rlgl Matrix state management API update.

This commit is contained in:
jussi
2023-10-22 22:14:56 +03:00
parent 6915f3e27c
commit 168f4959d4
2 changed files with 143 additions and 0 deletions

82
API.md
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@@ -7191,6 +7191,88 @@ Delete framebuffer from GPU
---
## RLGL - Matrix state management
---
> modelview = RL.rlGetMatrixModelview()
Get internal modelview matrix
- Success return Matrix
---
> projection = RL.rlGetMatrixProjection()
Get internal projection matrix
- Success return Matrix
---
> transform = RL.rlGetMatrixTransform()
Get internal accumulated transform matrix
- Success return Matrix
---
> projection = RL.rlGetMatrixProjectionStereo( int eye )
Get internal projection matrix for stereo render (selected eye)
- Failure return false
- Success return Matrix
---
> viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )
Get internal view offset matrix for stereo render (selected eye)
- Failure return false
- Success return Matrix
---
> success = RL.rlSetMatrixProjection( Matrix proj )
Set a custom projection matrix (replaces internal projection matrix)
- Failure return false
- Success return true
---
> success = RL.rlSetMatrixModelview( Matrix view )
Set a custom modelview matrix (replaces internal modelview matrix)
- Failure return false
- Success return true
---
> success = RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left )
Set eyes projection matrices for stereo rendering
- Failure return false
- Success return true
---
> success = RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )
Set eyes view offsets matrices for stereo rendering
- Failure return false
- Success return true
---
## OpenGL - Framebuffer management
---

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@@ -6166,6 +6166,67 @@ function RL.rlFramebufferComplete( id ) end
---@return any success
function RL.rlUnloadFramebuffer( id ) end
-- RLGL - Matrix state management
---Get internal modelview matrix
---- Success return Matrix
---@return any modelview
function RL.rlGetMatrixModelview() end
---Get internal projection matrix
---- Success return Matrix
---@return any projection
function RL.rlGetMatrixProjection() end
---Get internal accumulated transform matrix
---- Success return Matrix
---@return any transform
function RL.rlGetMatrixTransform() end
---Get internal projection matrix for stereo render (selected eye)
---- Failure return false
---- Success return Matrix
---@param eye integer
---@return any projection
function RL.rlGetMatrixProjectionStereo( eye ) end
---Get internal view offset matrix for stereo render (selected eye)
---- Failure return false
---- Success return Matrix
---@param eye integer
---@return any viewOffset
function RL.rlGetMatrixViewOffsetStereo( eye ) end
---Set a custom projection matrix (replaces internal projection matrix)
---- Failure return false
---- Success return true
---@param proj table
---@return any success
function RL.rlSetMatrixProjection( proj ) end
---Set a custom modelview matrix (replaces internal modelview matrix)
---- Failure return false
---- Success return true
---@param view table
---@return any success
function RL.rlSetMatrixModelview( view ) end
---Set eyes projection matrices for stereo rendering
---- Failure return false
---- Success return true
---@param right table
---@param left table
---@return any success
function RL.rlSetMatrixProjectionStereo( right, left ) end
---Set eyes view offsets matrices for stereo rendering
---- Failure return false
---- Success return true
---@param right table
---@param left table
---@return any success
function RL.rlSetMatrixViewOffsetStereo( right, left ) end
-- OpenGL - Framebuffer management
---Copy a block of pixels from one framebuffer object to another.