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.
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 are stored in 'RL.arg' array.
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.
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)
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
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
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)
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
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
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]
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)
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)
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
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)
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
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
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
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
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
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())
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
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
CAMERA_PERSPECTIVE = 0
Perspective projection
CAMERA_ORTHOGRAPHIC = 1
Orthographic projection
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
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)
PI = 3.1415927410126
Pi
EPSILON = 9.9999999747524e-07
Epsilon
DEG2RAD = 0.017453292384744
Degrees to radians
RAD2DEG = 57.295776367188
Radians to degrees
STATE_NORMAL = 0
STATE_FOCUSED = 1
STATE_PRESSED = 2
STATE_DISABLED = 3
TEXT_ALIGN_LEFT = 0
TEXT_ALIGN_CENTER = 1
TEXT_ALIGN_RIGHT = 2
TEXT_ALIGN_TOP = 0
TEXT_ALIGN_MIDDLE = 1
TEXT_ALIGN_BOTTOM = 2
TEXT_WRAP_NONE = 0
TEXT_WRAP_CHAR = 1
TEXT_WRAP_WORD = 2
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
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
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
GROUP_PADDING = 16
ToggleGroup separation between toggles
SLIDER_WIDTH = 16
Slider size of internal bar
SLIDER_PADDING = 17
Slider/SliderBar internal bar padding
PROGRESS_PADDING = 16
ProgressBar internal padding
ARROWS_SIZE = 16
ARROWS_VISIBLE = 17
SCROLL_SLIDER_PADDING = 18
(SLIDERBAR, SLIDER_PADDING)
SCROLL_SLIDER_SIZE = 19
SCROLL_PADDING = 20
SCROLL_SPEED = 21
CHECK_PADDING = 16
CheckBox internal check padding
COMBO_BUTTON_WIDTH = 16
ComboBox right button width
COMBO_BUTTON_SPACING = 17
ComboBox button separation
ARROW_PADDING = 16
DropdownBox arrow separation from border and items
DROPDOWN_ITEMS_SPACING = 17
DropdownBox items separation
TEXT_READONLY = 16
TextBox in read-only mode: 0-text editable, 1-text no-editable
SPIN_BUTTON_WIDTH = 16
Spinner left/right buttons width
SPIN_BUTTON_SPACING = 17
Spinner buttons separation
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)
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
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
LIGHT_DIRECTIONAL = 0
Directional light
LIGHT_POINT = 1
Point light
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())
RL_MAX_MATRIX_STACK_SIZE = 32
Maximum size of internal Matrix stack
RL_MAX_SHADER_LOCATIONS = 32
Maximum number of shader locations supported
RL_CULL_DISTANCE_NEAR = 0.01
Default projection matrix near cull distance
RL_CULL_DISTANCE_FAR = 1000
Default projection matrix far cull distance
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
RL_MODELVIEW = 5888
GL_MODELVIEW
RL_PROJECTION = 5889
GL_PROJECTION
RL_TEXTURE = 5890
GL_TEXTURE
RL_LINES = 1
GL_LINES
RL_TRIANGLES = 4
GL_TRIANGLES
RL_QUADS = 7
GL_QUADS
RL_UNSIGNED_BYTE = 5121
GL_UNSIGNED_BYTE
RL_FLOAT = 5126
GL_FLOAT
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
RL_FRAGMENT_SHADER = 35632
GL_FRAGMENT_SHADER
RL_VERTEX_SHADER = 35633
GL_VERTEX_SHADER
RL_COMPUTE_SHADER = 37305
GL_COMPUTE_SHADER
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
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
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)
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
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
RL_CULL_FACE_FRONT = 0
RL_CULL_FACE_BACK = 1
GL_COLOR_BUFFER_BIT = 16384
GL_DEPTH_BUFFER_BIT = 256
GL_STENCIL_BUFFER_BIT = 1024
GL_NEAREST = 9728
GL_LINEAR = 9729
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
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
GL_FRONT = 1028
GL_BACK = 1029
GL_FRONT_AND_BACK = 1032
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
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
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
GLFW_KEY_UNKNOWN = -1
Key: Unknown
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
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
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
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
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
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
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)
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
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
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)
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{}
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
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
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
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}
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{}
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)
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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.
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
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
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
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
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
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
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
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
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 = 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
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
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
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
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{}
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
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{}
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
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
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
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
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
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
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
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
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
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
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
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
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
RL.GuiSetFont( Font font )
Set gui custom font (global state)
font = RL.GuiGetFont()
Get gui font (global state). Return as lightuserdata
- Success return Font
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
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
RL.GuiEnableTooltip()
Enable gui tooltips (global state)
RL.GuiDisableTooltip()
Disable gui tooltips (global state)
RL.GuiSetTooltip( string tooltip )
Set tooltip string
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
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
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
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
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
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
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
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
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)
RL.rlEnableShader( int id )
Enable shader program
RL.rlDisableShader()
Disable shader program
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)
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)
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{}
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
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
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
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
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)
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)
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
RL.rlBindImageTexture( int id, int index, int format, bool readonly )
Bind image texture
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
RL.glClear( int mask )
Clear buffers to preset values
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
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
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
value = RL.EaseLinear( float t, float b, float c, float d )
Ease linear
- Success return float
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
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
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
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
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
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
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
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
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
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
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
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