ALPHA


RL_BLEND_DST_RGB = 32968

GL_BLEND_DST_RGB


RL_BLEND_SRC_RGB = 32969

GL_BLEND_SRC_RGB


RL_BLEND_DST_ALPHA = 32970

GL_BLEND_DST_ALPHA


RL_BLEND_SRC_ALPHA = 32971

GL_BLEND_SRC_ALPHA


RL_BLEND_COLOR = 32773

GL_BLEND_COLOR


Defines - RLGL GlVersion

RL_OPENGL_11 = 1

OpenGL 1.1


RL_OPENGL_21 = 2

OpenGL 2.1 (GLSL 120)


RL_OPENGL_33 = 3

OpenGL 3.3 (GLSL 330)


RL_OPENGL_43 = 4

OpenGL 4.3 (using GLSL 330)


RL_OPENGL_ES_20 = 5

OpenGL ES 2.0 (GLSL 100)


Defines - RLGL Framebuffer attachment type

RL_ATTACHMENT_COLOR_CHANNEL0 = 0

Framebuffer attachment type: color 0


RL_ATTACHMENT_COLOR_CHANNEL1 = 1

Framebuffer attachment type: color 1


RL_ATTACHMENT_COLOR_CHANNEL2 = 2

Framebuffer attachment type: color 2


RL_ATTACHMENT_COLOR_CHANNEL3 = 3

Framebuffer attachment type: color 3


RL_ATTACHMENT_COLOR_CHANNEL4 = 4

Framebuffer attachment type: color 4


RL_ATTACHMENT_COLOR_CHANNEL5 = 5

Framebuffer attachment type: color 5


RL_ATTACHMENT_COLOR_CHANNEL6 = 6

Framebuffer attachment type: color 6


RL_ATTACHMENT_COLOR_CHANNEL7 = 7

Framebuffer attachment type: color 7


RL_ATTACHMENT_DEPTH = 100

Framebuffer attachment type: depth


RL_ATTACHMENT_STENCIL = 200

Framebuffer attachment type: stencil


Defines - RLGL Framebuffer texture attachment type

RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0

Framebuffer texture attachment type: cubemap, +X side


RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1

Framebuffer texture attachment type: cubemap, -X side


RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2

Framebuffer texture attachment type: cubemap, +Y side


RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3

Framebuffer texture attachment type: cubemap, -Y side


RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4

Framebuffer texture attachment type: cubemap, +Z side


RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5

Framebuffer texture attachment type: cubemap, -Z side


RL_ATTACHMENT_TEXTURE2D = 100

Framebuffer texture attachment type: texture2d


RL_ATTACHMENT_RENDERBUFFER = 200

Framebuffer texture attachment type: renderbuffer


Defines - RLGL CullMode

RL_CULL_FACE_FRONT = 0


RL_CULL_FACE_BACK = 1


Defines - OpenGL Bitfield mask

GL_COLOR_BUFFER_BIT = 16384


GL_DEPTH_BUFFER_BIT = 256


GL_STENCIL_BUFFER_BIT = 1024


Defines - OpenGL Texture parameter

GL_NEAREST = 9728


GL_LINEAR = 9729


Defines - OpenGL Capability

GL_BLEND = 3042

If enabled, blend the computed fragment color values with the values in the color buffers. See glBlendFunc


GL_CULL_FACE = 2884

If enabled, cull polygons based on their winding in window coordinates. See glCullFace


GL_DEPTH_TEST = 2929

If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef


GL_DITHER = 3024

If enabled, dither color components or indices before they are written to the color buffer


GL_POLYGON_OFFSET_FILL = 32823

If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset


GL_POLYGON_OFFSET_LINE = 10754


GL_POLYGON_OFFSET_POINT = 10753


GL_SAMPLE_ALPHA_TO_COVERAGE = 32926

If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value


GL_SAMPLE_COVERAGE = 32928

If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage


GL_SCISSOR_TEST = 3089

If enabled, discard fragments that are outside the scissor rectangle. See glScissor


GL_STENCIL_TEST = 2960

If enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp


Defines - OpenGL Test function

GL_NEVER = 512

Always fails


GL_LESS = 513

Passes if ( ref & mask ) < ( stencil & mask )


GL_LEQUAL = 515

Passes if ( ref & mask ) <= ( stencil & mask )


GL_GREATER = 516

Passes if ( ref & mask ) > ( stencil & mask )


GL_GEQUAL = 518

Passes if ( ref & mask ) >= ( stencil & mask )


GL_EQUAL = 514

Passes if ( ref & mask ) = ( stencil & mask )


GL_NOTEQUAL = 517

Passes if ( ref & mask ) != ( stencil & mask )


GL_ALWAYS = 519

Always passes


Defines - OpenGL Face

GL_FRONT = 1028


GL_BACK = 1029


GL_FRONT_AND_BACK = 1032


Defines - OpenGL Stencil test

GL_KEEP = 7680

Keeps the current value


GL_ZERO = 0

Sets the stencil buffer value to 0


GL_REPLACE = 7681

Sets the stencil buffer value to ref, as specified by glStencilFunc


GL_INCR = 7682

Increments the current stencil buffer value. Clamps to the maximum representable unsigned value


GL_INCR_WRAP = 34055

Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value


GL_DECR = 7683

Decrements the current stencil buffer value. Clamps to 0


GL_DECR_WRAP = 34056

Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero


GL_INVERT = 5386

Bitwise inverts the current stencil buffer value


Defines - OpenGL Connection

GL_VENDOR = 7936

Returns the company responsible for this GL implementation. This name does not change from release to release


GL_RENDERER = 7937

Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release


GL_VERSION = 7938

Returns a version or release number of the form OpenGLES


GL_SHADING_LANGUAGE_VERSION = 35724

Returns a version or release number for the shading language of the form OpenGLESGLSLES


GL_EXTENSIONS = 7939

Returns a space-separated list of supported extensions to GL


Defines - CBuffer Data type

BUFFER_UNSIGNED_CHAR = 0

C type unsigned char


BUFFER_UNSIGNED_SHORT = 1

C type unsigned short


BUFFER_UNSIGNED_INT = 2

C type unsigned int


BUFFER_UNSIGNED_LONG = 3

C type unsigned long


BUFFER_CHAR = 4

C type char


BUFFER_SHORT = 5

C type short


BUFFER_INT = 6

C type int


BUFFER_LONG = 7

C type long


BUFFER_FLOAT = 8

C type float


BUFFER_DOUBLE = 9

C type double


Defines - Keyboard keys (US keyboard layout)

GLFW_KEY_UNKNOWN = -1

Key: Unknown


Defines - GLFW API tokens.

GLFW_RELEASE = 0

The key or mouse button was released


GLFW_PRESS = 1

The key or mouse button was pressed


GLFW_REPEAT = 2

The key was held down until it repeated


GLFW_CONNECTED = 262145

Joystick connected


GLFW_DISCONNECTED = 262146

Joystick disconnected


Defines - GLFW Window Events.

GLFW_WINDOW_SIZE_EVENT = 0

GLFW event window size changed


GLFW_WINDOW_MAXIMIZE_EVENT = 1

GLFW event window maximize


GLFW_WINDOW_ICONYFY_EVENT = 2

GLFW event window iconify


GLFW_WINDOW_FOCUS_EVENT = 3

GLFW event window focus


GLFW_WINDOW_DROP_EVENT = 4

GLFW event window drop


Defines - GLFW Input Events.

GLFW_KEY_EVENT = 5

GLFW event keyboard key


GLFW_CHAR_EVENT = 6

GLFW event Unicode character


GLFW_MOUSE_BUTTON_EVENT = 7

GLFW event mouse button


GLFW_MOUSE_CURSOR_POS_EVENT = 8

GLFW event cursor position


GLFW_MOUSE_SCROLL_EVENT = 9

GLFW event mouse scroll


GLFW_CURSOR_ENTER_EVENT = 10

GLFW event cursor enter/leave


GLFW_JOYSTICK_EVENT = 11

GLFW event joystick


Defines - GLFW Pen Tablet Events. NOTE! Experimental. Needs glfw PR glfw/glfw#1445.

assignGlobalInt = nil

// GLFW event pen tablet data


assignGlobalInt = nil

// GLFW event pen tablet cursor


assignGlobalInt = nil

// GLFW event pen tablet proximity


Core - Window-related functions


RL.InitWindow( Vector2 size, string title )

Initialize window and OpenGL context. Note! Should be called only in RL.config. InitWindow will still be called automatically before RL.init


RL.CloseWindow()

Close window and unload OpenGL context and free all resources


RL.WindowShouldClose()

Check if application should close (KEY_ESCAPE pressed or windows close icon clicked). Note! Not needed unless you want to make custom main loop


state = RL.IsWindowReady()

Check if window has been initialized successfully

  • Success return bool

state = RL.IsWindowFullscreen()

Check if window is currently fullscreen

  • Success return bool

state = RL.IsWindowHidden()

Check if window is currently hidden (only PLATFORM_DESKTOP)

  • Success return bool

state = RL.IsWindowMinimized()

Check if window is currently minimized (only PLATFORM_DESKTOP)

  • Success return bool

state = RL.IsWindowMaximized()

Check if window is currently maximized (only PLATFORM_DESKTOP)

  • Success return bool

state = RL.IsWindowFocused()

Check if window is currently focused (only PLATFORM_DESKTOP)

  • Success return bool

resized = RL.IsWindowResized()

Check if window has been resized from last frame

  • Success return bool

state = RL.IsWindowState( int flag )

Check if one specific window flag is enabled (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)

  • Success return bool

RL.SetWindowState( int flag )

Set window configuration state using flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)


resized = RL.ClearWindowState( int flag )

Clear window configuration state flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)

  • Success return bool

RL.ToggleFullscreen()

Toggle window state: fullscreen/windowed, resizes monitor to match window resolution


RL.ToggleBorderlessWindowed()

Toggle window state: borderless windowed, resizes window to match monitor resolution


RL.MaximizeWindow()

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)


RL.MinimizeWindow()

Set window state: minimized, if resizable (only PLATFORM_DESKTOP)


RL.RestoreWindow()

Set window state: not minimized/maximized (only PLATFORM_DESKTOP)


RL.SetWindowIcon( Image image )

Set icon for window (Only PLATFORM_DESKTOP)


RL.SetWindowIcons( Image{} images )

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


RL.SetWindowTitle( string title )

Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)


RL.SetWindowPosition( Vector2 pos )

Set window position on screen


RL.SetWindowMonitor( int monitor )

Set monitor for the current window


RL.SetWindowMinSize( Vector2 size )

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)


RL.SetWindowMaxSize( Vector2 size )

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)


RL.SetWindowSize( Vector2 size )

Set window dimensions


RL.SetWindowOpacity( float opacity )

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


RL.SetWindowFocused()

Set window focused (only PLATFORM_DESKTOP)


windowHandle = RL.GetWindowHandle()

Get native window handle. Return as lightuserdata

  • Success return lightuserdata

size = RL.GetScreenSize()

Get screen size

  • Success return Vector2

size = RL.GetRenderSize()

Get render size

  • Success return Vector2

count = RL.GetMonitorCount()

Get number of connected monitors

  • Success return int

monitor = RL.GetCurrentMonitor()

Get current connected monitor

  • Success return int

position = RL.GetMonitorPosition( int monitor )

Get specified monitor position

  • Success return Vector2

size = RL.GetMonitorSize( int monitor )

Get specified monitor size

  • Success return Vector2

size = RL.GetMonitorPhysicalSize( int monitor )

Get specified monitor physical size in millimetres

  • Success return Vector2

refreshRate = RL.GetMonitorRefreshRate( int monitor )

Get specified monitor refresh rate

  • Success return int

position = RL.GetWindowPosition()

Get window position on monitor

  • Success return Vector2

dpi = RL.GetWindowScaleDPI()

Get window scale DPI factor

  • Success return Vector2

name = RL.GetMonitorName( int monitor )

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

  • Success return string

RL.SetClipboardText( string text )

Set clipboard text content


text = RL.GetClipboardText()

Get clipboard text content

  • Success return string

image = RL.GetClipboardImage()

Get clipboard image content

  • Success return Image

RL.EnableEventWaiting()

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


RL.DisableEventWaiting()

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


Core - Cursor-related functions


RL.ShowCursor()

Shows cursor


RL.HideCursor()

Hides cursor


hidden = RL.IsCursorHidden()

Check if cursor is not visible

  • Success return bool

RL.EnableCursor()

Enables cursor (unlock cursor)


RL.DisableCursor()

Disables cursor (lock cursor)


onSreen = RL.IsCursorOnScreen()

Check if cursor is on the screen

  • Success return bool

Core - Drawing-related functions


RL.ClearBackground( Color color )

Set background color (framebuffer clear color)


RL.BeginDrawing()

Setup canvas (framebuffer) to start drawing


RL.EndDrawing()

End canvas drawing and swap buffers (double buffering)


RL.BeginMode2D( camera2D camera )

Begin 2D mode with custom camera (2D)


RL.EndMode2D()

Ends 2D mode with custom camera


RL.BeginMode3D( camera3D camera )

Begin 3D mode with custom camera (3D)


RL.EndMode3D()

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


RL.BeginTextureMode( RenderTexture target )

Begin drawing to render texture


RL.EndTextureMode()

Ends drawing to render texture


RL.BeginShaderMode( Shader shader )

Begin custom shader drawing


RL.EndShaderMode()

End custom shader drawing (use default shader)


RL.BeginBlendMode( int mode )

Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...)


RL.EndBlendMode()

End blending mode (reset to default: BLEND_ALPHA)


RL.BeginScissorMode( Rectangle rectange )

Begin scissor mode (define screen area for following drawing)


RL.EndScissorMode()

End scissor mode


Core - Shader management functions


shader = RL.LoadShader( string|nil vsFileName, string|nil fsFileName )

Load shader from files and bind default locations. NOTE: Set nil if no shader

  • Failure return nil
  • Success return Shader

shader = RL.LoadShaderFromMemory( string|nil vsCode, string|nil fsCode )

Load shader from code strings and bind default locations NOTE: Set nil if no shader

  • Failure return nil
  • Success return Shader

isValid = RL.IsShaderValid( Shader shader )

Check if a shader is valid (loaded on GPU)

  • Success return bool

shaderId = RL.GetShaderId( Shader shader )

Get shader program id

  • Success return int

location = RL.GetShaderLocation( Shader shader, string uniformName )

Get shader uniform location

  • Success return int

location = RL.GetShaderLocationAttrib( Shader shader, string attribName )

Get shader attribute location

  • Success return int

RL.SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )

Set shader location index


location = RL.GetShaderLocationIndex( Shader shader, int shaderLocationIndex )

Get shader location index

  • Success return int

RL.SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )

Set shader uniform value (matrix 4x4)


RL.SetShaderValueTexture( Shader shader, int locIndex, Texture texture )

Set shader uniform value for texture (sampler2d)


RL.SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType )

Set shader uniform value NOTE: Even one value should be in table


RL.SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count )

Set shader uniform value vector NOTE: Even one value should be in table


RL.SetShaderValueWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType )

Set shader uniform value using Buffer object


RL.SetShaderValueVWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType, int count )

Set shader uniform value vector using Buffer object


RL.UnloadShader( Shader shader )

Unload shader from GPU memory (VRAM)


Core - Screen-space-related functions


ray = RL.GetScreenToWorldRay( Vector2 mousePosition, Camera3D camera )

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

  • Success return Ray

ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size )

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

  • Success return Ray

position = RL.GetWorldToScreen( Vector3 position, Camera3D camera )

Get the screen space position for a 3d world space position

  • Success return Vector2

position = RL.GetWorldToScreenEx( Vector3 position, Camera3D camera, Vector2 size )

Get size position for a 3d world space position

  • Success return Vector2

position = RL.GetWorldToScreen2D( Vector2 position, Camera2D camera )

Get the screen space position for a 2d camera world space position

  • Success return Vector2

position = RL.GetScreenToWorld2D( Vector2 position, Camera2D camera )

Get the world space position for a 2d camera screen space position

  • Success return Vector2

matrix = RL.GetCameraMatrix( Camera3D camera )

Get camera transform matrix (view matrix)

  • Success return Matrix

matrix = RL.GetCameraMatrix2D( Camera2D camera )

Get camera 2d transform matrix

  • Success return Matrix

Core - Timing-related functions


RL.SetTargetFPS( int fps )

Set target FPS (maximum)


delta = RL.GetFrameTime()

Get time in seconds for last frame drawn (Delta time)

  • Success return float

time = RL.GetTime()

Get elapsed time in seconds since InitWindow()

  • Success return float

FPS = RL.GetFPS()

Get current FPS

  • Success return int

Core - Custom frame control functions


RL.SwapScreenBuffer()

Swap back buffer with front buffer (screen drawing)


RL.PollInputEvents()

Register all input events


RL.WaitTime( number seconds )

Wait for some time (halt program execution)


Core - Random values generation functions


RL.SetRandomSeed( int seed )

Set the seed for the random number generator


time = RL.GetRandomValue( int min, int max )

Get a random value between min and max (both included)

  • Success return int

sequence = RL.LoadRandomSequence( int count, int min, int max )

Load random values sequence, no values repeated

  • Success return int{}

Core - Misc


RL.TakeScreenshot( string fileName )

Takes a screenshot of current screen (filename extension defines format)


RL.SetConfigFlags( int flags )

Setup init configuration flags (view FLAGS)


RL.TraceLog( int logLevel, string text )

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


RL.SetTraceLogLevel( int logLevel )

Set the current threshold (minimum) log level


RL.SetLogLevelInvalid( int logLevel )

Set the log level for bad function calls and invalid data formats.


logLevel = RL.GetLogLevelInvalid()

Get the log level for bad function calls and invalid data formats.

  • Success return int

RL.OpenURL( string url )

Open URL with default system browser (if available)


enabled = RL.IsGCUnloadEnabled()

Check if Lua garbage collection is set to unload object data

  • Success return bool

RL.SetGCUnload( bool enabled )

Set Lua garbage collection to unload object data


platform = RL.GetPlatform()

Get platform. Returns "Windows", "Linux", "FreeBSD", "OpenBSD", "Apple" or "Emscripten"

  • Success return string

Core - Files management functions


buffer = RL.LoadFileData( string fileName )

Load file data as byte array (read). Buffer type is BUFFER_UNSIGNED_CHAR

  • Success return Buffer

success = RL.SaveFileData( string fileName, buffer Buffer )

Save data to file from byte array (write), returns true on success

  • Success return bool

success = RL.ExportDataAsCode( Buffer buffer, string fileName )

Export data to code (.h), returns true on success

  • Success return bool

text = RL.LoadFileText( string fileName )

Load text data from file (read)

  • Success return string

success = RL.SaveFileText( string fileName, string text )

Save text data to file (write), returns true on success

  • Success return bool

Core - Files system functions


path = RL.GetBasePath()

Return game directory (where main.lua is located)

  • Success return string

fileExists = RL.FileExists( string fileName )

Check if file exists

  • Success return bool

dirExists = RL.DirectoryExists( string dirPath )

Check if a directory path exists

  • Success return bool

hasFileExtension = RL.IsFileExtension( string fileName, string ext )

Check file extension (Including point: .png, .wav)

  • Success return bool

length = RL.GetFileLength( string fileName )

Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)

  • Success return int

extension = RL.GetFileExtension( string fileName )

Get pointer to extension for a filename string (Includes dot: '.png')

  • Success return string

fileName = RL.GetFileName( string filePath )

Get pointer to filename for a path string

  • Success return string

fileName = RL.GetFileNameWithoutExt( string filePath )

Get filename string without extension (Uses static string)

  • Success return string

filePath = RL.GetDirectoryPath( string filePath )

Get full path for a given fileName with path (Uses static string)

  • Success return string

directory = RL.GetPrevDirectoryPath( string dirPath )

Get previous directory path for a given path (Uses static string)

  • Success return string

directory = RL.GetWorkingDirectory()

Get current working directory (Uses static string)

  • Success return string

directory = RL.GetApplicationDirectory()

Get the directory of the running application (uses static string)

  • Success return string

success = RL.MakeDirectory( string dirPath )

Create directories (including full path requested), returns 0 on success

  • Success return int

success = RL.ChangeDirectory( string directory )

Change working directory, return true on success

  • Success return bool

isFile = RL.IsPathFile( string path )

Check if a given path is a file or a directory

  • Success return bool

isValid = RL.IsFileNameValid( string fileName )

Check if fileName is valid for the platform/OS

  • Success return bool

fileNames = RL.LoadDirectoryFiles( string dirPath )

Load directory filepaths

  • Success return string{}

fileNames = RL.LoadDirectoryFilesEx( string basePath, string|nil filter, bool scanSubdirs )

Load directory filepaths with extension filtering and recursive directory scan

  • Success return string{}

iSFileDropped = RL.IsFileDropped()

Check if a file has been dropped into window

  • Success return bool

files = RL.LoadDroppedFiles()

Load dropped filepaths

  • Success return string{}

time = RL.GetFileModTime( string fileName )

Get file modification time (Last write time)

  • Success return int

Core - Compression/Encoding functionality


compData = RL.CompressData( Buffer buffer )

Compress data (DEFLATE algorithm)

  • Success return Buffer

decompData = RL.DecompressData( Buffer compData )

Decompress data (DEFLATE algorithm).

  • Success Buffer

encodedData, outputSize = RL.EncodeDataBase64( string data )

Encode data to Base64 string

  • Success return string, int

decodedData, outputSize = RL.DecodeDataBase64( string data )

Decode Base64 string data

  • Success return string, int

code = RL.ComputeCRC32( Buffer data )

Compute CRC32 hash code. Note! Buffer should be type BUFFER_UNSIGNED_CHAR

  • Failure return false
  • Success return int

code = RL.ComputeMD5( Buffer data )

Compute MD5 hash code, returns static int[4] (16 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR

  • Failure return false
  • Success return int{4}

code = RL.ComputeSHA1( Buffer data )

Compute SHA1 hash code, returns static int[5] (20 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR

  • Failure return false
  • Success return int{5}

Core - Automation events functionality


eventList = RL.LoadAutomationEventList( string|nil fileName )

Load automation events list from file, nil for empty list, capacity = MAX_AUTOMATION_EVENTS

  • Success return AutomationEventList

RL.UnloadAutomationEventList( AutomationEventList list )

Unload automation events list from file


success = RL.ExportAutomationEventList( string fileName )

Export automation events list as text file

  • Failure return false
  • Success return true

RL.SetAutomationEventList( AutomationEventList list )

Set automation event list to record to


RL.SetAutomationEventBaseFrame( int frame )

Set automation event internal base frame to start recording


RL.StartAutomationEventRecording()

Start recording automation events (AutomationEventList must be set)


RL.StopAutomationEventRecording()

Stop recording automation events


RL.PlayAutomationEvent( AutomationEvent event )

Play a recorded automation event


capacity = RL.GetAutomationEventListCapacity( AutomationEventList list )

Get automation event list capacity

  • Success return int

count = RL.GetAutomationEventListCount( AutomationEventList list )

Get automation event list count

  • Success return int

event = RL.GetAutomationEvent( AutomationEventList list, int index )

Get automation event from automation event list. Return as lightuserdata

  • Failure return nil
  • Success return AutomationEvent

frame = RL.GetAutomationEventFrame( AutomationEvent event )

Get automation event frame

  • Success return int

type = RL.GetAutomationEventType( AutomationEvent event )

Get automation event type

  • Success return int

params = RL.GetAutomationEventParams( AutomationEvent event )

Get automation event params

  • Success return int{}

Core - Input-related functions: keyboard


pressed = RL.IsKeyPressed( int key )

Detect if a key has been pressed once

  • Success return bool

pressed = RL.IsKeyPressedRepeat( int key )

Check if a key has been pressed again (Only PLATFORM_DESKTOP)

  • Success return bool

pressed = RL.IsKeyDown( int key )

Detect if a key is being pressed

  • Success return bool

released = RL.IsKeyReleased( int key )

Detect if a key has been released once

  • Success return bool

released = RL.IsKeyUp( int key )

Check if a key is NOT being pressed

  • Success return bool

keycode = RL.GetKeyPressed()

Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty

  • Success return int

unicode = RL.GetCharPressed()

Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty

  • Success return int

RL.SetExitKey( int key )

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


Core - Input-related functions: gamepads


available = RL.IsGamepadAvailable( int gamepad )

Detect if a gamepad is available

  • Success return bool

name = RL.GetGamepadName( int gamepad )

Return gamepad internal name id

  • Success return string

pressed = RL.IsGamepadButtonPressed( int gamepad, int button )

Detect if a gamepad button has been pressed once

  • Success return bool

pressed = RL.IsGamepadButtonDown( int gamepad, int button )

Detect if a gamepad button is being pressed

  • Success return bool

released = RL.IsGamepadButtonReleased( int gamepad, int button )

Detect if a gamepad button has been released once

  • Success return bool

notPressed = RL.IsGamepadButtonUp( int gamepad, int button )

Check if a gamepad button is NOT being pressed

  • Success return bool

button = RL.GetGamepadButtonPressed()

Get the last gamepad button pressed

  • Success return int

count = RL.GetGamepadAxisCount( int gamepad )

Return gamepad axis count for a gamepad

  • Success return int

value = RL.GetGamepadAxisMovement( int gamepad, int axis )

Return axis movement value for a gamepad axis

  • Success return float

result = RL.SetGamepadMappings( string mappings )

Set internal gamepad mappings (SDL_GameControllerDB)

  • Success return int

RL.SetGamepadVibration( int gamepad, float leftMotor, float rightMotor, float duration )

Set gamepad vibration for both motors (duration in seconds)


Core - Input-related functions: mouse


pressed = RL.IsMouseButtonPressed( int button )

Detect if a mouse button has been pressed once

  • Success return bool

pressed = RL.IsMouseButtonDown( int button )

Detect if a mouse button is being pressed

  • Success return bool

released = RL.IsMouseButtonReleased( int button )

Detect if a mouse button has been released once

  • Success return bool

released = RL.IsMouseButtonUp( int button )

Check if a mouse button is NOT being pressed

  • Success return bool

position = RL.GetMousePosition()

Returns mouse position

  • Success return Vector2

position = RL.GetMouseDelta()

Get mouse delta between frames

  • Success return Vector2

RL.SetMousePosition( Vector2 position )

Set mouse position XY


RL.SetMouseOffset( Vector2 offset )

Set mouse offset


RL.SetMouseScale( Vector2 scale )

Set mouse scaling


offset = RL.GetMouseOffset()

Get mouse offset

  • Success return Vector2

scale = RL.GetMouseScale()

Get mouse scale

  • Success return Vector2

movement = RL.GetMouseWheelMove()

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

  • Success return float

movement = RL.GetMouseWheelMoveV()

Get mouse wheel movement for both X and Y

  • Success return Vector2

RL.SetMouseCursor( int cursor )

Set mouse cursor


Core - Input-related functions: touch


position = RL.GetTouchPosition( int index )

Get touch position XY for a touch point index (relative to screen size)

  • Success return Vector2

id = RL.GetTouchPointId( int index )

Get touch point identifier for given index

  • Success return int

count = RL.GetTouchPointCount()

Get touch point identifier for given index

  • Success return int

Core - Input-related functions: gestures


RL.SetGesturesEnabled( unsigned int flags )

Enable a set of gestures using flags


detected = RL.IsGestureDetected( int gesture )

Check if a gesture have been detected

  • Success return bool

gesture = RL.GetGestureDetected()

Get latest detected gesture

  • Success return int

time = RL.GetGestureHoldDuration()

Get gesture hold time in milliseconds

  • Success return float

vector = RL.GetGestureDragVector()

Get gesture drag vector

  • Success return Vector2

angle = RL.GetGestureDragAngle()

Get gesture drag angle

  • Success return float

vector = RL.GetGesturePinchVector()

Get gesture pinch delta

  • Success return Vector2

angle = RL.GetGesturePinchAngle()

Get gesture pinch angle

  • Success return float

Core - Camera2D System functions


camera2D = RL.CreateCamera2D()

Return camera2D set to default configuration

  • Success return Camera2D

RL.SetCamera2DTarget( camera2D camera, Vector2 target )

Set camera target (rotation and zoom origin)


RL.SetCamera2DOffset( camera2D camera, Vector2 offset )

Set camera offset (displacement from target)


RL.SetCamera2DRotation( camera2D camera, float rotation )

Set camera rotation in degrees


RL.SetCamera2DZoom( camera2D camera, float zoom )

Set camera zoom (scaling), should be 1.0f by default


target = RL.GetCamera2DTarget( camera2D camera )

Get camera2D target

  • Success return Vector2

offset = RL.GetCamera2DOffset( camera2D camera )

Get camera2D offset

  • Success return Vector2

rotation = RL.GetCamera2DRotation( camera2D camera )

Get camera2D rotation

  • Success return float

zoom = RL.GetCamera2DZoom( camera2D camera )

Get camera2D zoom

  • Success return float

Core - Camera3D System functions


camera = RL.CreateCamera3D()

Return camera3D id set to default configuration

  • Success return int

RL.SetCamera3DPosition( camera3D camera, Vector3 position )

Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)


RL.SetCamera3DTarget( camera3D camera, Vector3 target )

Set camera target it looks-at


RL.SetCamera3DUp( camera3D camera, Vector3 up )

Set camera up vector (Rotation over it's axis)


RL.SetCamera3DFovy( camera3D camera, float fovy )

Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic


RL.SetCamera3DProjection( camera3D camera, int projection )

Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC)


position = RL.GetCamera3DPosition( camera3D camera )

Get camera position

  • Success return Vector3

target = RL.GetCamera3DTarget( camera3D camera )

Get camera target it looks-at

  • Success return Vector3

up = RL.GetCamera3DUp( camera3D camera )

Get camera up vector (Rotation over it's axis)

  • Success return Vector3

fovy = RL.GetCamera3DFovy( camera3D camera )

Get camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic

  • Success return float

projection = RL.GetCamera3DProjection( camera3D camera )

Get camera projection mode

  • Success return int

forward = RL.GetCamera3DForward( camera3D camera )

Returns the cameras forward vector (normalized)

  • Success return Vector3

up = RL.GetCamera3DUpNormalized( camera3D camera )

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

  • Success return Vector3

right = RL.GetCamera3DRight( camera3D camera )

Returns the cameras right vector (normalized)

  • Success return Vector3

RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane )

Moves the camera in it's forward direction


RL.Camera3DMoveUp( camera3D camera, float distance )

Moves the camera in it's up direction


RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )

Moves the camera target in it's current right direction


RL.Camera3DMoveToTarget( camera3D camera, float delta )

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


RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )

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


RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )

Rotates the camera around it's right vector, pitch is "looking up and down"

  • lockView prevents camera overrotation (aka "somersaults")
  • rotateAroundTarget defines if rotation is around target or around it's position
  • rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) NOTE: angle must be provided in radians

RL.Camera3DRoll( camera3D camera, float angle )

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


view = RL.GetCamera3DViewMatrix( camera3D camera )

Returns the camera view matrix

  • Success return Matrix

projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )

Returns the camera projection matrix

  • Success return Matrix

RL.UpdateCamera3D( camera3D camera, int mode )

Update camera position for selected mode


RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom )

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


Core - Buffer management functions


buffer = RL.LoadBuffer( data{} buffer, int type )

Load Buffer. Type should be one of the Buffer types. Empty buffer will set data to NULL.

  • Success return Buffer

buffer = RL.LoadBufferFormatted( int length, int type, int value )

Load formatted buffer with all values set to 'value'

  • Success return Buffer

buffer = RL.LoadBufferFromFile( string path, int type )

Read buffer data from binary file

  • Failure return nil
  • Success return Buffer

buffer = RL.LoadBufferFromString( string buffer )

Read buffer data from string

  • Failure return nil
  • Success return Buffer

RL.UnloadBuffer( Buffer buffer )

Unload buffer data


RL.CopyBufferData( Buffer dst, Buffer src, int posDst, int posSrc, int size )

Copy buffer data to another buffer. Size is in bytes


RL.SetBufferData( Buffer buffer, int position, any{} values )

Set buffer data value


RL.SwapBufferEndianness( Buffer buffer )

Swap buffer endianness from big endian to little endian and vice versa


data = RL.GetBufferData( Buffer buffer, int position, int length )

Get buffer data as table in the format it was stored

  • Success return data{}

string = RL.GetBufferAsString( Buffer buffer )

Get buffer as string

  • Success return string

type = RL.GetBufferType( Buffer buffer )

Get buffer type

  • Success return int

size = RL.GetBufferSize( Buffer buffer )

Get buffer size in bytes

  • Success return int

size = RL.GetBufferElementSize( Buffer buffer )

Get buffer element size in bytes

  • Success return int

length = RL.GetBufferLength( Buffer buffer )

Get buffer element count

  • Success return int

RL.ExportBuffer( Buffer buffer, string path )

Write buffer data to binary file


Shapes - Basic shapes drawing functions


RL.SetShapesTexture( Texture texture, Rectangle source )

Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call


texture = RL.GetShapesTexture()

Get texture that is used for shapes drawing. Return as lightuserdata

  • Success return Texture

source = RL.GetShapesTextureRectangle()

Get texture source rectangle that is used for shapes drawing

  • Success return Rectangle

RL.DrawPixel( Vector2 pos, Color color )

Draw a pixel


RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )

Draw a line defining thickness


RL.DrawLineStrip( Vector2{} points, Color color )

Draw lines sequence


RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )

Draw a line using cubic-bezier curves in-out


RL.DrawCircle( Vector2 center, float radius, Color color )

Draw a color-filled circle


RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )

Draw a piece of a circle


RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )

Draw circle sector outline


RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 )

Draw a gradient-filled circle


RL.DrawCircleLines( Vector2 center, float radius, Color color )

Draw circle outline


RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color )

Draw ellipse


RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color )

Draw ellipse outline


RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )

Draw ring


RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )

Draw ring outline


RL.DrawRectangle( Rectangle rec, Color color )

Draw a color-filled rectangle


RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )

Draw a color-filled rectangle with pro parameters


RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 )

Draw a vertical-gradient-filled rectangle


RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 )

Draw a horizontal-gradient-filled rectangle


RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 )

Draw a gradient-filled rectangle with custom vertex colors


RL.DrawRectangleLines( Rectangle rec, Color color )

Draw rectangle outline


RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color )

Draw rectangle outline with extended parameters


RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color )

Draw rectangle with rounded edges


RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color )

Draw rectangle lines with rounded edges


RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color )

Draw rectangle with rounded edges outline


RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )

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


RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )

Draw triangle outline (Vertex in counter-clockwise order!)


RL.DrawTriangleFan( Vector2{} points, Color color )

Draw a triangle fan defined by points (first vertex is the center)


RL.DrawTriangleStrip( Vector2{} points, Color color )

Draw a triangle strip defined by points


RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color )

Draw a regular polygon (Vector version)


RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color )

Draw a polygon outline of n sides


RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color )

Draw a polygon outline of n sides with extended parameters


Shapes - Splines drawing functions


RL.DrawSplineLinear( Vector2{} points, float thick, Color color )

Draw spline: Linear, minimum 2 points


RL.DrawSplineBasis( Vector2{} points, float thick, Color color )

Draw spline: B-Spline, minimum 4 points


RL.DrawSplineCatmullRom( Vector2{} points, float thick, Color color )

Draw spline: Catmull-Rom, minimum 4 points


RL.DrawSplineBezierQuadratic( Vector2{} points, float thick, Color color )

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


RL.DrawSplineBezierCubic( Vector2{} points, float thick, Color color )

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


RL.DrawSplineSegmentLinear( Vector2 p1, Vector2 p2, float thick, Color color )

Draw spline segment: Linear, 2 points


RL.DrawSplineSegmentBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )

Draw spline segment: B-Spline, 4 points


RL.DrawSplineSegmentCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )

Draw spline segment: Catmull-Rom, 4 points


RL.DrawSplineSegmentBezierQuadratic( Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color )

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


RL.DrawSplineSegmentBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color )

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


Shapes - Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]


point = RL.GetSplinePointLinear( Vector2 startPos, Vector2 endPos, float t )

Get (evaluate) spline point: Linear

  • Success return Vector2

point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )

Get (evaluate) spline point: B-Spline

  • Success return Vector2

point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )

Get (evaluate) spline point: Catmull-Rom

  • Success return Vector2

point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t )

Get (evaluate) spline point: Quadratic Bezier

  • Success return Vector2

point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t )

Get (evaluate) spline point: Cubic Bezier

  • Success return Vector2

Shapes - Basic shapes collision detection functions


collision = RL.CheckCollisionRecs( Rectangle rec1, Rectangle rec2 )

Check collision between two rectangles

  • Success return bool

collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )

Check collision between two circles

  • Success return bool

collision = RL.CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )

Check collision between circle and rectangle

  • Success return bool

collision = RL.CheckCollisionCircleLine( Vector2 center, float radius, Vector2 p1, Vector2 p2 )

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

  • Success return bool

collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec )

Check if point is inside rectangle

  • Success return bool

collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )

Check if point is inside circle

  • Success return bool

collision = RL.CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )

Check if point is inside a triangle

  • Success return bool

collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points )

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

  • Success return bool

collision, position = RL.CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 )

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

  • Success return bool, Vector2

collision = RL.CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold )

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

  • Success return bool

rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 )

Get collision rectangle for two rectangles collision

  • Success return Rectangle

Textures - Image loading functions


image = RL.LoadImage( string fileName )

Load image from file into CPU memory (RAM)

  • Failure return nil
  • Success return Image

image = RL.LoadImageRaw( string fileName, Vector2 size, int format, int headerSize )

Load image from RAW file data

  • Failure return nil
  • Success return Image

image, frameCount = RL.LoadImageAnim( string fileName )

Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format

  • Failure return nil
  • Success return Image, int

image, frameCount = RL.LoadImageAnimFromMemory( string fileType, Buffer fileData )

Load image sequence from memory buffer. All frames are returned in RGBA format

  • Success return Image, int

image, frameCount = RL.LoadImageFromMemory( string fileType, Buffer data )

Load image from memory buffer, fileType refers to extension: i.e. '.png'

  • Success return Image

image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )

Load image from data

  • Success return Image

image = RL.LoadImageFromTexture( Texture texture )

Load image from GPU texture data

  • Success return Image

image = RL.LoadImageFromScreen()

Load image from screen buffer and (screenshot)

  • Success return Image

isValid = RL.IsImageValid( Image image )

Check if an image is valid (data and parameters)

  • Success return bool

RL.UnloadImage( Image image )

Unload image from CPU memory (RAM)


success = RL.ExportImage( Image image, string fileName )

Export image data to file, returns true on success

  • Success return bool

buffer = RL.ExportImageToMemory( Image image, string fileType )

Export image to memory buffer

  • Success return Buffer

success = RL.ExportImageAsCode( Image image, string fileName )

Export image as code file defining an array of bytes, returns true on success

  • Success return bool

Textures - Image generation functions


image = RL.GenImageColor( Vector2 size, Color color )

Generate image: plain color

  • Success return Image

image = RL.GenImageGradientLinear( Vector2 size, int direction, Color a, Color b )

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

  • Success return Image

image = RL.GenImageGradientRadial( Vector2 size, float density, Color inner, Color outer )

Generate image: radial gradient

  • Success return Image

image = RL.GenImageGradientSquare( Vector2 size, float density, Color inner, Color outer )

Generate image: square gradient

  • Success return Image

image = RL.GenImageChecked( Vector2 size, Vector2 checks, Color col1, Color col2 )

Generate image: checked

  • Success return Image

image = RL.GenImageWhiteNoise( Vector2 size, float factor )

Generate image: white noise

  • Success return Image

image = RL.GenImagePerlinNoise( Vector2 size, Vector2 offset, float factor )

Generate image: perlin noise

  • Success return Image

image = RL.GenImageCellular( Vector2 size, int tileSize )

Generate image: cellular algorithm. Bigger tileSize means bigger cells

  • Success return Image

image = RL.GenImageText( Vector2 size, string text )

Generate image: grayscale image from text data

  • Success return Image

Textures - Image manipulation functions


image = RL.ImageCopy( Image image )

Create an image duplicate (useful for transformations)

  • Success return Image

image = RL.ImageFromImage( Image image, Rectangle rec )

Create an image from another image piece

  • Success return Image

image = RL.ImageFromChannel( Image image, int selectedChannel )

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

  • Success return Image

image = RL.ImageText( string text, int fontSize, Color tint )

Create an image from text (default font)

  • Success return Image

image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )

Create an image from text (custom sprite font)

  • Success return Image

RL.ImageFormat( Image image, int newFormat )

Convert image data to desired format


RL.ImageToPOT( Image image, Color fill )

Convert image to POT (power-of-two)


RL.ImageCrop( Image image, Rectangle crop )

Crop an image to a defined rectangle


RL.ImageAlphaCrop( Image image, float threshold )

Crop image depending on alpha value


RL.ImageAlphaClear( Image image, Color color, float threshold )

Clear alpha channel to desired color


RL.ImageAlphaMask( Image image, Image alphaMask )

Apply alpha mask to image


RL.ImageAlphaPremultiply( Image image )

Premultiply alpha channel


RL.ImageBlurGaussian( Image image, int blurSize )

Apply Gaussian blur using a box blur approximation


RL.ImageKernelConvolution( Image image, float{} kernel )

Apply custom square convolution kernel to image


RL.ImageResize( Image image, Vector2 size )

Resize image (Bicubic scaling algorithm)


RL.ImageResizeNN( Image image, Vector2 size )

Resize image (Nearest-Neighbor scaling algorithm)


RL.ImageResizeCanvas( Image image, Vector2 size, Vector2 offset, Color fill )

Resize canvas and fill with color


RL.ImageMipmaps( Image image )

Generate all mipmap levels for a provided image


RL.ImageDither( Image image, Color bpp )

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


RL.ImageFlipVertical( Image image )

Flip image vertically


RL.ImageFlipHorizontal( Image image )

Flip image horizontally


RL.ImageRotate( Image image, int degrees )

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


RL.ImageRotateCW( Image image )

Rotate image clockwise 90deg


RL.ImageRotateCCW( Image image )

Rotate image counter-clockwise 90deg


RL.ImageColorTint( Image image, Color color )

Modify image color: tint


RL.ImageColorInvert( Image image )

Modify image color: invert


RL.ImageColorGrayscale( Image image )

Modify image color: grayscale


RL.ImageColorContrast( Image image, float contrast )

Modify image color: contrast (-100 to 100)


RL.ImageColorBrightness( Image image, int brightness )

Modify image color: brightness (-255 to 255)


RL.ImageColorReplace( Image image, Color color, Color replace )

Modify image color: replace color


colors = RL.LoadImageColors( Image image )

Load color data from image as a Color array (RGBA - 32bit)

  • Success return Color{}

colors = RL.LoadImagePalette( Image image, int maxPaletteSize )

Load colors palette from image as a Color array (RGBA - 32bit)

  • Success return Color{}

rectangle = RL.GetImageAlphaBorder( Image image, float threshold )

Get image alpha border rectangle

  • Success return Rectangle

color = RL.GetImageColor( Image image, Vector2 pixelPos )

Get image pixel color at (x, y) position

  • Success return Color

Textures - Image configuration functions


imageData = RL.GetImageData( Image image )

Get image data as Buffer

  • Success return Buffer

size = RL.GetImageSize( Image image )

Get image size

  • Success return Vector2

mipmaps = RL.GetImageMipmaps( Image image )

Get image mipmaps. Mipmap levels, 1 by default

  • Success return int

format = RL.GetImageFormat( Image image )

Get image data format (PixelFormat type)

  • Success return int

Textures - Image drawing functions


RL.ImageClearBackground( Image dst, Color color )

Clear image background with given color


RL.ImageDrawPixel( Image dst, Vector2 position, Color color )

Draw pixel within an image


RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )

Draw line within an image


RL.ImageDrawLineEx( Image dst, Vector2 start, Vector2 end, int thick, Color color )

Draw a line defining thickness within an image


RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color )

Draw circle within an image


RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )

Draw circle outline within an image


RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color )

Draw rectangle within an image


RL.ImageDrawRectangleLines( Image dst, Rectangle rec, int thick, Color color )

Draw rectangle lines within an image


RL.ImageDrawTriangle( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )

Draw triangle within an image


RL.ImageDrawTriangleEx( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3 )

Draw triangle with interpolated colors within an image


RL.ImageDrawTriangleLines( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )

Draw triangle outline within an image


RL.ImageDrawTriangleFan( Image *dst, Vector2{} points, Color color )

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


RL.ImageDrawTriangleStrip( Image *dst, Vector2{} points, Color color )

Draw a triangle strip defined by points within an image


RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint )

Draw a source image within a destination image (Tint applied to source)


RL.ImageDrawText( Image dst, string text, Vector2 position, float fontSize, Color tint )

Draw text (using default font) within an image (destination)


RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )

Draw text (Custom sprite font) within an image (Destination)


Textures - Texture loading functions


texture = RL.GetTextureDefault()

Get default texture. Return as lightuserdata

  • Success return Texture

texture = RL.LoadTexture( string fileName )

Load texture from file into GPU memory ( VRAM )

  • Failure return nil
  • Success return Texture

texture = RL.LoadTextureFromImage( Image image )

Load texture from image data

  • Success return Texture

texture = RL.LoadTextureCubemap( Image image, int layout )

Load cubemap from image, multiple image cubemap layouts supported

  • Success return Texture

texture = RL.LoadTextureFromData( Texture{} textureData )

Load Texture from data

  • Success return Texture

renderTexture = RL.LoadRenderTexture( Vector2 size )

Load texture for rendering (framebuffer)

  • Success return RenderTexture

renderTexture = RL.LoadRenderTextureFromData( Texture{} renderTextureData )

Load RenderTexture from data (framebuffer)

  • Success return RenderTexture

isValid = RL.IsTextureValid( Texture texture )

Check if a texture is valid (loaded in GPU)

  • Success return bool

RL.UnloadTexture( Texture texture )

Unload texture from GPU memory (VRAM)


isValid = RL.IsRenderTextureValid( RenderTexture target )

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

  • Success return bool

RL.UnloadRenderTexture( RenderTexture target )

Unload render texture from GPU memory (VRAM)


RL.UpdateTexture( Texture texture, Buffer pixels )

Update GPU texture with new data


RL.UpdateTextureRec( Texture texture, Rectangle rec, Buffer pixels )

Update GPU texture rectangle with new data.


Textures - Texture configuration functions


RL.GenTextureMipmaps( Texture texture )

Generate GPU mipmaps for a texture


RL.SetTextureFilter( Texture texture, int filter )

Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...)


RL.SetTextureWrap( Texture texture, int wrap )

Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...)


id = RL.GetTextureId( Texture texture )

Get OpenGL texture id

  • Success return int

size = RL.GetTextureSize( Texture texture )

Get texture size

  • Success return Vector2

mipmaps = RL.GetTextureMipmaps( Texture texture )

Get texture mipmaps. Mipmap levels, 1 by default

  • Success return int

format = RL.GetTextureFormat( Texture texture )

Get texture data format (PixelFormat type)

  • Success return int

Textures - Texture drawing functions


RL.DrawTexture( Texture texture, Vector2 position, Color tint )

Draw a Texture2D


RL.DrawTextureEx( Texture texture, Vector2 position, float rotation, float scale, Color tint )

Draw a Texture2D with extended parameters


RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )

Draw a part of a texture defined by a rectangle


RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )

Draw a part of a texture defined by a rectangle with "pro" parameters


RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )

Draws a texture (or part of it) that stretches or shrinks nicely


RL.DrawTextureNPatchRepeat( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )

Draws a texture (or part of it) that repeats nicely


Textures - RenderTexture configuration functions


id = RL.GetRenderTextureId( RenderTexture renderTexture )

Get OpenGL framebuffer object id

  • Success return int

texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )

Get color buffer attachment texture. Returns as lightuserdata

  • Success return Texture

texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )

Get depth buffer attachment texture. Returns as lightuserdata

  • Success return Texture

Textures - Color/pixel related functions


isEqual = RL.ColorIsEqual( Color col1, Color col2 )

Check if two colors are equal

  • Success return bool

color = RL.Fade( Color color, float alpha )

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

  • Success return Color

value = RL.ColorToInt( Color color )

Returns hexadecimal value for a Color

  • Success return int

color = RL.ColorNormalize( Color color )

Returns Color normalized as float [0..1]

  • Success return Vector4

color = RL.ColorFromNormalized( Vector4 normalized )

Color from normalized values [0..1]

  • Success return Color

HSV = RL.ColorToHSV( Color color )

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

  • Success return Vector3

color = RL.ColorFromHSV( float hue, float saturation, float value )

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

  • Success return Color

color = RL.ColorTint( Color color, Color tint )

Get color multiplied with another color

  • Success return Color

color = RL.ColorBrightness( Color color, float factor )

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

  • Success return Color

color = RL.ColorContrast( Color color, float contrast )

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

  • Success return Color

color = RL.ColorAlpha( Color color, float alpha )

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

  • Success return Color

color = RL.ColorAlphaBlend( Color dst, Color src, Color tint )

Returns src alpha-blended into dst color with tint

  • Success return Color

color = RL.ColorLerp( Color color1, Color color2, float factor )

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

  • Success return Color

color = RL.GetColor( int hexValue )

Get Color structure from hexadecimal value

  • Success return Color

size = RL.GetPixelDataSize( Vector2 size, int format )

Get pixel data size in bytes for certain format

  • Success return int

Text - Font loading/unloading functions


font = RL.GetFontDefault()

Get the default Font. Return as lightuserdata

  • Success return Font

font = RL.LoadFont( string fileName )

Load font from file into GPU memory (VRAM)

  • Failure return nil
  • Success return Font

font = RL.LoadFontEx( string fileName, int fontSize, int{}|nil codepoints )

Load font from file with extended parameters, use NULL for codepoints to load the default character set

  • Failure return nil
  • Success return Font

font = RL.LoadFontFromImage( Image image, Color key, int firstChar )

Load font from Image (XNA style)

  • Success return Font

font = RL.LoadFontFromMemory( string fileType, Buffer fileData, int fontSize, int{} codepoints )

Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: fileData type should be unsigned char

  • Success return Font

font = RL.LoadFontFromData( Font{} fontData )

Load Font from data

  • Success return Font

font = RL.FontCopy( Font font )

Load font copy as new userdata

  • Success return Font

isValid = RL.IsFontValid( Font font )

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

  • Success return bool

glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type )

Load font data for further use. NOTE: fileData type should be unsigned char

  • Success return GlyphInfo{}

image, rectangles = RL.GenImageFontAtlas( GlyphInfo{} glyphs, int fontSize, int padding, int packMethod )

Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline

  • Success Image, Rectangle{}

RL.UnloadFont( Font font )

Unload font from GPU memory (VRAM)


RL.ExportFontAsCode( Font font, string fileName )

Export font as code file, returns true on success

  • Success return bool

Text - Text drawing functions


RL.DrawFPS( Vector2 pos )

Draw current FPS


RL.DrawText( string text, Vector2 position, float fontSize, Color tint )

Draw text (using default font)


RL.DrawTextEx( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )

Draw text using font and additional parameters


RL.DrawTextPro( Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint )

Draw text using Font and pro parameters (rotation)


RL.DrawTextCodepoint( Font font, int codepoint, Vector2 position, float fontSize, Color tint )

Draw one character (codepoint)


RL.DrawTextCodepoints( Font font, int{} codepoints, Vector2 position, float fontSize, float spacing, Color tint )

Draw multiple character (codepoint)


mouseCharId, textOffset = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight )

Draw text using font inside rectangle limits.

  • Success return int, Vector2

mouseCharId, textOffset = RL.DrawTextBoxedEx( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight, Vector2 textOffset )

Draw text using font inside rectangle limits. Return character id from mouse position (default 0). textOffset can be used to set start position inside rectangle. Usefull to pass from previous DrawTextBoxedEx for continuous text.

  • Success return int, Vector2

Text - Text font info functions


RL.SetTextLineSpacing( int spacing )

Set vertical line spacing when drawing with line-breaks


spacing = RL.GetTextLineSpacing()

Get vertical line spacing when drawing with line-breaks

  • Success return int

width = RL.MeasureText( string text, int fontSize )

Measure string width for default font

  • Success return int

size = RL.MeasureTextEx( Font font, string text, float fontSize, float spacing )

Measure string size for Font

  • Success return Vector2

index = RL.GetGlyphIndex( Font font, int codepoint )

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

  • Success return int

glyphInfo = RL.GetGlyphInfo( Font font, int codepoint )

Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found. Return as lightuserdata

  • Success return GlyphInfo

glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index )

Get glyph font info data by index. Return as lightuserdata

  • Failure return nil
  • Success return GlyphInfo

rect = RL.GetGlyphAtlasRec( Font font, int codepoint )

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

  • Success return Rectangle

rect = RL.GetGlyphAtlasRecByIndex( Font font, int index )

Get glyph rectangle in font atlas by index

  • Failure return nil
  • Success return Rectangle

baseSize = RL.GetFontBaseSize( Font font )

Get font base size (default chars height)

  • Success return int

glyphCount = RL.GetFontGlyphCount( Font font )

Get font number of glyph characters

  • Success return int

glyphPadding = RL.GetFontGlyphPadding( Font font )

Get font padding around the glyph characters

  • Success return int

texture = RL.GetFontTexture( Font font )

Get font texture atlas containing the glyphs. Return as lightuserdata

  • Success return Texture

Text - GlyphInfo management functions


glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData )

Load GlyphInfo from data

  • Success return GlyphInfo

RL.UnloadGlyphInfo( GlyphInfo glyphInfo )

Unload glyphInfo image from CPU memory (RAM)


RL.SetGlyphInfoValue( GlyphInfo glyphInfo, int value )

Set glyphInfo character value (Unicode)


RL.SetGlyphInfoOffset( GlyphInfo glyphInfo, Vector2 offset )

Set glyphInfo character offset when drawing


RL.SetGlyphInfoAdvanceX( GlyphInfo glyphInfo, int advanceX )

Set glyphInfo character advance position X


RL.SetGlyphInfoImage( GlyphInfo glyphInfo, Image image )

Set glyphInfo character image data


value = RL.GetGlyphInfoValue( GlyphInfo glyphInfo )

Get glyphInfo character value (Unicode)

  • Success return int

offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo )

Get glyphInfo character offset when drawing

  • Success return Vector2

advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo )

Get glyphInfo character advance position X

  • Success return int

image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo )

Get glyphInfo character image data. Return as lightuserdata

  • Success return Image

Text - Text codepoints management functions (unicode characters)


string = RL.LoadUTF8( int{} codepoints )

Load UTF-8 text encoded from codepoints array

  • Success return string

codepoints = RL.LoadCodepoints( string text )

Load all codepoints from a UTF-8 text string

  • Success return int{}

count = RL.GetCodepointCount( string text )

Get total number of codepoints in a UTF-8 encoded string

  • Success return int

codepoint, codepointSize = RL.GetCodepoint( string text, int position )

Get codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

  • Success return int, int

codepoint, codepointSize = RL.GetCodepointNext( string text, int position )

Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

  • Success return int, int

codepoint, codepointSize = RL.GetCodepointPrevious( string text, int position )

Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

  • Success return int, int

string = RL.CodepointToUTF8( int codepoint )

Encode one codepoint into UTF-8 byte array

  • Success return string

Text - Text strings management functions (no UTF-8 strings, only byte chars)


text = RL.TextSubtext( string text, int position, int length )

Get a piece of a text string

  • Success return string

text = RL.TextReplace( string text, string replace, string by )

Replace text string

  • Success return string

text = RL.TextInsert( string text, string insert, int position )

Insert text in a specific position, moves all text forward

  • Success return string

splits = RL.TextSplit( string text, char delimiter )

Split text into multiple strings

  • Success return string{}

index = RL.TextFindIndex( string text, string find )

Find first text occurrence within a string

  • Success return int

text = RL.TextToPascal( string text )

Get Pascal case notation version of provided string

  • Success return string

text = RL.TextToSnake( string text )

Get Snake case notation version of provided string

  • Success return string

text = RL.TextToCamel( string text )

Get Camel case notation version of provided string

  • Success return string

Models - Basic geometric 3D shapes drawing functions


RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )

Draw a line in 3D world space


RL.DrawPoint3D( Vector3 position, Color color )

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


RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )

Draw a circle in 3D world space


RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )

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


RL.DrawTriangleStrip3D( Vector3{} points, Color color )

Draw a triangle strip defined by points


RL.DrawCube( Vector3 position, Vector3 size, Color color )

Draw cube


RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )

Draw cube wires


RL.DrawSphere( Vector3 centerPos, float radius, Color color )

Draw sphere


RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )

Draw sphere with extended parameters


RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )

Draw sphere wires


RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )

Draw a cylinder/cone


RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )

Draw a cylinder with base at startPos and top at endPos


RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )

Draw a cylinder/cone wires


RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )

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


RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )

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


RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )

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


RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )

Draw a plane XZ


RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )

Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0)


RL.DrawRay( Ray ray, Color color )

Draw a ray line


RL.DrawGrid( int slices, float spacing )

Draw a grid (Centered at ( 0, 0, 0 ))


RL.DrawGridEx( Vector2 slices, Vector2 spacing, Matrix transform, Color color, Vector2|nil divider, Color|nil dividerColor )

Draw a grid with extended parameters. Optionally you can define divider with different color for every n slices


Models - Model management functions


model = RL.LoadModel( string fileName )

Load model from files (Meshes and materials)

  • Failure return nil
  • Success return Model

model = RL.LoadModelFromMesh( Mesh mesh )

Load model from generated mesh (Default material)

  • Success return Model

isValid = RL.IsModelValid( Model model )

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

  • Success return bool

RL.UnloadModel( Model model )

Unload model (meshes/materials) from memory (RAM and/or VRAM)


boundingBox = RL.GetModelBoundingBox( Model model )

Compute model bounding box limits (considers all meshes)

  • Success return BoundingBox

RL.SetModelTransform( Model model, Matrix transform )

Set model transform matrix


success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )

Set model mesh.

  • Failure return false
  • Success return true

success = RL.SetModelMaterial( Model model, int materialId, Material material )

Set material to model material

  • Failure return false
  • Success return true

RL.SetModelMeshMaterial( Model model, int meshId, int materialId )

Set material for a mesh (Mesh and material on this model)


success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )

Set model bone information (skeleton)

  • Failure return false
  • Success return true

success = RL.SetModelBindPose( Model model, int boneId, Transform pose )

Set model bones base transformation (pose)

  • Failure return false
  • Success return true

transform = RL.GetModelTransform( Model model )

Get model transform matrix

  • Success return Matrix

meshCount = RL.GetModelMeshCount( Model model )

Get model number of meshes

  • Success return int

meshCount = RL.GetModelMaterialCount( Model model )

Get model number of materials

  • Success return int

mesh = RL.GetModelMesh( Model model, int meshId )

Get model mesh. Return as lightuserdata

  • Failure return nil
  • Success return Mesh

material = RL.GetModelMaterial( Model model, int materialId )

Get model material. Return as lightuserdata

  • Failure return nil
  • Success return Material

boneCount = RL.GetModelBoneCount( Model model )

Get model number of bones

  • Success return int

bone = RL.GetModelBone( Model model, int boneId )

Get model bones information (skeleton)

  • Failure return nil
  • Success return BoneInfo

pose = RL.GetModelBindPose( Model model, int boneId )

Get models bones base transformation (pose)

  • Failure return nil
  • Success return Transform

Models - Model drawing functions


RL.DrawModel( Model model, Vector3 position, float scale, Color tint )

Draw a model (With texture if set)


RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )

Draw a model with extended parameters


RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )

Draw a model wires (with texture if set)


RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )

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


RL.DrawModelPoints( Model model, Vector3 position, float scale, Color tint )

Draw a model as points


RL.DrawModelPointsEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )

Draw a model as points with extended parameters


RL.DrawBoundingBox( BoundingBox box, Color color )

Draw bounding box (wires)


RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )

Draw a billboard texture


RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )

Draw a billboard texture defined by source


RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )

Draw a billboard texture defined by source and rotation


Models - Mesh management functions


RL.UpdateMesh( Mesh mesh, Mesh{} meshData )

Update mesh vertex data in GPU. NOTE: Mainly intented to be used with custom meshes.


RL.UnloadMesh( Mesh mesh )

Unload mesh data from CPU and GPU


RL.DrawMesh( Mesh mesh, Material material, Matrix transform )

Draw a 3d mesh with material and transform


RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )

Draw multiple mesh instances with material and different transforms


success = RL.SetMeshColor( Mesh mesh, Color color )

Updades mesh color vertex attribute buffer NOTE: Currently only works on custom mesh

  • Failure return false
  • Success return true

success = RL.ExportMesh( Mesh mesh, string fileName )

Export mesh data to file, returns true on success

  • Success return bool

success = RL.ExportMeshAsCode( Mesh mesh, string fileName )

Export mesh as code file (.h) defining multiple arrays of vertex attributes

  • Success return bool

boundingBox = RL.GetMeshBoundingBox( Mesh mesh )

Compute mesh bounding box limits

  • Success return BoundingBox

RL.GenMeshTangents( Mesh mesh )

Compute mesh tangents


meshData = RL.GetMeshData( Mesh mesh )

Get mesh vertex attributes data as table.

  • Success return Mesh{}

Models - Mesh generation functions


mesh = RL.GenMeshPoly( int sides, float radius )

Generate polygonal mesh

  • Success return Mesh

mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )

Generate plane mesh (With subdivisions)

  • Success return Mesh

mesh = RL.GenMeshCube( Vector3 size )

Generate cuboid mesh

  • Success return Mesh

mesh = RL.GenMeshSphere( float radius, int rings, int slices )

Generate sphere mesh (Standard sphere)

  • Success return Mesh

mesh = RL.GenMeshHemiSphere( float radius, int rings, int slices )

Generate half-sphere mesh (no bottom cap)

  • Success return Mesh

mesh = RL.GenMeshCylinder( float radius, float height, int slices )

Generate cylinder mesh

  • Success return Mesh

mesh = RL.GenMeshCone( float radius, float height, int slices )

Generate cone/pyramid mesh

  • Success return Mesh

mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )

Generate torus mesh

  • Success return Mesh

mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )

Generate torus mesh

  • Success return Mesh

mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )

Generate heightmap mesh from image data

  • Success return Mesh

mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )

Generate cubes-based map mesh from image data

  • Success return Mesh

mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )

Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO

  • Success return Mesh

Models - Material management functions


materials = RL.LoadMaterials( string fileName )

Load materials from model file

  • Success return Material{}

material = RL.GetMaterialDefault()

Default material for reference. Return as lightuserdata

  • Success return Material

material = RL.LoadMaterialDefault()

Load default material as new object

  • Success return Material

material = RL.CreateMaterial( Material{} materialData )

Load material from table. See material table definition

  • Success return Material

isValid = RL.IsMaterialValid( Material material )

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

  • Success return bool

RL.UnloadMaterial( Material material, bool freeAll )

Unload material from GPU memory (VRAM). Note! Use freeAll to unload shaders and textures


RL.SetMaterialTexture( Material material, int mapType, Texture texture )

Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)


RL.SetMaterialColor( Material material, int mapType, Color color )

Set color for a material map type


RL.SetMaterialValue( Material material, int mapType, float value )

Set value for a material map type


RL.SetMaterialShader( Material material, Shader shader )

Set shader for material


RL.SetMaterialParams( Material material, float{} params )

Set material generic parameters (if required)


texture = RL.GetMaterialTexture( Material material, int mapType )

Get texture from material map type. Return as lightuserdata

  • Success return Texture

color = RL.GetMaterialColor( Material material, int mapType )

Get color from material map type

  • Success return Color

value = RL.GetMaterialValue( Material material, int mapType )

Get color from material map type

  • Success return float

shader = RL.GetMaterialShader( Material material )

Get material shader. Return as lightuserdata

  • Success return Shader

params = RL.GetMaterialParams( Material material )

Get material parameters

  • Success return float{}

Model - Model animations management functions


animations = RL.LoadModelAnimations( string fileName )

Load model animations from file

  • Failure return nil
  • Success return ModelAnimations{}

RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame )

Update model animation pose


RL.UpdateModelAnimationBones( Model model, ModelAnimation animation, int frame )

Update model animation mesh bone matrices (GPU skinning)


RL.UnloadModelAnimation( ModelAnimation animation )

Unload animation data


RL.UnloadModelAnimations( ModelAnimation{} animations )

Unload animation table data


valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )

Check model animation skeleton match

  • Success return bool

success = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )

Set modelAnimation bones information (skeleton)

  • Failure return false
  • Success return true

success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )

Set modelAnimation bones base transformation (pose)

  • Failure return false
  • Success return true

RL.SetModelAnimationName( ModelAnimation animation, string name )

Set modelAnimation name


boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )

Return modelAnimation bone count

  • Success return int

frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )

Return modelAnimation frame count

  • Success return int

bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )

Get modelAnimation bones information (skeleton)

  • Failure return nil
  • Success return BoneInfo

pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )

Get modelAnimation bones base transformation (pose)

  • Failure return nil
  • Success return Transform

name = RL.GetModelAnimationName( ModelAnimation animation )

Get modelAnimation name

  • Success return string

Model - Collision detection functions


collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )

Check collision between two spheres

  • Success return bool

collision = RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )

Check collision between two bounding boxes

  • Success return bool

collision = RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )

Check collision between box and sphere

  • Success return bool

rayCollision = RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius )

Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )

  • Success return RayCollision

rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box )

Get collision info between ray and box

  • Success return RayCollision

rayCollision = RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )

Get collision info between ray and mesh

  • Success return RayCollision

rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )

Get collision info between ray and triangle

  • Success return RayCollision

rayCollision = RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )

Get collision info between ray and quad. NOTE: The points are expected to be in counter-clockwise winding

  • Success return RayCollision

cells, exitPoint = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )

Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box

  • Success return Vector3{}, RayCollision|nil

Audio - Audio device management functions


RL.InitAudioDevice()

Initialize audio device and context


RL.CloseAudioDevice()

Close the audio device and context


isReady = RL.IsAudioDeviceReady()

Check if audio device has been initialized successfully

  • Success return bool

RL.SetMasterVolume( float volume )

Set master volume (listener)


volume = RL.GetMasterVolume()

Get master volume (listener)

  • Success return float

Audio - Wave/Sound loading/unloading functions


sound = RL.LoadSound( string fileName )

Load sound from file

  • Failure return nil
  • Success return Sound

wave = RL.LoadWave( string fileName )

Load wave data from file

  • Failure return nil
  • Success return Wave

wave = RL.LoadWaveFromMemory( string fileType, Buffer data )

Load wave from memory buffer, fileType refers to extension: i.e. '.wav'

  • Success return Wave

isValid = RL.IsWaveValid( Wave wave )

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

  • Success return bool

sound = RL.LoadSoundFromWave( Wave wave )

Load sound from wave data

  • Success return Sound

sound = RL.LoadSoundAlias( Sound source )

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

  • Success return Sound

isValid = RL.IsSoundValid( Sound sound )

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

  • Success return bool

RL.UpdateSound( Sound sound, Buffer data, int sampleCount )

Update sound buffer with new data


RL.UnloadWave( Wave wave )

Unload wave data


RL.UnloadSound( Sound sound )

Unload sound


RL.UnloadSoundAlias( Sound alias )

Unload a sound alias (does not deallocate sample data)


success = RL.ExportWave( Wave wave, string fileName )

Export wave data to file, returns true on success

  • Success return bool

success = RL.ExportWaveAsCode( Wave wave, string fileName )

Export wave sample data to code (.h), returns true on success

  • Success return true

Audio - Wave/Sound management functions


RL.PlaySound( Sound sound )

Play a sound


RL.StopSound( Sound sound )

Stop playing a sound


RL.PauseSound( Sound sound )

Pause a sound


RL.ResumeSound( Sound sound )

Resume a paused sound


playing = RL.IsSoundPlaying( Sound sound )

Check if a sound is currently playing

  • Success return bool

RL.SetSoundVolume( Sound sound, float volume )

Set volume for a sound (1.0 is max level)


RL.SetSoundPitch( Sound sound, float pitch )

Set pitch for a sound (1.0 is base level)


RL.SetSoundPan( Sound sound, float pan )

Set pan for a sound (0.5 is center)


RL.WaveFormat( Wave wave, int sampleRate, int sampleSize, int channels )

Convert wave data to desired format


samples = RL.LoadWaveSamples( Wave wave )

Load samples data from wave as a 32bit float data array

  • Success return float{}

wave = RL.WaveCopy( Wave wave )

Copy a wave to a new wave

  • Success return Wave

RL.WaveCrop( Wave wave, int initSample, int finalSample )

Crop a wave to defined samples range


Audio - Music management functions


music = RL.LoadMusicStream( string fileName )

Load music stream from file

  • Success return Music

music = RL.LoadMusicStreamFromMemory( string fileType, Buffer data )

Load music stream from data

  • Success return Music

isValid = RL.IsMusicValid( Music music )

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

  • Success return bool

RL.UnloadMusicStream( Music music )

Unload music stream


RL.PlayMusicStream( Music music )

Start music playing


playing = RL.IsMusicStreamPlaying( Music music )

Check if music is playing

  • Success return bool

RL.UpdateMusicStream( Music music )

Updates buffers for music streaming


RL.StopMusicStream( Music music )

Stop music playing


RL.PauseMusicStream( Music music )

Pause music playing


RL.ResumeMusicStream( Music music )

Resume playing paused music


RL.SeekMusicStream( Music music, float position )

Seek music to a position (in seconds)


RL.SetMusicVolume( Music music, float volume )

Set volume for music (1.0 is max level)


RL.SetMusicPitch( Music music, float pitch )

Set pitch for a music (1.0 is base level)


RL.SetMusicPan( Music music, float pan )

Set pan for a music (0.5 is center)


RL.SetMusicLooping( Music music, bool looping )

Set looping for a music


looping = RL.GetMusicLooping( Music music )

Get looping of a music

  • Success return bool

length = RL.GetMusicTimeLength( Music music )

Get music time length (in seconds)

  • Success return float

timePlayed = RL.GetMusicTimePlayed( Music music )

Get current music time played (in seconds)

  • Success return float

Math - Utils


result = RL.Round( float value )

Round float value

  • Success return int

result = RL.Sign( float value )

Sign of value

  • Success return int

result = RL.Clamp( float value, float min, float max )

Clamp float value

  • Success return float

result = RL.Lerp( float a, float b, float amount )

Calculate linear interpolation between two floats

  • Success return float

result = RL.Normalize( float value, float a, float b )

Normalize input value within input range

  • Success return float

result = RL.Remap( float value, float inputStart, float inputEnd, float outputStart, float outputEnd )

Remap input value within input range to output range

  • Success return float

result = RL.Wrap( float value, float min, float max )

Wrap input value from min to max

  • Success return float

result = RL.FloatEquals( float x, float y )

Check whether two given floats are almost equal

  • Success return bool

Math - Vector2


result = RL.Vector2Zero()

Vector with components value 0.0f

  • Success return Vector2

result = RL.Vector2One()

Vector with components value 1.0f

  • Success return Vector2

result = RL.Vector2Add( Vector2 v1, Vector2 v2 )

Add two vectors (v1 + v2)

  • Success return Vector2

result = RL.Vector2AddValue( Vector2 v, float add )

Add vector and float value

  • Success return Vector2

result = RL.Vector2Subtract( Vector2 v1, Vector2 v2 )

Subtract two vectors (v1 - v2)

  • Success return Vector2

result = RL.Vector2SubtractValue( Vector2 v, float sub )

Subtract vector by float value

  • Success return Vector2

result = RL.Vector2Length( vector2 v )

Calculate vector length

  • Success return float

result = RL.Vector2LengthSqr( vector2 v )

Calculate vector square length

  • Success return float

result = RL.Vector2DotProduct( Vector2 v1, Vector2 v2 )

Calculate two vectors dot product

  • Success return float

result = RL.Vector2Distance( Vector2 v1, Vector2 v2 )

Calculate distance between two vectors

  • Success return float

result = RL.Vector2DistanceSqr( Vector2 v1, Vector2 v2 )

Calculate square distance between two vectors

  • Success return float

result = RL.Vector2Angle( Vector2 v1, Vector2 v2 )

Calculate angle between two vectors NOTE: Angle is calculated from origin point (0, 0)

  • Success return float

result = RL.Vector2LineAngle( Vector2 a, Vector2 b )

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

  • Success return float

result = RL.Vector2Scale( Vector2 v, float scale )

Scale vector (multiply by value)

  • Success return Vector2

result = RL.Vector2Multiply( Vector2 v1, Vector2 v2 )

Multiply vector by vector

  • Success return Vector2

result = RL.Vector2Negate( Vector2 v )

Negate vector

  • Success return Vector2

result = RL.Vector2Divide( Vector2 v1, Vector2 v2 )

Divide vector by vector

  • Success return Vector2

result = RL.Vector2Normalize( Vector2 v )

Normalize provided vector

  • Success return Vector2

result = RL.Vector2Transform( Vector2 v, Matrix mat )

Transforms a Vector2 by a given Matrix

  • Success return Vector2

result = RL.Vector2Lerp( Vector2 v1, Vector2 v2, float amount )

Calculate linear interpolation between two vectors

  • Success return Vector2

result = RL.Vector2Reflect( Vector2 v, Vector2 normal )

Calculate reflected vector to normal

  • Success return Vector2

result = RL.Vector2Min( Vector2 v1, Vector2 v2 )

Get min value for each pair of components

  • Success return Vector2

result = RL.Vector2Max( Vector2 v1, Vector2 v2 )

Get max value for each pair of components

  • Success return Vector2

result = RL.Vector2Rotate( Vector2 v, float angle )

Rotate vector by angle

  • Success return Vector2

result = RL.Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance )

Move Vector towards target

  • Success return Vector2

result = RL.Vector2Invert( Vector2 v )

Invert the given vector

  • Success return Vector2

result = RL.Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )

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

  • Success return Vector2

result = RL.Vector2ClampValue( Vector2 v, float min, float max )

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

  • Success return Vector2

result = RL.Vector2Equals( Vector2 v1, Vector2 v2 )

Check whether two given vectors are almost equal

  • Success return bool

result = RL.Vector2Refract( Vector2 v, Vector2 n, float r )

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

  • Success return Vector2

Math - Vector 3


result = RL.Vector3Zero()

Vector with components value 0.0f

  • Success return Vector3

result = RL.Vector3One()

Vector with components value 1.0f

  • Success return Vector3

result = RL.Vector3Add( Vector3 v1, Vector3 v2 )

Add two vectors

  • Success return Vector3

result = RL.Vector3AddValue( Vector3 v, float add )

Add vector and float value

  • Success return Vector3

result = RL.Vector3Subtract( Vector3 v1, Vector3 v2 )

Subtract two vectors

  • Success return Vector3

result = RL.Vector3SubtractValue( Vector3 v, float sub )

Subtract vector by float value

  • Success return Vector3

result = RL.Vector3Scale( Vector3 v, float scalar )

Multiply vector by scalar

  • Success return Vector3

result = RL.Vector3Multiply( Vector3 v1, Vector3 v2 )

Multiply vector by vector

  • Success return Vector3

result = RL.Vector3CrossProduct( Vector3 v1, Vector3 v2 )

Calculate two vectors cross product

  • Success return Vector3

result = RL.Vector3Perpendicular( Vector3 v )

Calculate one vector perpendicular vector

  • Success return Vector3

result = RL.Vector3Length( Vector3 v )

Calculate vector length

  • Success return float

result = RL.Vector3LengthSqr( Vector3 v )

Calculate vector square length

  • Success return float

result = RL.Vector3DotProduct( Vector3 v1, Vector3 v2 )

Calculate two vectors dot product

  • Success return float

result = RL.Vector3Distance( Vector3 v1, Vector3 v2 )

Calculate distance between two vectors

  • Success return float

result = RL.Vector3DistanceSqr( Vector3 v1, Vector3 v2 )

Calculate square distance between two vectors

  • Success return float

result = RL.Vector3Angle( Vector3 v1, Vector3 v2 )

Calculate angle between two vectors

  • Success return float

result = RL.Vector3Negate( Vector3 v )

Negate provided vector (invert direction)

  • Success return Vector3

result = RL.Vector3Divide( Vector3 v1, Vector3 v2 )

Divide vector by vector

  • Success return Vector3

result = RL.Vector3Normalize( Vector3 v )

Normalize provided vector

  • Success return Vector3

result = RL.Vector3Project( Vector3 v1, Vector3 v2 )

Calculate the projection of the vector v1 on to v2

  • Success return Vector3

result = RL.Vector3Reject( Vector3 v1, Vector3 v2 )

Calculate the rejection of the vector v1 on to v2

  • Success return Vector3

v1, v2 = RL.Vector3OrthoNormalize( Vector3 v1, Vector3 v2 )

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

  • Success return Vector3, Vector3

result = RL.Vector3Transform( Vector3 v, Matrix mat )

Transforms a Vector3 by a given Matrix

  • Success return Vector3

result = RL.Vector3RotateByQuaternion( Vector3 v, Quaternion q )

Transform a vector by quaternion rotation

  • Success return Vector3

result = RL.Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )

Rotates a vector around an axis

  • Success return Vector3

result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )

Move Vector towards target

  • Success return Vector3

result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )

Calculate linear interpolation between two vectors

  • Success return Vector3

result = RL.Vector3CubicHermite( Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount )

Calculate cubic hermite interpolation between two vectors and their tangents as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic

  • Success return Vector3

result = RL.Vector3Reflect( Vector3 v, Vector3 normal )

Calculate reflected vector to normal

  • Success return Vector3

result = RL.Vector3Min( Vector3 v1, Vector3 v2 )

Get min value for each pair of components

  • Success return Vector3

result = RL.Vector3Max( Vector3 v1, Vector3 v2 )

Get max value for each pair of components

  • Success return Vector3

result = RL.Vector3Barycenter( Vector3 p, Vector3 a, Vector3 b, Vector3 c )

Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle

  • Success return Vector3

result = RL.Vector3Unproject( Vector3 source, Matrix projection, Matrix view )

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

  • Success return Vector3

result = RL.Vector3Invert( Vector3 v )

Invert the given vector

  • Success return Vector3

result = RL.Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )

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

  • Success return Vector3

result = RL.Vector3ClampValue( Vector3 v, float min, float max )

Clamp the magnitude of the vector between two values

  • Success return Vector3

result = RL.Vector3Equals( Vector3 v1, Vector3 v2 )

Check whether two given vectors are almost equal

  • Success return bool

result = RL.Vector3Refract( Vector3 v, Vector3 n, float r )

Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the 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

  • Success return Vector3

Math - Vector4


result = RL.Vector4Zero()

Vector with components value 0.0f

  • Success return Vector4

result = RL.Vector4One()

Vector with components value 1.0f

  • Success return Vector4

result = RL.Vector4Add( Vector4 v1, Vector4 v2 )

Add two vectors

  • Success return Vector4

result = RL.Vector4AddValue( Vector4 v, float add )

Add vector and float value

  • Success return Vector4

result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )

Subtract two vectors

  • Success return Vector4

result = RL.Vector4SubtractValue( Vector4 v, float sub )

Subtract vector by float value

  • Success return Vector4

result = RL.Vector4Length( Vector4 v )

Calculate vector length

  • Success return float

result = RL.Vector4LengthSqr( Vector4 v )

Calculate vector square length

  • Success return float

result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )

Calculate two vectors dot product

  • Success return float

result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )

Calculate distance between two vectors

  • Success return float

result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )

Calculate square distance between two vectors

  • Success return float

result = RL.Vector4Scale( Vector4 v, float scalar )

Multiply vector by scalar

  • Success return Vector4

result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )

Multiply vector by vector

  • Success return Vector4

result = RL.Vector4Negate( Vector4 v )

Negate provided vector (invert direction)

  • Success return Vector4

result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )

Divide vector by vector

  • Success return Vector4

result = RL.Vector4Normalize( Vector4 v )

Normalize provided vector

  • Success return Vector4

result = RL.Vector4Min( Vector4 v1, Vector4 v2 )

Get min value for each pair of components

  • Success return Vector4

result = RL.Vector4Max( Vector4 v1, Vector4 v2 )

Get max value for each pair of components

  • Success return Vector4

result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )

Calculate linear interpolation between two vectors

  • Success return Vector4

result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )

Move Vector towards target

  • Success return Vector4

result = RL.Vector4Invert( Vector4 v )

Invert the given vector

  • Success return Vector4

result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )

Check whether two given vectors are almost equal

  • Success return bool

Math - Matrix


result = RL.MatrixDeterminant( Matrix mat )

Compute matrix determinant

  • Success return float

result = RL.MatrixTrace( Matrix mat )

Get the trace of the matrix (sum of the values along the diagonal)

  • Success return float

result = RL.MatrixTranspose( Matrix mat )

Transposes provided matrix

  • Success return Matrix

result = RL.MatrixInvert( Matrix mat )

Invert provided matrix

  • Success return Matrix

result = RL.MatrixIdentity()

Get identity matrix

  • Success return Matrix

result = RL.MatrixAdd( Matrix left, Matrix right )

Add two matrices

  • Success return Matrix

result = RL.MatrixSubtract( Matrix left, Matrix right )

Subtract two matrices (left - right)

  • Success return Matrix

result = RL.MatrixMultiply( Matrix left, Matrix right )

Get two matrix multiplication

  • Success return Matrix

result = RL.MatrixTranslate( Vector3 translate )

Get translation matrix

  • Success return Matrix

result = RL.MatrixRotate( Vector3 axis, float angle )

Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians

  • Success return Matrix

result = RL.MatrixRotateX( float angle )

Get x-rotation matrix (angle in radians)

  • Success return Matrix

result = RL.MatrixRotateY( float angle )

Get y-rotation matrix (angle in radians)

  • Success return Matrix

result = RL.MatrixRotateZ( float angle )

Get z-rotation matrix (angle in radians)

  • Success return Matrix

result = RL.MatrixRotateXYZ( Vector3 angles )

Get xyz-rotation matrix (angles in radians)

  • Success return Matrix

result = RL.MatrixRotateZYX( Vector3 angles )

Get zyx-rotation matrix (angles in radians)

  • Success return Matrix

result = RL.MatrixScale( Vector3 scale )

Get scaling matrix

  • Success return Matrix

result = RL.MatrixFrustum( double left, double right, double bottom, double top, double near, double far )

Get perspective projection matrix

  • Success return Matrix

result = RL.MatrixPerspective( double fovy, double aspect, double near, double far )

Get perspective projection matrix

  • Success return Matrix

result = RL.MatrixOrtho( double left, double right, double bottom, double top, double near, double far )

Get orthographic projection matrix

  • Success return Matrix

result = RL.MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up )

Get camera look-at matrix (View matrix)

  • Success return Matrix

translation, rotation, scale = RL.MatrixDecompose( Matrix mat )

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

  • Success return Vector3, Quaternion, Vector3

Math - Quaternion


result = RL.QuaternionAdd( Quaternion q1, Quaternion q2 )

Add two quaternions

  • Success return Quaternion

result = RL.QuaternionAddValue( Quaternion q, float add )

Add quaternion and float value

  • Success return Quaternion

result = RL.QuaternionSubtract( Quaternion q1, Quaternion q2 )

Subtract two quaternions

  • Success return Quaternion

result = RL.QuaternionSubtractValue( Quaternion q, float sub )

Subtract quaternion and float value

  • Success return Quaternion

result = RL.QuaternionIdentity()

Get identity quaternion

  • Success return Quaternion

result = RL.QuaternionLength( Quaternion q )

Computes the length of a quaternion

  • Success return float

result = RL.QuaternionNormalize( Quaternion q )

Normalize provided quaternion

  • Success return Quaternion

result = RL.QuaternionInvert( Quaternion q )

Invert provided quaternion

  • Success return Quaternion

result = RL.QuaternionMultiply( Quaternion q1, Quaternion q2 )

Calculate two quaternion multiplication

  • Success return Quaternion

result = RL.QuaternionScale( Quaternion q, float mul )

Scale quaternion by float value

  • Success return Quaternion

result = RL.QuaternionDivide( Quaternion q1, Quaternion q2 )

Divide two quaternions

  • Success return Quaternion

result = RL.QuaternionLerp( Quaternion q1, Quaternion q2, float amount )

Calculate linear interpolation between two quaternions

  • Success return Quaternion

result = RL.QuaternionNlerp( Quaternion q1, Quaternion q2, float amount )

Calculate slerp-optimized interpolation between two quaternions

  • Success return Quaternion

result = RL.QuaternionSlerp( Quaternion q1, Quaternion q2, float amount )

Calculates spherical linear interpolation between two quaternions

  • Success return Quaternion

result = RL.QuaternionCubicHermiteSpline( Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t )

Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic

  • Success return Quaternion

result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )

Calculate quaternion based on the rotation from one vector to another

  • Success return Quaternion

result = RL.QuaternionFromMatrix( Matrix mat )

Get a quaternion for a given rotation matrix

  • Success return Quaternion

result = RL.QuaternionToMatrix( Quaternion q )

Get a matrix for a given quaternion

  • Success return Matrix

result = RL.QuaternionFromAxisAngle( Vector3 axis, float angle )

Get rotation quaternion for an angle and axis NOTE: angle must be provided in radians

  • Success return Quaternion

axis, angle = RL.QuaternionToAxisAngle( Quaternion q )

Get the rotation angle and axis for a given quaternion

  • Success return Vector3, float

result = RL.QuaternionFromEuler( float pitch, float yaw, float roll )

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

  • Success return Quaternion

result = RL.QuaternionToEuler( Quaternion q )

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

  • Success return Vector3

result = RL.QuaternionTransform( Quaternion q, Matrix mat )

Transform a quaternion given a transformation matrix

  • Success return Quaternion

result = RL.QuaternionEquals( Quaternion q1, Quaternion q2 )

Check whether two given quaternions are almost equal

  • Success return bool

Gui - Global gui state control functions


RL.GuiEnable()

Enable gui controls (global state)


RL.GuiDisable()

Disable gui controls (global state)


RL.GuiLock()

Lock gui controls (global state)


RL.GuiUnlock()

Unlock gui controls (global state)


locked = RL.GuiIsLocked()

Check if gui is locked (global state)

  • Success return bool

RL.GuiSetAlpha( float alpha )

Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f


RL.GuiSetState( int state )

Set gui state (global state)


state = RL.GuiGetState()

Get gui state (global state)

  • Success return int

RL.GuiSetSliderDragging( bool dragging )

Set guiSliderDragging


isSliderDragging = RL.GuiGetSliderDragging()

Get guiSliderDragging

  • Success return bool

RL.GuiSetSliderActive( Rectange rect )

Set guiSliderActive


isSliderDragging = RL.GuiGetSliderActive()

Get guiSliderActive

  • Success return Rectangle

Gui - Font set/get functions


RL.GuiSetFont( Font font )

Set gui custom font (global state)


font = RL.GuiGetFont()

Get gui font (global state). Return as lightuserdata

  • Success return Font

Gui - Style set/get functions


RL.GuiSetStyle( int control, int property, int value )

Set one style property


value = RL.GuiGetStyle( int control, int property )

Get one style property

  • Success return int

Gui - Styles loading functions


success = RL.GuiLoadStyle( string fileName )

Load style file over global style variable (.rgs)

  • Failure return nil
  • Success return true

RL.GuiLoadStyleDefault()

Load style default over global style


Gui - Tooltips management functions


RL.GuiEnableTooltip()

Enable gui tooltips (global state)


RL.GuiDisableTooltip()

Disable gui tooltips (global state)


RL.GuiSetTooltip( string tooltip )

Set tooltip string


Gui - Icons functionality


text = RL.GuiIconText( int iconId, string|nil text )

Get text with icon id prepended (if supported)

  • Success return string

RL.GuiSetIconScale( int scale )

Set icon scale (1 by default)


iconsBuffer = RL.GuiGetIcons()

Get raygui icons data in buffer. guiIcons size is by default: 256*(1616/32) = 20484 = 8192 bytes = 8 KB

  • Success return Buffer

success = RL.GuiSetIcons( Buffer iconBuffer )

Set raygui icons data in buffer. guiIcons size is by default: 256*(1616/32) = 20484 = 8192 bytes = 8 KB

  • Failure return false
  • Success return true

iconNames = RL.GuiLoadIcons( string fileName, bool loadIconsName )

Load raygui icons file (.rgi) into internal icons data

  • Failure return nil
  • Success return strings{}

RL.GuiDrawIcon( int iconId, Vector2 pos, int pixelSize, Color color )

Draw icon


Gui - Container/separator controls, useful for controls organization


result = RL.GuiWindowBox( Rectangle bounds, string|nil title )

Window Box control, shows a window that can be closed

  • Success return int

result = RL.GuiGroupBox( Rectangle bounds, string|nil text )

Group Box control with text name

  • Success return int

result = RL.GuiLine( Rectangle bounds, string|nil text )

Line separator control, could contain text

  • Success return int

result = RL.GuiPanel( Rectangle bounds, string|nil text )

Panel control, useful to group controls

  • Success return int

result, active = RL.GuiTabBar( Rectangle bounds, string text, int active )

Tab Bar control, returns TAB to be closed or -1

  • Success return int, int

result, scroll, view = RL.GuiScrollPanel( Rectangle bounds, string|nil text, Rectangle content, Vector2 scroll, Rectangle view )

Scroll Panel control

  • Success return int, Vector2, Rectangle

Gui - Basic controls set


result = RL.GuiLabel( Rectangle bounds, string|nil text )

Label control, shows text

  • Success return int

result = RL.GuiButton( Rectangle bounds, string|nil text )

Button control, returns true when clicked

  • Success return int

result = RL.GuiLabelButton( Rectangle bounds, string|nil text )

Label button control, show true when clicked

  • Success return int

result, active = RL.GuiToggle( Rectangle bounds, string|nil text, bool active )

Toggle Button control, returns true when active

  • Success return int, bool

result, active = RL.GuiToggleGroup( Rectangle bounds, string|nil text, int active )

Toggle Group control, returns active toggle index

  • Success return int, int

result, active = RL.GuiToggleSlider( Rectangle bounds, string|nil text, int active )

Toggle Slider control, returns true when clicked

  • Success return int, int

result, checked, textBounds = RL.GuiCheckBox( Rectangle bounds, string|nil text, bool checked )

Check Box control, returns true when active

  • Success return bool, Rectangle

result, active = RL.GuiComboBox( Rectangle bounds, string|nil text, int active )

Combo Box control, returns selected item index

  • Success return int, int

result, active = RL.GuiDropdownBox( Rectangle bounds, string text, int active, bool editMode )

Dropdown Box control, returns selected item

  • Success return int, int

result, value, textBounds = RL.GuiSpinner( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )

Spinner control, returns selected value

  • Success return int, int, Rectangle

result, value, textBounds = RL.GuiValueBox( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )

Value Box control, updates input text with numbers

  • Success return int, int, Rectangle

result, text = RL.GuiTextBox( Rectangle bounds, string text, int bufferSize, bool editMode )

Text Box control, updates input text

  • Success return int, string

result, value, textLeftBounds, textRightBounds = RL.GuiSlider( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )

Slider control, returns selected value

  • Success return int, float, Rectangle, Rectangle

result, value, textLeftBounds, textRightBounds = RL.GuiSliderBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )

Slider Bar control, returns selected value

  • Success return int, float, Rectangle, Rectangle

result, value, textLeftBounds, textRightBounds = RL.GuiProgressBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )

Progress Bar control, shows current progress value

  • Success return int, float, Rectangle, Rectangle

result = RL.GuiStatusBar( Rectangle bounds, string|nil text )

Status Bar control, shows info text

  • Success return int

result = RL.GuiDummyRec( Rectangle bounds, string|nil text )

Dummy control for placeholders

  • Success return int

result, mouseCell = RL.GuiGrid( Rectangle bounds, string|nil text, float spacing, int subdivs, Vector2 mouseCell )

Grid control, returns mouse cell position

  • Success return int, Vector2

value = RL.GuiScrollBar( Rectangle bounds, int value, int minValue, int maxValue )

Scroll bar control

  • Success return int

Gui - Advance controls set


result, scrollIndex, active = RL.GuiListView( Rectangle bounds, string|nil text, int scrollIndex, int active )

List View control, returns selected list item index

  • Success return int, int, int

result, scrollIndex, active, focus = RL.GuiListViewEx( Rectangle bounds, string text, int scrollIndex, int active, int focus )

List View with extended parameters

  • Success return int, int, int, int

result = RL.GuiMessageBox( Rectangle bounds, string|nil title, string message, string buttons )

Message Box control, displays a message

  • Success return int

result, text, secretViewActive = RL.GuiTextInputBox( Rectangle bounds, string title, string message, string buttons, string text, int textMaxSize, bool secretViewActive )

Text Input Box control, ask for text, supports secret

  • Success return int, string, bool

result, color = RL.GuiColorPicker( Rectangle bounds, string|nil text, Color color )

Color Picker control (multiple color controls)

  • Success return int, Color

result, color = RL.GuiColorPanel( Rectangle bounds, string|nil text, Color color )

Color Panel control

  • Success return int, Color

result, alpha = RL.GuiColorBarAlpha( Rectangle bounds, string|nil text, float alpha )

Color Bar Alpha control

  • Success return int, float

result, value = RL.GuiColorBarHue( Rectangle bounds, string|nil text, float value )

Color Bar Hue control

  • Success return int, float

result, colorHsv = RL.GuiColorPickerHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )

Color Picker control that avoids conversion to RGB on each call (multiple color controls)

  • Success return int, Vector3

result, colorHsv = RL.GuiColorPanelHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )

Color Panel control that returns HSV color value, used by GuiColorPickerHSV()

  • Success return int, Vector3

Lights - Light management functions


light = RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )

Create a light and get shader locations

  • Success return Light

RL.UpdateLightValues( Shader shader, Light light )

Send light properties to shader


RL.SetLightType( Light light, int type )

Set light type


RL.SetLightPosition( Light light, Vector3 position )

Set light position


RL.SetLightTarget( Light light, Vector3 target )

Set light target


RL.SetLightColor( Light light, Color color )

Set light color


RL.SetLightEnabled( Light light, bool enabled )

Set light enabled


type = RL.GetLightType( Light light )

Get light type

  • Success return int

position = RL.GetLightPosition( Light light )

Get light position

  • Success return Vector3

target = RL.GetLightTarget( Light light )

Get light target

  • Success return Vector3

color = RL.GetLightColor( Light light )

Get light color

  • Success return Color

enabled = RL.IsLightEnabled( Light light )

Get light enabled

  • Success return bool

RLGL - Matrix operations


RL.rlMatrixMode( int mode )

Choose the current matrix to be transformed


RL.rlPushMatrix()

Push the current matrix to stack


RL.rlPopMatrix()

Pop latest inserted matrix from stack


RL.rlLoadIdentity()

Reset current matrix to identity matrix


RL.rlTranslatef( Vector3 translation )

Multiply the current matrix by a translation matrix


RL.rlRotatef( float angle, Vector3 rotation )

Multiply the current matrix by a rotation matrix


RL.rlScalef( Vector3 scale )

Multiply the current matrix by a scaling matrix


RL.rlMultMatrixf( Matrix matrix )

Multiply the current matrix by another matrix


RL.rlFrustum( float left, float right, float bottom, float top, float znear, float zfar )

Multiply the current matrix by a perspective matrix generated by parameters


RL.rlOrtho( float left, float right, float bottom, float top, float znear, float zfar )

Multiply the current matrix by an orthographic matrix generated by parameters


RL.rlViewport( Rectangle viewport )

Set the viewport area (transformation from normalized device coordinates to window coordinates) NOTE: We store current viewport dimensions


RL.rlSetClipPlanes( float nearPlane, float farPlane )

Set clip planes distances


distance = RL.rlGetCullDistanceNear()

Get cull plane distance near

  • Success return float

distance = RL.rlGetCullDistanceFar()

Get cull plane distance far

  • Success return float

RLGL - Vertex level operations


RL.rlBegin( int mode )

Initialize drawing mode (how to organize vertex)


RL.rlEnd()

Finish vertex providing


RL.rlVertex2f( Vector2 position )

Define one vertex (position)


RL.rlVertex3f( Vector3 position )

Define one vertex (position)


RL.rlTexCoord2f( Vector2 texCoord )

Define one vertex (texture coordinate) - 2 float


RL.rlNormal3f( Vector3 normal )

Define one vertex (normal) - 3 float


RL.rlColor4ub( Color color )

Define one vertex (color) - 4 byte


RL.rlColor3f( Vector3 color )

Define one vertex (color) - 3 float


RL.rlColor4f( Vector4 color )

Define one vertex (color) - 4 float


RLGL - Vertex buffers state


supported = RL.rlEnableVertexArray( int vaoId )

Enable vertex array (VAO, if supported)

  • Success return bool

RL.rlDisableVertexArray()

Disable vertex array (VAO, if supported)


RL.rlEnableVertexBuffer( int id )

Enable vertex buffer (VBO)

  • Failure return false
  • Success return true

RL.rlDisableVertexBuffer()

Disable vertex buffer (VBO)


RL.rlEnableVertexBufferElement( int id )

Enable vertex buffer element (VBO element)


RL.rlDisableVertexBufferElement()

Disable vertex buffer element (VBO element)


RL.rlEnableVertexAttribute( int index )

Enable vertex attribute index


RL.rlDisableVertexAttribute( int index )

Disable vertex attribute index


RL.rlEnableStatePointer( int vertexAttribType, Buffer buffer )

Enable attribute state pointer


RL.rlDisableStatePointer( int vertexAttribType )

Disable attribute state pointer


RLGL - Textures state


RL.rlActiveTextureSlot( int slot )

Select and active a texture slot


RL.rlEnableTexture( int id )

Enable texture


RL.rlDisableTexture()

Disable texture


RL.rlEnableTextureCubemap( int id )

Enable texture cubemap


RL.rlDisableTextureCubemap()

Disable texture cubemap


RL.rlTextureParameters( int id, int param, int value )

Set texture parameters (filter, wrap)


RL.rlCubemapParameters( int id, int param, int value )

Set cubemap parameters (filter, wrap)


RLGL - Shader state


RL.rlEnableShader( int id )

Enable shader program


RL.rlDisableShader()

Disable shader program


RLGL - Framebuffer state


RL.rlEnableFramebuffer( int id )

Enable render texture (fbo)


RL.rlDisableFramebuffer()

Disable render texture (fbo), return to default framebuffer


framebuffer = RL.rlGetActiveFramebuffer()

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

  • Success return int

RL.rlActiveDrawBuffers( int count )

Activate multiple draw color buffers


RL.rlBlitFramebuffer( Rectangle srcRect, Rectangle dstRect, int bufferMask )

Blit active framebuffer to main framebuffer


RL.rlBindFramebuffer( int target, int framebuffer )

Bind framebuffer (FBO)


RLGL - General render state


RL.rlEnableColorBlend()

Enable color blending


RL.rlDisableColorBlend()

Disable color blending


RL.rlEnableDepthTest()

Enable depth test


RL.rlDisableDepthTest()

Disable depth test


RL.rlEnableDepthMask()

Enable depth write


RL.rlDisableDepthMask()

Disable depth write


RL.rlEnableBackfaceCulling()

Enable backface culling


RL.rlDisableBackfaceCulling()

Disable backface culling


RL.rlColorMask( bool r, bool g, bool b, bool a )

Color mask control


RL.rlSetCullFace( int mode )

Set face culling mode


RL.rlEnableScissorTest()

Enable scissor test


RL.rlDisableScissorTest()

Disable scissor test


RL.rlScissor( Rectangle area )

Scissor test


RL.rlEnableWireMode()

Enable wire mode


RL.rlEnablePointMode()

Enable point mode


RL.rlDisableWireMode()

Disable wire mode


RL.rlSetLineWidth( float width )

Set the line drawing width


width = RL.rlGetLineWidth()

Get the line drawing width

  • Success return float

RL.rlEnableSmoothLines()

Enable line aliasing


RL.rlDisableSmoothLines()

Disable line aliasing


RL.rlEnableStereoRender()

Enable stereo rendering


RL.rlDisableStereoRender()

Enable stereo rendering


enabled = RL.rlIsStereoRenderEnabled()

Check if stereo render is enabled

  • Success return bool

RL.rlClearColor( Color color )

Clear color buffer with color


RL.rlClearScreenBuffers()

Clear used screen buffers (color and depth)


RL.rlCheckErrors()

Check and log OpenGL error codes


RL.rlSetBlendMode( int mode )

Set blending mode


RL.rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation )

Set blending mode factor and equation (using OpenGL factors)


RL.rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha )

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


RLGL - Initialization functions


version = RL.rlGetVersion()

Get current OpenGL version

  • Success return int

version = RL.rlSetFramebufferWidth( int width )

Set current framebuffer width


width = RL.rlGetFramebufferWidth()

Get default framebuffer width

  • Success return int

version = RL.rlSetFramebufferHeight( int height )

Set current framebuffer height


height = RL.rlGetFramebufferHeight()

Get default framebuffer height

  • Success return int

id = RL.rlGetTextureIdDefault()

Get default texture id

  • Success return int

id = RL.rlGetShaderIdDefault()

Get default shader id

  • Success return int

locations = RL.rlGetShaderLocsDefault()

Get default shader locations

  • Success return int{}

RLGL - Render batch management


renderBatch = RL.rlLoadRenderBatch( int numBuffers, int bufferElements )

Load a render batch system

  • Success return rlRenderBatch

RL.rlUnloadRenderBatch( rlRenderBatch renderBatch )

Unload render batch system


RL.rlDrawRenderBatch( rlRenderBatch renderBatch )

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


RL.rlSetRenderBatchActive( rlRenderBatch renderBatch )

Set the active render batch for rlgl (nil for default internal)


RL.rlDrawRenderBatchActive()

Update and draw internal render batch


overflow = RL.rlCheckRenderBatchLimit( int vCount )

Check internal buffer overflow for a given number of vertex and force a rlRenderBatch draw call if required

  • Success return bool

RL.rlSetTexture( int id )

Set current texture for render batch and check buffers limits


RLGL - Vertex buffers management


vaoId = RL.rlLoadVertexArray()

Load vertex array (vao) if supported

  • Success return int

vboId = RL.rlLoadVertexBuffer( Buffer buffer, bool dynamic )

Load a vertex buffer attribute

  • Success return int

vboId = RL.rlLoadVertexBufferElement( Buffer buffer, bool dynamic )

Load a new attributes element buffer

  • Success return int

RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset )

Update GPU buffer with new data


RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset )

Update vertex buffer elements with new data


RL.rlUnloadVertexArray( int vaoId )

Unload vertex array object (VAO)


RL.rlUnloadVertexBuffer( int vboId )

Unload vertex buffer (VBO)


RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int offset )

Set vertex attribute data configuration


RL.rlSetVertexAttributeDivisor( int index, int divisor )

Set vertex attribute divisor


RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType )

Set vertex attribute default value


RL.rlDrawVertexArray( int offset, int count )

Draw vertex array


RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer )

Draw vertex array elements


RL.rlDrawVertexArrayInstanced( int offset, int count, int instances )

Draw vertex array instanced


RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances )

Draw vertex array elements instanced


RLGL - Textures management


id = RL.rlLoadTexture( Buffer data, Vector2 size, int format, int mipmapCount )

Load texture in GPU

  • Success return int

id = RL.rlLoadTextureDepth( Vector2 size, bool useRenderBuffer )

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

  • Success return int

id = RL.rlLoadTextureCubemap( Buffer data, int size, int format, int mipmapCount )

Load texture cubemap data

  • Success return int

RL.rlUpdateTexture( int id, Vector2 offset, Vector2 size, int format, Buffer data )

Update GPU texture with new data


glInternalFormat, glFormat, glType = RL.rlGetGlTextureFormats( int format )

Get OpenGL internal formats

  • Success return int, int, int

name = RL.rlGetPixelFormatName( int format )

Get name string for pixel format

  • Success return string

RL.rlUnloadTexture( int id )

Unload texture from GPU memory


mipmapCount = RL.rlGenTextureMipmaps( int id, Vector2 size, int format )

Generate mipmap data for selected texture

  • Success return int

data = RL.rlReadTexturePixels( int id, Vector2 size, int format )

Read texture pixel data

  • Success return Buffer

data = RL.rlReadScreenPixels( Vector2 size )

Read screen pixel data (color buffer)

  • Success return Buffer

RLGL - Framebuffer management (fbo)


fboId = RL.rlLoadFramebuffer()

Load an empty framebuffer

  • Success return int

RL.rlFramebufferAttach( int fboId, int texId, int attachType, int texType, int mipLevel )

Attach texture/renderbuffer to a framebuffer


isComplete = RL.rlFramebufferComplete( int id )

Verify framebuffer is complete

  • Success return bool

RL.rlUnloadFramebuffer( int id )

Delete framebuffer from GPU


RLGL - Shaders management


shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )

Load shader from code strings

  • Success return int

shaderId = RL.rlCompileShader( string shaderCode, int type )

Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

  • Success return int

shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )

Load custom shader program

  • Success return int

RL.rlUnloadShaderProgram( int id )

Unload shader program


location = RL.rlGetLocationUniform( int shaderId, string uniformName )

Get shader location uniform

  • Success return int

location = RL.rlGetLocationAttrib( int shaderId, string attribName )

Get shader location attribute

  • Success return int

RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )

Set shader value uniform


RL.rlSetUniformMatrix( int locIndex, Matrix mat )

Set shader value matrix


RL.rlSetUniformMatrices( int locIndex, Matrix{} mat )

Set shader value matrices


RL.rlSetUniformSampler( int locIndex, int textureId )

Set shader value sampler


RL.rlSetShader( int id, int{} locs )

Set shader currently active (id and locations)


RLGL - Compute shader management


programId = RL.rlLoadComputeShaderProgram( int shaderId )

Load compute shader program

  • Success return int

RL.rlComputeShaderDispatch( int groupX, int groupY, int groupZ )

Dispatch compute shader (equivalent to draw for graphics pipeline)


RLGL - Shader buffer storage object management (ssbo)


buffer = RL.rlLoadShaderBuffer( int size, Buffer data, int usageHint )

Load shader storage buffer object (SSBO)

  • Success return int

RL.rlUnloadShaderBuffer( int ssboId )

Unload shader storage buffer object (SSBO)


RL.rlUpdateShaderBuffer( int id, Buffer data, int offset )

Update SSBO buffer data


RL.rlBindShaderBuffer( int id, int index )

Bind SSBO buffer


data = RL.rlReadShaderBuffer( int id, int count, int offset )

Read SSBO buffer data (GPU->CPU)

  • Success return Buffer

RL.rlCopyShaderBuffer( int destId, int srcId, int destOffset, int srcOffset, int count )

Copy SSBO data between buffers


size = RL.rlGetShaderBufferSize( int id )

Get SSBO buffer size

  • Success return int

RLGL - Buffer management


RL.rlBindImageTexture( int id, int index, int format, bool readonly )

Bind image texture


RLGL - Matrix state management


modelview = RL.rlGetMatrixModelview()

Get internal modelview matrix

  • Success return Matrix

projection = RL.rlGetMatrixProjection()

Get internal projection matrix

  • Success return Matrix

transform = RL.rlGetMatrixTransform()

Get internal accumulated transform matrix

  • Success return Matrix

projection = RL.rlGetMatrixProjectionStereo( int eye )

Get internal projection matrix for stereo render (selected eye)

  • Success return Matrix

viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )

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

  • Success return Matrix

RL.rlSetMatrixProjection( Matrix proj )

Set a custom projection matrix (replaces internal projection matrix)


RL.rlSetMatrixModelview( Matrix view )

Set a custom modelview matrix (replaces internal modelview matrix)


RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left )

Set eyes projection matrices for stereo rendering


RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )

Set eyes view offsets matrices for stereo rendering


OpenGL - Rendering


RL.glClear( int mask )

Clear buffers to preset values


OpenGL - Frame Buffers


RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )

Copy a block of pixels from one framebuffer object to another. Use nil RenderTexture for window framebuffer


OpenGL - State Management


RL.glDepthRange( float nearVal, float farVal )

Specify mapping of depth values from normalized device coordinates to window coordinates


RL.glEnable( int cap )

Enable server-side GL capabilities


RL.glDisable( int cap )

Disable server-side GL capabilities


RL.glPolygonOffset( float factor, float units )

Set the scale and units used to calculate depth values


RL.glStencilFunc( int func, int ref, int mask )

Set front and back function and reference value for stencil testing


RL.glStencilFuncSeparate( int face, int func, int ref, int mask )

Set front and/or back function and reference value for stencil testing


RL.glStencilMask( int mask )

Control the front and back writing of individual bits in the stencil planes


RL.glStencilMaskSeparate( int face, int mask )

Control the front and/or back writing of individual bits in the stencil planes


RL.glStencilOp( int sfail, int dpfail, int dppass )

Set front and back stencil test actions


RL.glStencilOpSeparate( int face, int sfail, int dpfail, int dppass )

Set front and back stencil test actions


OpenGL - Utility


connection = RL.glGetString( int name, int|nil index )

Return a string describing the current GL connection. GL_EXTENSIONS returns the extension string supported by the implementation at index

  • Success return string

Easings - Linear Easing functions


value = RL.EaseLinear( float t, float b, float c, float d )

Ease linear

  • Success return float

Easings - Sine Easing functions


value = RL.EaseSineIn( float t, float b, float c, float d )

Ease sine in

  • Success return float

value = RL.EaseSineOut( float t, float b, float c, float d )

Ease sine out

  • Success return float

value = RL.EaseSineInOut( float t, float b, float c, float d )

Ease sine in out

  • Success return float

Easings - Circular Easing functions


value = RL.EaseCircIn( float t, float b, float c, float d )

Ease circle in

  • Success return float

value = RL.EaseCircOut( float t, float b, float c, float d )

Ease circle out

  • Success return float

value = RL.EaseCircInOut( float t, float b, float c, float d )

Ease circle in out

  • Success return float

Easings - Cubic Easing functions


value = RL.EaseCubicIn( float t, float b, float c, float d )

Ease cubic in

  • Success return float

value = RL.EaseCubicOut( float t, float b, float c, float d )

Ease cubic out

  • Success return float

value = RL.EaseCubicInOut( float t, float b, float c, float d )

Ease cubic in out

  • Success return float

Easings - Quadratic Easing functions


value = RL.EaseQuadIn( float t, float b, float c, float d )

Ease quadratic in

  • Success return float

value = RL.EaseQuadOut( float t, float b, float c, float d )

Ease quadratic out

  • Success return float

value = RL.EaseQuadInOut( float t, float b, float c, float d )

Ease quadratic in out

  • Success return float

Easings - Exponential Easing functions


value = RL.EaseExpoIn( float t, float b, float c, float d )

Ease exponential in

  • Success return float

value = RL.EaseExpoOut( float t, float b, float c, float d )

Ease exponential out

  • Success return float

value = RL.EaseExpoInOut( float t, float b, float c, float d )

Ease exponential in out

  • Success return float

Easings - Back Easing functions


value = RL.EaseBackIn( float t, float b, float c, float d )

Ease back in

  • Success return float

value = RL.EaseBackOut( float t, float b, float c, float d )

Ease back out

  • Success return float

value = RL.EaseBackInOut( float t, float b, float c, float d )

Ease back in out

  • Success return float

Easings - Bounce Easing functions


value = RL.EaseBounceIn( float t, float b, float c, float d )

Ease bounce in

  • Success return float

value = RL.EaseBounceOut( float t, float b, float c, float d )

Ease bounce out

  • Success return float

value = RL.EaseBounceInOut( float t, float b, float c, float d )

Ease bounce in out

  • Success return float

Easings - Elastic Easing functions


value = RL.EaseElasticIn( float t, float b, float c, float d )

Ease elastic in

  • Success return float

value = RL.EaseElasticOut( float t, float b, float c, float d )

Ease elastic out

  • Success return float

value = RL.EaseElasticInOut( float t, float b, float c, float d )

Ease elastic in out

  • Success return float

Bitwise Operations - Arithmetic


result = RL.BitAnd( int a, int b )

Equivalent to a & b in C

  • Success return int

result = RL.BitOr( int a, int b )

Equivalent to a | b in C

  • Success return int

result = RL.BitXor( int a, int b )

Equivalent to a ^ b in C

  • Success return int

result = RL.BitNot( int v )

Equivalent to ~v in C

  • Success return int

result = RL.BitShiftLeft( int v, int n )

Equivalent to v << n in C

  • Success return int

result = RL.BitShiftRight( int v, int n )

Equivalent to v >> n in C

  • Success return int

result = RL.BitSet( int v, int i, bool b )

Set bit in index i to state b in value v

  • Success return int

bit = RL.BitGet( int v, int i )

Get bit in index i from value v

  • Success return bool

result = RL.BitToggle( int v, int i )

Toggle bit in index i in value v

  • Success return int

GLFW Core - Input-related functions: keyboard


keyName = RL.GetKeyName( int key, int scancode )

This function returns the name of the specified printable key, encoded as UTF-8. If the key is KEY_UNKNOWN, the scancode is used to identify the key, otherwise the scancode is ignored. If you specify a non-printable key, or KEY_UNKNOWN and a scancode that maps to a non-printable key, this function returns nil but does not emit an error.

  • Success return string or nil

scancode = RL.GetKeyScancode( int key )

This function returns the platform-specific scancode of the specified key. If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.

  • Success return int

Window events


GLFWwindowsizeEvent = { int type, int width, int height }

Called when the window is resized. Type GLFW_WINDOW_SIZE_EVENT


GLFWwindowmaximizeEvent = { int type, int maximized }

Called when the window is maximized or restored. Type GLFW_WINDOW_MAXIMIZE_EVENT


GLFWwindowiconifyEvent = { int type, int iconified }

Called when the window is iconified or restored. Type GLFW_WINDOW_ICONYFY_EVENT


GLFWwindowfocusEvent = { int type, int focused }

Called when the window gains or loses input focus. Type GLFW_WINDOW_FOCUS_EVENT


GLFWdropEvent = { int type, int count, string{} paths }

Called when files are dropped to the window. Type GLFW_WINDOW_DROP_EVENT


Input events


GLFWkeyEvent = { int type, int key, int scancode, int action, int mods }

Called when a physical key is pressed or released or when it repeats. Type GLFW_KEY_EVENT


GLFWcharEvent = { int type, int key }

Unicode code points for key events that would have led to regular text input and generally behaves as a standard text field on that platform. Type GLFW_CHAR_EVENT


GLFWmousebuttonEvent = { int type, int button, int action, int mods }

Called when a mouse button is pressed or released. Type GLFW_MOUSE_BUTTON_EVENT


GLFWcursorposEvent = { int type, float x, float y }

Called when the cursor moves over the window. Type GLFW_MOUSE_CURSOR_POS_EVENT


GLFWscrollEvent = { int type, float xoffset, float yoffset }

Called when the user scrolls, whether with a mouse wheel or touchpad gesture. Type GLFW_MOUSE_SCROLL_EVENT


GLFWcursorenterEvent = { int type, int enter }

Called when the cursor enters or leaves the content area of a window. Type GLFW_CURSOR_ENTER_EVENT


GLFWjoystickEvent = { int type, int jid, int event }

Called when a joystick is connected or disconnected. Type GLFW_JOYSTICK_EVENT


GLFWpentabletdataEvent = { int type, float x, float y, float z, float pressure, float pitch, float yaw, float roll }

Called when the pen tablet data is updated. Type GLFW_PEN_TABLET_DATA_EVENT NOTE: Experimental. Needs glfw PR glfw/glfw#1445


GLFWpentabletcursorEvent = { int type, int identifier }

Called when the pen tablet cursor has changed. Type GLFW_PEN_TABLET_CURSOR_EVENT NOTE: Experimental. Needs glfw PR glfw/glfw#1445


GLFWpentabletproximityEvent = { int type, int proxState }

Called when the pen tablet proximity has changed. Type GLFW_PEN_TABLET_PROXIMITY_EVENT NOTE: Experimental. Needs glfw PR glfw/glfw#1445