Files
reilua-enhanced/API.md
2023-08-18 15:01:58 +03:00

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ReiLua API

Usage

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 five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.


function RL.init()

This function will be called first when 'main.lua' is found


function RL.process( 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 process 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.


Globals - ConfigFlags

FLAG_VSYNC_HINT = 64 FLAG_FULLSCREEN_MODE = 2 FLAG_WINDOW_RESIZABLE = 4 FLAG_WINDOW_UNDECORATED = 8 FLAG_WINDOW_HIDDEN = 128 FLAG_WINDOW_MINIMIZED = 512 FLAG_WINDOW_MAXIMIZED = 1024 FLAG_WINDOW_UNFOCUSED = 2048 FLAG_WINDOW_TOPMOST = 4096 FLAG_WINDOW_ALWAYS_RUN = 256 FLAG_WINDOW_TRANSPARENT = 16 FLAG_WINDOW_HIGHDPI = 8192 FLAG_MSAA_4X_HINT = 32 FLAG_INTERLACED_HINT = 65536

Globals - TraceLogLevel

LOG_ALL = 0 LOG_TRACE = 1 LOG_DEBUG = 2 LOG_INFO = 3 LOG_WARNING = 4 LOG_ERROR = 5 LOG_FATAL = 6 LOG_NONE = 7

Globals - KeyboardKey

GLFW_KEY_UNKNOWN = nil KEY_NULL = 0 KEY_APOSTROPHE = 39 KEY_COMMA = 44 KEY_MINUS = 45 KEY_PERIOD = 46 KEY_SLASH = 47 KEY_ZERO = 48 KEY_ONE = 49 KEY_TWO = 50 KEY_THREE = 51 KEY_FOUR = 52 KEY_FIVE = 53 KEY_SIX = 54 KEY_SEVEN = 55 KEY_EIGHT = 56 KEY_NINE = 57 KEY_SEMICOLON = 59 KEY_EQUAL = 61 KEY_A = 65 KEY_B = 66 KEY_C = 67 KEY_D = 68 KEY_E = 69 KEY_F = 70 KEY_G = 71 KEY_H = 72 KEY_I = 73 KEY_J = 74 KEY_K = 75 KEY_L = 76 KEY_M = 77 KEY_N = 78 KEY_O = 79 KEY_P = 80 KEY_Q = 81 KEY_R = 82 KEY_S = 83 KEY_T = 84 KEY_U = 85 KEY_V = 86 KEY_W = 87 KEY_X = 88 KEY_Y = 89 KEY_Z = 90 KEY_LEFT_BRACKET = 91 KEY_BACKSLASH = 92 KEY_RIGHT_BRACKET = 93 KEY_GRAVE = 96 KEY_SPACE = 32 KEY_ESCAPE = 256 KEY_ENTER = 257 KEY_TAB = 258 KEY_BACKSPACE = 259 KEY_INSERT = 260 KEY_DELETE = 261 KEY_RIGHT = 262 KEY_LEFT = 263 KEY_DOWN = 264 KEY_UP = 265 KEY_PAGE_UP = 266 KEY_PAGE_DOWN = 267 KEY_HOME = 268 KEY_END = 269 KEY_CAPS_LOCK = 280 KEY_SCROLL_LOCK = 281 KEY_NUM_LOCK = 282 KEY_PRINT_SCREEN = 283 KEY_PAUSE = 284 KEY_F1 = 290 KEY_F2 = 291 KEY_F3 = 292 KEY_F4 = 293 KEY_F5 = 294 KEY_F6 = 295 KEY_F7 = 296 KEY_F8 = 297 KEY_F9 = 298 KEY_F10 = 299 KEY_F11 = 300 KEY_F12 = 301 KEY_LEFT_SHIFT = 340 KEY_LEFT_CONTROL = 341 KEY_LEFT_ALT = 342 KEY_LEFT_SUPER = 343 KEY_RIGHT_SHIFT = 344 KEY_RIGHT_CONTROL = 345 KEY_RIGHT_ALT = 346 KEY_RIGHT_SUPER = 347 KEY_KB_MENU = 348 KEY_KP_0 = 320 KEY_KP_1 = 321 KEY_KP_2 = 322 KEY_KP_3 = 323 KEY_KP_4 = 324 KEY_KP_5 = 325 KEY_KP_6 = 326 KEY_KP_7 = 327 KEY_KP_8 = 328 KEY_KP_9 = 329 KEY_KP_DECIMAL = 330 KEY_KP_DIVIDE = 331 KEY_KP_MULTIPLY = 332 KEY_KP_SUBTRACT = 333 KEY_KP_ADD = 334 KEY_KP_ENTER = 335 KEY_KP_EQUAL = 336 KEY_BACK = 4 KEY_MENU = 82 KEY_VOLUME_UP = 24 KEY_VOLUME_DOWN = 25

Globals - MouseButtons

MOUSE_BUTTON_LEFT = 0 MOUSE_BUTTON_RIGHT = 1 MOUSE_BUTTON_MIDDLE = 2 MOUSE_BUTTON_SIDE = 3 MOUSE_BUTTON_EXTRA = 4 MOUSE_BUTTON_FORWARD = 5 MOUSE_BUTTON_BACK = 6

Globals - MouseCursor

MOUSE_CURSOR_DEFAULT = 0 MOUSE_CURSOR_ARROW = 1 MOUSE_CURSOR_IBEAM = 2 MOUSE_CURSOR_CROSSHAIR = 3 MOUSE_CURSOR_POINTING_HAND = 4 MOUSE_CURSOR_RESIZE_EW = 5 MOUSE_CURSOR_RESIZE_NS = 6 MOUSE_CURSOR_RESIZE_NWSE = 7 MOUSE_CURSOR_RESIZE_NESW = 8 MOUSE_CURSOR_RESIZE_ALL = 9 MOUSE_CURSOR_NOT_ALLOWED = 10

Globals - GamepadButtons

GAMEPAD_BUTTON_UNKNOWN = 0 GAMEPAD_BUTTON_LEFT_FACE_UP = 1 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 GAMEPAD_BUTTON_MIDDLE_LEFT = 13 GAMEPAD_BUTTON_MIDDLE = 14 GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 GAMEPAD_BUTTON_LEFT_THUMB = 16 GAMEPAD_BUTTON_RIGHT_THUMB = 17

Globals - GamepadAxis

GAMEPAD_AXIS_LEFT_X = 0 GAMEPAD_AXIS_LEFT_Y = 1 GAMEPAD_AXIS_RIGHT_X = 2 GAMEPAD_AXIS_RIGHT_Y = 3 GAMEPAD_AXIS_LEFT_TRIGGER = 4 GAMEPAD_AXIS_RIGHT_TRIGGER = 5

Globals - MapTypes

MATERIAL_MAP_ALBEDO = 0 MATERIAL_MAP_METALNESS = 1 MATERIAL_MAP_NORMAL = 2 MATERIAL_MAP_ROUGHNESS = 3 MATERIAL_MAP_OCCLUSION = 4 MATERIAL_MAP_EMISSION = 5 MATERIAL_MAP_HEIGHT = 6 MATERIAL_MAP_CUBEMAP = 7 MATERIAL_MAP_IRRADIANCE = 8 MATERIAL_MAP_PREFILTER = 9 MATERIAL_MAP_BRDF = 10 MATERIAL_MAP_DIFFUSE = 0 MATERIAL_MAP_SPECULAR = 1

Globals - ShaderLocationIndex

SHADER_LOC_VERTEX_POSITION = 0 SHADER_LOC_VERTEX_TEXCOORD01 = 1 SHADER_LOC_VERTEX_TEXCOORD02 = 2 SHADER_LOC_VERTEX_NORMAL = 3 SHADER_LOC_VERTEX_TANGENT = 4 SHADER_LOC_VERTEX_COLOR = 5 SHADER_LOC_MATRIX_MVP = 6 SHADER_LOC_MATRIX_VIEW = 7 SHADER_LOC_MATRIX_PROJECTION = 8 SHADER_LOC_MATRIX_MODEL = 9 SHADER_LOC_MATRIX_NORMAL = 10 SHADER_LOC_VECTOR_VIEW = 11 SHADER_LOC_COLOR_DIFFUSE = 12 SHADER_LOC_COLOR_SPECULAR = 13 SHADER_LOC_COLOR_AMBIENT = 14 SHADER_LOC_MAP_ALBEDO = 15 SHADER_LOC_MAP_METALNESS = 16 SHADER_LOC_MAP_NORMAL = 17 SHADER_LOC_MAP_ROUGHNESS = 18 SHADER_LOC_MAP_OCCLUSION = 19 SHADER_LOC_MAP_EMISSION = 20 SHADER_LOC_MAP_HEIGHT = 21 SHADER_LOC_MAP_CUBEMAP = 22 SHADER_LOC_MAP_IRRADIANCE = 23 SHADER_LOC_MAP_PREFILTER = 24 SHADER_LOC_MAP_BRDF = 25 SHADER_LOC_MAP_DIFFUSE = 15 SHADER_LOC_MAP_SPECULAR = 16

Globals - ShaderUniformDataType

SHADER_UNIFORM_FLOAT = 0 SHADER_UNIFORM_VEC2 = 1 SHADER_UNIFORM_VEC3 = 2 SHADER_UNIFORM_VEC4 = 3 SHADER_UNIFORM_INT = 4 SHADER_UNIFORM_IVEC2 = 5 SHADER_UNIFORM_IVEC3 = 6 SHADER_UNIFORM_IVEC4 = 7 SHADER_UNIFORM_SAMPLER2D = 8

Globals - ShaderAttributeDataTypes

SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3

Globals - PixelFormats

PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 PIXELFORMAT_UNCOMPRESSED_R32 = 8 PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21

Globals - TextureFilters

TEXTURE_FILTER_POINT = 0 TEXTURE_FILTER_BILINEAR = 1 TEXTURE_FILTER_TRILINEAR = 2 TEXTURE_FILTER_ANISOTROPIC_4X = 3 TEXTURE_FILTER_ANISOTROPIC_8X = 4 TEXTURE_FILTER_ANISOTROPIC_16X = 5

Globals - TextureWrap

TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3

Globals - CubemapLayout

CUBEMAP_LAYOUT_AUTO_DETECT = 0 CUBEMAP_LAYOUT_LINE_VERTICAL = 1 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 CUBEMAP_LAYOUT_PANORAMA = 5

Globals - FontType

FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2

Globals - BlendModes

BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 BLEND_ADD_COLORS = 3 BLEND_SUBTRACT_COLORS = 4 BLEND_ALPHA_PREMULTIPLY = 5 BLEND_CUSTOM = 6 BLEND_CUSTOM_SEPARATE = 7

Globals - Gesture

GESTURE_NONE = 0 GESTURE_TAP = 1 GESTURE_DOUBLETAP = 2 GESTURE_HOLD = 4 GESTURE_DRAG = 8 GESTURE_SWIPE_RIGHT = 16 GESTURE_SWIPE_LEFT = 32 GESTURE_SWIPE_UP = 64 GESTURE_SWIPE_DOWN = 128 GESTURE_PINCH_IN = 256 GESTURE_PINCH_OUT = 512

Globals - CameraMode

CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 CAMERA_FIRST_PERSON = 3 CAMERA_THIRD_PERSON = 4

Globals - CameraProjections

CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1

Globals - N-patchLayout

NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2

Globals - TextureTypes

TEXTURE_TYPE_TEXTURE = 0 TEXTURE_TYPE_RENDER_TEXTURE = 1

Globals - Colors

LIGHTGRAY = { 200, 200, 200, 255 } GRAY = { 130, 130, 130, 255 } DARKGRAY = { 80, 80, 80, 255 } YELLOW = { 253, 249, 0, 255 } GOLD = { 255, 203, 0, 255 } ORANGE = { 255, 161, 0, 255 } PINK = { 255, 109, 194, 255 } RED = { 230, 41, 55, 255 } MAROON = { 190, 33, 55, 255 } GREEN = { 0, 228, 48, 255 } LIME = { 0, 158, 47, 255 } DARKGREEN = { 0, 117, 44, 255 } SKYBLUE = { 102, 191, 255, 255 } BLUE = { 0, 121, 241, 255 } DARKBLUE = { 0, 82, 172, 255 } PURPLE = { 200, 122, 255, 255 } VIOLET = { 135, 60, 190, 255 } DARKPURPLE = { 112, 31, 126, 255 } BEIGE = { 211, 176, 131, 255 } BROWN = { 127, 106, 79, 255 } DARKBROWN = { 76, 63, 47, 255 } WHITE = { 255, 255, 255, 255 } BLACK = { 0, 0, 0, 255 } BLANK = { 0, 0, 0, 0 } MAGENTA = { 255, 0, 255, 255 } RAYWHITE = { 245, 245, 245, 255 }

Globals - Math

PI = 3.1415927410126 DEG2RAD = 0.017453292384744 RAD2DEG = 57.295776367188

Globals - GuiControlState

STATE_NORMAL = 0 STATE_FOCUSED = 1 STATE_PRESSED = 2 STATE_DISABLED = 3

Globals - GuiTextAlignment

TEXT_ALIGN_LEFT = 0 TEXT_ALIGN_CENTER = 1 TEXT_ALIGN_RIGHT = 2

Globals - GuiControl

DEFAULT = 0 LABEL = 1 BUTTON = 2 TOGGLE = 3 SLIDER = 4 PROGRESSBAR = 5 CHECKBOX = 6 COMBOBOX = 7 DROPDOWNBOX = 8 TEXTBOX = 9 VALUEBOX = 10 SPINNER = 11 LISTVIEW = 12 COLORPICKER = 13 SCROLLBAR = 14 STATUSBAR = 15

Globals - GuiControlProperty

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 RESERVED = 15

Globals - GuiDefaultProperty

TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 BACKGROUND_COLOR = 19

Globals - GuiToggleProperty

GROUP_PADDING = 16

Globals - GuiSliderProperty

SLIDER_WIDTH = 16 SLIDER_PADDING = 17

Globals - GuiProgressBarProperty

PROGRESS_PADDING = 16

Globals - GuiScrollBarProperty

ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 SCROLL_SLIDER_SIZE = 19 SCROLL_PADDING = 20 SCROLL_SPEED = 21

Globals - GuiCheckBoxProperty

CHECK_PADDING = 16

Globals - GuiComboBoxProperty

COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_SPACING = 17

Globals - GuiDropdownBoxProperty

ARROW_PADDING = 16 DROPDOWN_ITEMS_SPACING = 17

Globals - GuiTextBoxProperty

TEXT_INNER_PADDING = 16 TEXT_LINES_SPACING = 17

Globals - GuiSpinnerProperty

SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_SPACING = 17

Globals - GuiListViewProperty

LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_SPACING = 17 SCROLLBAR_WIDTH = 18 SCROLLBAR_SIDE = 19

Globals - GuiColorPickerProperty

COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 HUEBAR_SELECTOR_HEIGHT = 19 HUEBAR_SELECTOR_OVERFLOW = 20

Globals - LightType

LIGHT_DIRECTIONAL = 0 LIGHT_POINT = 1

Globals - RLGL

RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192 RL_DEFAULT_BATCH_BUFFERS = 1 RL_DEFAULT_BATCH_DRAWCALLS = 256 RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4

Globals - RLGL

RL_MAX_MATRIX_STACK_SIZE = 32

Globals - RLGL

RL_MAX_SHADER_LOCATIONS = 32

Globals - RLGL

RL_CULL_DISTANCE_NEAR = 0.01 RL_CULL_DISTANCE_FAR = 1000.0

Globals - RLGL

RL_TEXTURE_WRAP_S = 10242 RL_TEXTURE_WRAP_T = 10243 RL_TEXTURE_MAG_FILTER = 10240 RL_TEXTURE_MIN_FILTER = 10241 RL_TEXTURE_FILTER_NEAREST = 9728 RL_TEXTURE_FILTER_LINEAR = 9729 RL_TEXTURE_FILTER_MIP_NEAREST = 9984 RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 9986 RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 9985 RL_TEXTURE_FILTER_MIP_LINEAR = 9987 RL_TEXTURE_FILTER_ANISOTROPIC = 12288 RL_TEXTURE_MIPMAP_BIAS_RATIO = 16384 RL_TEXTURE_WRAP_REPEAT = 10497 RL_TEXTURE_WRAP_CLAMP = 33071 RL_TEXTURE_WRAP_MIRROR_REPEAT = 33648 RL_TEXTURE_WRAP_MIRROR_CLAMP = 34626

Globals - RLGL

RL_MODELVIEW = 5888 RL_PROJECTION = 5889 RL_TEXTURE = 5890

Globals - RLGL

RL_LINES = 1 RL_TRIANGLES = 4 RL_QUADS = 7

Globals - RLGL

RL_UNSIGNED_BYTE = 5121 RL_FLOAT = 5126

Globals - RLGL

RL_STREAM_DRAW = 35040 RL_STREAM_READ = 35041 RL_STREAM_COPY = 35042 RL_STATIC_DRAW = 35044 RL_STATIC_READ = 35045 RL_STATIC_COPY = 35046 RL_DYNAMIC_DRAW = 35048 RL_DYNAMIC_READ = 35049 RL_DYNAMIC_COPY = 35050

Globals - RLGL

RL_FRAGMENT_SHADER = 35632 RL_VERTEX_SHADER = 35633 RL_COMPUTE_SHADER = 37305

Globals - RLGL

RL_ZERO = 0 RL_ONE = 1 RL_SRC_COLOR = 768 RL_ONE_MINUS_SRC_COLOR = 769 RL_SRC_ALPHA = 770 RL_ONE_MINUS_SRC_ALPHA = 771 RL_DST_ALPHA = 772 RL_ONE_MINUS_DST_ALPHA = 773 RL_DST_COLOR = 774 RL_ONE_MINUS_DST_COLOR = 775 RL_SRC_ALPHA_SATURATE = 776 RL_CONSTANT_COLOR = 32769 RL_ONE_MINUS_CONSTANT_COLOR = 32770 RL_CONSTANT_ALPHA = 32771 RL_ONE_MINUS_CONSTANT_ALPHA = 32772

Globals - RLGL

RL_FUNC_ADD = 32774 RL_MIN = 32775 RL_MAX = 32776 RL_FUNC_SUBTRACT = 32778 RL_FUNC_REVERSE_SUBTRACT = 32779 RL_BLEND_EQUATION = 32777 RL_BLEND_EQUATION_RGB = 32777 RL_BLEND_EQUATION_ALPHA = 34877 RL_BLEND_DST_RGB = 32968 RL_BLEND_SRC_RGB = 32969 RL_BLEND_DST_ALPHA = 32970 RL_BLEND_SRC_ALPHA = 32971 RL_BLEND_COLOR = 32773

Globals - RLGL

RL_OPENGL_11 = 1 RL_OPENGL_21 = 2 RL_OPENGL_33 = 3 RL_OPENGL_43 = 4 RL_OPENGL_ES_20 = 5

Globals - RLGL

RL_ATTACHMENT_COLOR_CHANNEL0 = 0 RL_ATTACHMENT_COLOR_CHANNEL1 = 1 RL_ATTACHMENT_COLOR_CHANNEL2 = 2 RL_ATTACHMENT_COLOR_CHANNEL3 = 3 RL_ATTACHMENT_COLOR_CHANNEL4 = 4 RL_ATTACHMENT_COLOR_CHANNEL5 = 5 RL_ATTACHMENT_COLOR_CHANNEL6 = 6 RL_ATTACHMENT_COLOR_CHANNEL7 = 7 RL_ATTACHMENT_DEPTH = 100 RL_ATTACHMENT_STENCIL = 200

Globals - RLGL

RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5 RL_ATTACHMENT_TEXTURE2D = 100 RL_ATTACHMENT_RENDERBUFFER = 200

Globals - RLGL

RL_CULL_FACE_FRONT = 0 RL_CULL_FACE_BACK = 1

Globals - OpenGL

GL_COLOR_BUFFER_BIT = 16384 GL_DEPTH_BUFFER_BIT = 256 GL_STENCIL_BUFFER_BIT = 1024 GL_NEAREST = 9728 GL_LINEAR = 9729

Globals - GLFW

GLFW_RELEASE = 0 GLFW_PRESS = 1 GLFW_REPEAT = 2

Globals - Window

EVENT_WINDOW_SIZE = 0 EVENT_WINDOW_MAXIMIZE = 1 EVENT_WINDOW_ICONYFY = 2 EVENT_WINDOW_FOCUS = 3 EVENT_WINDOW_DROP = 4

Globals - Input

EVENT_KEY = 5 EVENT_CHAR = 6 EVENT_MOUSE_BUTTON = 7 EVENT_MOUSE_CURSOR_POS = 8 EVENT_MOUSE_SCROLL = 9 EVENT_CURSOR_ENTER = 10

Types

Raylib structs in Lua


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

Vector2 type


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

Vector3 type


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

Vector4 type


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

Quaternion type


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 } }

OpenGL style 4x4. Identity matrix example


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

{ r, g, b ,a }. Color type, RGBA (32bit)


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

{ x, y, width ,height }. Rectangle type


Image = ImageId

int id. Image type (multiple pixel formats supported). NOTE: Data stored in CPU memory (RAM)


Texture = TextureId or { id, width, height, mipmaps, format }

int id. Texture type (multiple internal formats supported). NOTE: Data stored in GPU memory (VRAM)


RenderTexture = RenderTextureId or { id, texture, depth }

int id. RenderTexture type, for texture rendering


Font = FontId

int id. Font type, includes texture and chars data


Camera2D = CameraId or { offset, target, rotation, zoom }

int id. Defines 2D camera position/orientation


Camera = CameraId or { position, target, up, fovy, projection }

int id. Defines 3D camera3D position/orientation


Mesh = MeshId

int id. Vertex data defining a mesh

mesh{} = {
  vertices = { Vector3, ... },
  texcoords = { Vector2, ... },
  texcoords2 = { Vector2, ... },
  normals = { Vector3, ... },
  tangents = { Vector4, ... },
  colors = { Color, ... },
  indices = { int, ... },
}

Material = MaterialId

int id. Material type

material{} = {
  shader = Shader,
  maps = {
    {
      MATERIAL_MAP_ALBEDO,
      {
        texture = Texture,
        color = WHITE,
        value = 1.0,
      },
    },
    ...
  },
  params = { 1.0, 2.0, 3.0, 4.0 },
}

Model = ModelId

int id. Basic 3d Model type


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 } }

{ position, direction }. Ray type (useful for raycast)


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

Raycast hit information. NOTE: Data in named keys


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 } }

{ min, max }. Accepts Vector3. Bounding box type for 3d mesh


Sound = SoundId

int id. Basic Sound source and buffer


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 }

{ Rectangle source, int left, int top, int right, int bottom, int layout }. { Texture source rectangle, Left border offset, Top border offset, Right border offset, Bottom border offset, Layout of the n-patch: 3x3, 1x3 or 3x1 }


ModelAnimations = ModelAnimationsId

int id. ModelAnimations


Events

Content of event table received by RL.event.

Window events


{ type: RL.EVENT_WINDOW_SIZE, int width, int height }

WindowSize Callback, runs when window is resized.


{ type RL.EVENT_WINDOW_MAXIMIZE, int maximized }

Window Maximize Callback, runs when window is maximized.


{ type RL.EVENT_WINDOW_ICONYFY, int iconified }

WindowIconify Callback, runs when window is minimized/restored.


{ type RL.EVENT_WINDOW_FOCUS, int focused }

WindowFocus Callback, runs when window get/lose focus.


{ type RL.EVENT_WINDOW_DROP, int count, string{} paths }

Window Drop Callback, runs when drop files into window.


Input events


{ type: RL.EVENT_KEY, int key, int scancode, int action, int mods }

Keyboard Callback, runs on key pressed.


{ type RL.EVENT_CHAR, int key }

Char Key Callback, runs on key pressed (get char value).


{ type RL.EVENT_MOUSE_BUTTON, int button, int action, int mods }

Mouse Button Callback, runs on mouse button pressed.


{ type RL.EVENT_MOUSE_CURSOR_POS, number x, number y }

Cursor Position Callback, runs on mouse move.


{ type RL.EVENT_MOUSE_SCROLL, number xoffset, number yoffset }

Srolling Callback, runs on mouse wheel.


{ type RL.EVENT_CURSOR_ENTER, int enter }

Cursor Enter Callback, cursor enters client area.


Core - Window


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

success = RL.SetWindowMonitor( int monitor )

Set monitor for the current window (fullscreen mode)

  • Failure return false
  • Success return true

success = RL.SetWindowPosition( Vector2 pos )

Set window position on screen

  • Failure return false
  • Success return true

success = RL.SetWindowSize( Vector2 size )

Set window dimensions

  • Failure return false
  • Success return true

success = RL.SetWindowMinSize( Vector2 size )

Set window minimum dimensions ( for FLAG_WINDOW_RESIZABLE )

  • Failure return false
  • Success return true

position = RL.GetMonitorPosition( int monitor )

Get specified monitor position

  • Failure return nil
  • Success return Vector2

size = RL.GetMonitorSize( int monitor )

Get specified monitor size

  • Failure return nil
  • Success return Vector2

position = RL.GetWindowPosition()

Get window position on monitor

  • Success return Vector2

size = RL.GetScreenSize()

Get screen size

  • Success return Vector2

success = RL.SetWindowState( int flag )

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

  • Failure return false
  • Success return true

state = RL.IsWindowState( int flag )

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

  • Failure return nil
  • Success return bool

resized = RL.ClearWindowState( int flag )

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

  • Success return bool

resized = RL.IsWindowResized()

Check if window has been resized from last frame

  • Success return bool

success = RL.SetWindowIcon( Image image )

Set icon for window ( Only PLATFORM_DESKTOP )

  • Failure return false
  • Success return true

success = RL.SetWindowTitle( string title )

Set title for window ( Only PLATFORM_DESKTOP )

  • Failure return false
  • Success return true

count = RL.GetMonitorCount()

Get number of connected monitors

  • Success return int

monitor = RL.GetCurrentMonitor()

Get current connected monitor

  • Success return int

size = RL.GetMonitorPhysicalSize( int monitor )

Get specified monitor physical size in millimetres

  • Failure return false
  • Success return Vector2

size = RL.GetMonitorRefreshRate( int monitor )

Get specified monitor refresh rate

  • Failure return false
  • Success return int

scale = 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 monitor

  • Failure return false
  • Success return string

RL.CloseWindow()

Close window and unload OpenGL context and free all resources


success = RL.SetClipboardText( string text )

Set clipboard text content

  • Failure return false
  • Success return true

text = RL.GetClipboardText()

Get clipboard text content

  • Success return string

Core - Timing


success = RL.SetTargetFPS( int fps )

Set target FPS ( maximum )

  • Failure return false
  • Success return true

FPS = RL.GetFPS()

Get current FPS

  • Success return int

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

Core - Misc


success = RL.TakeScreenshot( string fileName )

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

  • Failure return false
  • Success return true

success = RL.SetConfigFlags( int flags )

Setup init configuration flags ( view FLAGS )

  • Failure return false
  • Success return true

success = RL.TraceLog( int logLevel, string text )

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

  • Failure return false
  • Success return true

success = RL.SetTraceLogLevel( int logLevel )

Set the current threshold ( minimum ) log level

  • Failure return false
  • Success return true

success = RL.SetLogLevelInvalid( int logLevel )

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

  • Failure return false
  • Success return true

logLevel = RL.GetLogLevelInvalid()

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

  • Success return int

success = RL.OpenURL( string url )

Open URL with default system browser ( If available )

  • Failure return false
  • Success return true

Core - Cursor


RL.ShowCursor()

Shows cursor


RL.HideCursor()

Hides cursor


hidden = RL.IsCursorHidden()

Check if cursor is not visible

  • Success return bool

RL.EnableCursor()

Enables cursor (unlock cursor)


RL.DisableCursor()

Disables cursor (lock cursor)


onSreen = RL.IsCursorOnScreen()

Check if cursor is on the screen

  • Success return bool

Core - Drawing


success = RL.ClearBackground( Color color )

Set background color ( framebuffer clear color )

  • Failure return false
  • Success return true

RL.BeginDrawing()

Setup canvas ( framebuffer ) to start drawing


RL.EndDrawing()

End canvas drawing and swap buffers ( double buffering )


success = RL.BeginBlendMode( int mode )

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

  • Failure return false
  • Success return true

RL.EndBlendMode()

End blending mode ( reset to default: BLEND_ALPHA )


success = RL.BeginScissorMode( Rectangle rectange )

Begin scissor mode ( define screen area for following drawing )

  • Failure return false
  • Success return true

RL.EndScissorMode()

End scissor mode


Core - Shader


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

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

  • Failure return -1
  • Success return int

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

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

  • Failure return -1
  • Success return int

success = RL.BeginShaderMode( Shader shader )

Begin custom shader drawing

  • Failure return false
  • Success return true

RL.EndShaderMode()

End custom shader drawing ( use default shader )


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

Get shader uniform location

  • Failure return -1
  • Success return int

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

Get shader attribute location

  • Failure return -1
  • Success return int

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

Set shader location index

  • Failure return false
  • Success return true

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

Get shader location index

  • Failure return false
  • Success return int

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

Set shader uniform value ( matrix 4x4 )

  • Failure return false
  • Success return true

success = RL.SetShaderValueTexture( Shader shader, int locIndex, Texture2D texture )

Set shader uniform value for texture ( sampler2d )

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = RL.UnloadShader( Shader shader )

Unload shader from GPU memory ( VRAM )

  • Failure return false
  • Success return true


pressed = RL.IsKeyPressed( int key )

Detect if a key has been pressed once

  • Failure return nil
  • Success return bool

pressed = RL.IsKeyDown( int key )

Detect if a key is being pressed

  • Failure return nil
  • Success return bool

released = RL.IsKeyReleased( int key )

Detect if a key has been released once

  • Failure return nil
  • Success return bool

released = RL.IsKeyUp( int key )

Check if a key is NOT being pressed

  • Failure return nil
  • 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 )


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

This function returns the name of the specified printable key, encoded as UTF-8. This is typically the character that key would produce without any modifier keys, intended for displaying key bindings to the user. For dead keys, it is typically the diacritic it would add to a character.

Do not use this function for text input. You will break text input for many languages even if it happens to work for yours.

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.

  • Failure return -1
  • 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.

  • Failure return nil
  • Success return int


available = RL.IsGamepadAvailable( int gamepad )

Detect if a gamepad is available

  • Failure return nil
  • Success return bool

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

Detect if a gamepad button has been pressed once

  • Failure return nil
  • Success return bool

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

Detect if a gamepad button is being pressed

  • Failure return nil
  • Success return bool

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

Detect if a gamepad button has been released once

  • Failure return nil
  • Success return bool

count = RL.GetGamepadAxisCount( int gamepad )

Return gamepad axis count for a gamepad

  • Failure return false
  • Success return int

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

Return axis movement value for a gamepad axis

  • Failure return false
  • Success return float

name = RL.GetGamepadName( int gamepad )

Return gamepad internal name id

  • Failure return false
  • Success return string


pressed = RL.IsMouseButtonPressed( int button )

Detect if a mouse button has been pressed once

  • Failure return nil
  • Success return bool

pressed = RL.IsMouseButtonDown( int button )

Detect if a mouse button is being pressed

  • Failure return nil
  • Success return bool

released = RL.IsMouseButtonReleased( int button )

Detect if a mouse button has been released once

  • Failure return nil
  • Success return bool

released = RL.IsMouseButtonUp( int button )

Check if a mouse button is NOT being pressed

  • Failure return nil
  • Success return bool

position = RL.GetMousePosition()

Returns mouse position

  • Success return Vector2

position = RL.GetMouseDelta()

Get mouse delta between frames

  • Success return Vector2

success = RL.SetMousePosition( Vector2 position )

Set mouse position XY

  • Failure return false
  • Success return true

success = RL.SetMouseOffset( Vector2 offset )

Set mouse offset

  • Failure return false
  • Success return true

success = RL.SetMouseScale( Vector2 scale )

Set mouse scaling

  • Failure return false
  • Success return true

movement = RL.GetMouseWheelMove()

Returns mouse wheel movement Y

  • Success return float

success = RL.SetMouseCursor( int cursor )

Set mouse cursor

  • Failure return false
  • Success return true


position = RL.GetTouchPosition( int index )

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

  • Failure return false
  • Success return Vector2

id = RL.GetTouchPointId( int index )

Get touch point identifier for given index

  • Failure return false
  • Success return int

count = RL.GetTouchPointCount()

Get touch point identifier for given index

  • Success return int


success = RL.SetGesturesEnabled( unsigned int flags )

Enable a set of gestures using flags

  • Failure return false
  • Success return true

detected = RL.IsGestureDetected( int gesture )

Check if a gesture have been detected

  • Failure return nil
  • Success return bool

gesture = RL.GetGestureDetected()

Get latest detected gesture

  • Success return int

time = RL.GetGestureHoldDuration()

Get gesture hold time in milliseconds

  • Success return float

vector = RL.GetGestureDragVector()

Get gesture drag vector

  • Success return Vector2

angle = RL.GetGestureDragAngle()

Get gesture drag angle

  • Success return float

vector = RL.GetGesturePinchVector()

Get gesture pinch delta

  • Success return Vector2

angle = RL.GetGesturePinchAngle()

Get gesture pinch angle

  • Success return float

Core - File


path = RL.GetBasePath()

Return game directory ( where main.lua is located )

  • Success return string

fileExists = RL.FileExists( string fileName )

Check if file exists

  • Failure return nil
  • Success return bool

dirExists = RL.DirectoryExists( string dirPath )

Check if a directory path exists

  • Failure return nil
  • Success return bool

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

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

  • Failure return nil
  • Success return bool

length = RL.GetFileLength( string fileName )

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

  • Failure return false
  • Success return int

extension = RL.GetFileExtension( string fileName )

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

  • Failure return false
  • Success return string

filePath = RL.GetFileName( string filePath )

Get pointer to filename for a path string

  • Failure return false
  • Success return string

filePath = RL.GetFileNameWithoutExt( string filePath )

Get filename string without extension ( Uses static string )

  • Failure return false
  • Success return string

filePath = RL.GetDirectoryPath( string filePath )

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

  • Failure return false
  • Success return string

directory = RL.GetPrevDirectoryPath( string dirPath )

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

  • Failure return false
  • Success return string

directory = RL.GetWorkingDirectory()

Get current working directory ( Uses static string )

  • Success return string

fileNames = RL.LoadDirectoryFiles( string dirPath )

Load directory filepaths

  • Failure return false
  • Success return string{}

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

Load directory filepaths with extension filtering and recursive directory scan

  • Failure return false
  • Success return string{}

success = RL.ChangeDirectory( string directory )

Change working directory, return true on success

  • Failure return false
  • Success return true

isFile = RL.IsPathFile( string path )

Check if a given path is a file or a directory

  • Failure return nil
  • Success return bool

fileDropped = 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 )

  • Failure return false
  • Success return int

Core - Camera2D


camera2D = RL.CreateCamera2D()

Return camera2D id set to default configuration

  • Success return int

success = RL.UnloadCamera2D( camera2D camera )

Unload Camera2D

  • Failure return false
  • Success return true

success = RL.BeginMode2D( camera2D camera )

Begin 2D mode with custom camera ( 2D )

  • Failure return false
  • Success return true

RL.EndMode2D()

Ends 2D mode with custom camera


success = RL.SetCamera2DTarget( camera2D camera, Vector2 target )

Set camera target ( rotation and zoom origin )

  • Failure return false
  • Success return true

success = RL.SetCamera2DOffset( camera2D camera, Vector2 offset )

Set camera offset ( displacement from target )

  • Failure return false
  • Success return true

success = RL.SetCamera2DRotation( camera2D camera, float rotation )

Set camera rotation in degrees

  • Failure return false
  • Success return true

success = RL.SetCamera2DZoom( camera2D camera, float zoom )

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

  • Failure return false
  • Success return true

target = RL.GetCamera2DTarget( camera2D camera )

Get camera2D target

  • Failure return nil
  • Success return Vector2

offset = RL.GetCamera2DOffset( camera2D camera )

Get camera2D offset

  • Failure return nil
  • Success return Vector2

rotation = RL.GetCamera2DRotation( camera2D camera )

Get camera2D rotation

  • Failure return nil
  • Success return float

zoom = RL.GetCamera2DZoom( camera2D camera )

Get camera2D zoom

  • Failure return nil
  • Success return float

Core - Camera3D


camera = RL.CreateCamera3D()

Return camera3D id set to default configuration

  • Success return int

success = RL.UnloadCamera3D( int Camera3D )

Unload Camera3D

  • Failure return false
  • Success return true

success = RL.BeginMode3D( camera3D camera )

Begin 3D mode with custom camera ( 3D )

  • Failure return false
  • Success return true

RL.EndMode3D()

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


success = RL.SetCamera3DPosition( camera3D camera, Vector3 position )

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

  • Failure return false
  • Success return true

success = RL.SetCamera3DTarget( camera3D camera, Vector3 target )

Set camera target it looks-at

  • Failure return false
  • Success return true

success = RL.SetCamera3DUp( camera3D camera, Vector3 up )

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

  • Failure return false
  • Success return true

success = RL.SetCamera3DFovy( camera3D camera, float fovy )

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

  • Failure return false
  • Success return true

success = RL.SetCamera3DProjection( camera3D camera, int projection )

Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC )

  • Failure return false
  • Success return true

position = RL.GetCamera3DPosition( camera3D camera )

Get camera position

  • Failure return nil
  • Success return Vector3

target = RL.GetCamera3DTarget( camera3D camera )

Get camera target it looks-at

  • Failure return nil
  • Success return Vector3

up = RL.GetCamera3DUp( camera3D camera )

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

  • Failure return nil
  • 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

  • Failure return nil
  • Success return float

projection = RL.GetCamera3DProjection( camera3D camera )

Get camera projection mode

  • Failure return nil
  • Success return int

forward = RL.GetCamera3DForward( camera3D camera )

Returns the cameras forward vector ( normalized )

  • Failure return nil
  • 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

  • Failure return nil
  • Success return Vector3

right = RL.GetCamera3DRight( camera3D camera )

Returns the cameras right vector ( normalized )

  • Failure return nil
  • Success return Vector3

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

Moves the camera in it's forward direction

  • Failure return false
  • Success return true

success = RL.Camera3DMoveUp( camera3D camera, float distance )

Moves the camera in it's up direction

  • Failure return false
  • Success return true

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

Moves the camera target in it's current right direction

  • Failure return false
  • Success return true

success = RL.Camera3DMoveToTarget( camera3D camera, float delta )

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

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = 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

  • Failure return false

  • Success return true


success = 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

  • Failure return false
  • Success return true

view = RL.GetCamera3DViewMatrix( camera3D camera )

Returns the camera view matrix

  • Failure return false
  • Success return Matrix

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

Returns the camera projection matrix

  • Failure return false
  • Success return Matrix

success = RL.UpdateCamera3D( camera3D camera, int mode )

Update camera position for selected mode

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

Core - Screen-space


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

Get a ray trace from mouse position

  • Failure return false
  • Success return Ray

matrix = RL.GetCameraMatrix( Camera3D camera )

Get camera transform matrix ( view matrix )

  • Failure return false
  • Success return Matrix

matrix = RL.GetCameraMatrix2D( Camera2D camera )

Get camera 2d transform matrix

  • Failure return false
  • Success return Matrix

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

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

  • Failure return false
  • Success return Vector2

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

Get size position for a 3d world space position

  • Failure return false
  • Success return Vector2

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

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

  • Failure return false
  • Success return Vector2

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

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

  • Failure return false
  • Success return Vector2

Shapes - Drawing


success = RL.SetShapesTexture( Texture2D 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

  • Failure return false
  • Success return true

success = RL.DrawPixel( Vector2 pos, Color color )

Draw a pixel

  • Failure return false
  • Success return true

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

Draw a line defining thickness

  • Failure return false
  • Success return true

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

Draw a line using cubic-bezier curves in-out

  • Failure return false
  • Success return true

success = RL.DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thickness, Color color )

Draw line using quadratic bezier curves with a control point

  • Failure return false
  • Success return true

success = RL.DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thickness, Color color )

Draw line using quadratic bezier curves with a control point

  • Failure return false
  • Success return true

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

Draw lines sequence

  • Failure return false
  • Success return true

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

Draw a color-filled circle

  • Failure return false
  • Success return true

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

Draw a piece of a circle

  • Failure return false
  • Success return true

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

Draw circle sector outline

  • Failure return false
  • Success return true

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

Draw a gradient-filled circle

  • Failure return false
  • Success return true

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

Draw circle outline

  • Failure return false
  • Success return true

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

Draw ellipse

  • Failure return false
  • Success return true

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

Draw ellipse outline

  • Failure return false
  • Success return true

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

Draw ring

  • Failure return false
  • Success return true

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

Draw ring outline

  • Failure return false
  • Success return true

success = RL.DrawRectangle( Rectangle rec, Color color )

Draw a color-filled rectangle

  • Failure return false
  • Success return true

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

Draw a color-filled rectangle with pro parameters

  • Failure return false
  • Success return true

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

Draw a vertical-gradient-filled rectangle

  • Failure return false
  • Success return true

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

Draw a horizontal-gradient-filled rectangle

  • Failure return false
  • Success return true

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

Draw a gradient-filled rectangle with custom vertex colors

  • Failure return false
  • Success return true

success = RL.DrawRectangleLines( Rectangle rec, Color color )

Draw rectangle outline

  • Failure return false
  • Success return true

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

Draw rectangle outline with extended parameters

  • Failure return false
  • Success return true

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

Draw rectangle with rounded edges

  • Failure return false
  • Success return true

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

Draw rectangle with rounded edges outline

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

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

Draw a triangle strip defined by points

  • Failure return false
  • Success return true

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

Draw a regular polygon ( Vector version )

  • Failure return false
  • Success return true

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

Draw a polygon outline of n sides

  • Failure return false
  • Success return true

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

Draw a polygon outline of n sides with extended parameters

  • Failure return false
  • Success return true

Shapes - Collision


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

Check collision between two rectangles

  • Failure return nil
  • Success return bool

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

Check collision between two circles

  • Failure return nil
  • Success return bool

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

Check collision between circle and rectangle

  • Failure return nil
  • Success return bool

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

Check if point is inside rectangle

  • Failure return nil
  • Success return bool

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

Check if point is inside circle

  • Failure return nil
  • Success return bool

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

Check if point is inside a triangle

  • Failure return nil
  • Success return bool

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

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

  • Failure return nil
  • 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

  • Failure return nil
  • 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]

  • Failure return nil
  • Success return bool

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

Get collision rectangle for two rectangles collision

  • Failure return nil
  • Success return Rectangle

Textures - Image Loading


image = RL.LoadImage( string fileName )

Load image from file into CPU memory ( RAM )

  • Failure return -1
  • Success return int

image = RL.LoadImageFromTexture( Texture2D texture )

Load image from GPU texture data

  • Failure return -1
  • Success return int

image = RL.LoadImageFromScreen()

Load image from screen buffer and ( screenshot )

  • Success return int

success = RL.UnloadImage( Image image )

Unload image from CPU memory ( RAM )

  • Failure return false
  • Success return true

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

Export image data to file, returns true on success

  • Failure return nil
  • Success return bool

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

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

  • Failure return nil
  • Success return bool

Textures - Image Generation


image = RL.GenImageColor( int width, int height, Color color )

Generate image: plain color

  • Failure return -1
  • Success return int

image = RL.GenImageGradientV( Vector2 size, Color top, Color bottom )

Generate image: vertical gradient

  • Failure return -1
  • Success return int

image = RL.GenImageGradientH( Vector2 size, Color left, Color right )

Generate image: horizontal gradient

  • Failure return -1
  • Success return int

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

Generate image: radial gradient

  • Failure return -1
  • Success return int

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

Generate image: checked

  • Failure return -1
  • Success return int

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

Generate image: white noise

  • Failure return -1
  • Success return int

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

Generate image: perlin noise

  • Failure return -1
  • Success return int

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

Generate image: cellular algorithm. Bigger tileSize means bigger cells

  • Failure return -1
  • Success return int

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

Generate image: grayscale image from text data

  • Failure return -1
  • Success return int

Textures - Image Manipulation Functions


image = RL.ImageCopy( Image image )

Create an image duplicate ( useful for transformations )

  • Failure return -1
  • Success return int

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

Create an image from another image piece

  • Failure return -1
  • Success return int

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

Create an image from text ( custom sprite font )

  • Failure return -1
  • Success return int

success = RL.ImageFormat( Image image, int newFormat )

Convert image data to desired format

  • Failure return false
  • Success return true

success = RL.ImageToPOT( Image image, Color fill )

Convert image to POT ( power-of-two )

  • Failure return false
  • Success return true

success = RL.ImageCrop( Image image, Rectangle crop )

Crop an image to a defined rectangle

  • Failure return false
  • Success return true

success = RL.ImageAlphaCrop( Image image, float threshold )

Crop image depending on alpha value

  • Failure return false
  • Success return true

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

Clear alpha channel to desired color

  • Failure return false
  • Success return true

success = RL.ImageAlphaMask( Image image, Image alphaMask )

Apply alpha mask to image

  • Failure return false
  • Success return true

success = RL.ImageAlphaPremultiply( Image image )

Premultiply alpha channel

  • Failure return false
  • Success return true

success = RL.ImageBlurGaussian( Image image, int blurSize )

Apply Gaussian blur using a box blur approximation

  • Failure return false
  • Success return true

success = RL.ImageResize( Image image, Vector2 size )

Resize image ( Bicubic scaling algorithm )

  • Failure return false
  • Success return true

success = RL.ImageResizeNN( Image image, Vector2 size )

Resize image ( Nearest-Neighbor scaling algorithm )

  • Failure return false
  • Success return true

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

Resize canvas and fill with color

  • Failure return false
  • Success return true

success = RL.ImageMipmaps( Image image )

Generate all mipmap levels for a provided image

  • Failure return false
  • Success return true

success = RL.ImageDither( Image image, Color bpp )

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

  • Failure return false
  • Success return true

success = RL.ImageFlipVertical( Image image )

Flip image vertically

  • Failure return false
  • Success return true

success = RL.ImageFlipHorizontal( Image image )

Flip image horizontally

  • Failure return false
  • Success return true

success = RL.ImageRotateCW( Image image )

Rotate image clockwise 90deg

  • Failure return false
  • Success return true

success = RL.ImageRotateCCW( Image image )

Rotate image counter-clockwise 90deg

  • Failure return false
  • Success return true

success = RL.ImageColorTint( Image image, Color color )

Modify image color: tint

  • Failure return false
  • Success return true

success = RL.ImageColorInvert( Image image )

Modify image color: invert

  • Failure return false
  • Success return true

success = RL.ImageColorGrayscale( Image image )

Modify image color: grayscale

  • Failure return false
  • Success return true

success = RL.ImageColorContrast( Image image, float contrast )

Modify image color: contrast ( -100 to 100 )

  • Failure return false
  • Success return true

success = RL.ImageColorBrightness( Image image, int brightness )

Modify image color: brightness ( -255 to 255 )

  • Failure return false
  • Success return true

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

Modify image color: replace color

  • Failure return false
  • Success return true

colors = RL.LoadImageColors( Image image )

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

  • Failure return false
  • Success return Color{}

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

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

  • Failure return false
  • Success return Color{}

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

Get image alpha border rectangle

  • Failure return false
  • Success return Rectangle

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

Get image pixel color at ( x, y ) position

  • Failure return false
  • Success return Color

Textures - Image Drawing


success = RL.ImageClearBackground( Image dst, Color color )

Clear image background with given color

  • Failure return false
  • Success return true

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

Draw pixel within an image

  • Failure return false
  • Success return true

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

Draw line within an image

  • Failure return false
  • Success return true

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

Draw circle within an image

  • Failure return false
  • Success return true

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

Draw circle outline within an image

  • Failure return false
  • Success return true

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

Draw rectangle within an image

  • Failure return false
  • Success return true

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

Draw rectangle lines within an image

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

success = 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 )

  • Failure return false
  • Success return true

Textures - Image Configuration


size = RL.GetImageSize( Image image )

Get image size

  • Failure return nil
  • Success return Vector2

mipmaps = RL.GetImageMipmaps( Image image )

Get image mipmaps. Mipmap levels, 1 by default

  • Failure return false
  • Success return int

format = RL.GetImageFormat( Image image )

Get image data format ( PixelFormat type )

  • Failure return false
  • Success return int

Textures - Texture Loading


texture = RL.LoadTexture( string fileName )

Load texture from file into GPU memory ( VRAM )

  • Failure return -1
  • Success return int

texture = RL.LoadTextureFromImage( Image image )

Load texture from image data

  • Failure return -1
  • Success return int

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

Load cubemap from image, multiple image cubemap layouts supported

  • Failure return -1
  • Success return int

renderTexture = RL.LoadRenderTexture( Vector2 size )

Load texture for rendering ( framebuffer )

  • Failure return -1
  • Success return int

success = RL.UnloadTexture( Texture2D texture )

Unload texture from GPU memory ( VRAM ). NOTE! Must be texture id.

  • Failure return false
  • Success return true

isReady = RL.IsTextureReady( Texture2D texture )

Check if a texture is ready

  • Failure return nil
  • Success return true

success = RL.UpdateTexture( Texture2D texture, int{} pixels )

Update GPU texture with new data NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format

  • Failure return false
  • Success return true

success = RL.UpdateTextureRec( Texture2D texture, Rectangle rec, int{} pixels )

Update GPU texture rectangle with new data NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format

  • Failure return false
  • Success return true

Textures - Texture Drawing


success = RL.DrawTexture( Texture2D texture, Vector2 position, Color tint )

Draw a Texture2D

  • Failure return false
  • Success return true

success = RL.DrawTextureRec( Texture2D texture, Rectangle source, Vector2 position, Color tint )

Draw a part of a texture defined by a rectangle

  • Failure return false
  • Success return true

success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )

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

  • Failure return false
  • Success return true

success = RL.DrawTextureNPatch( Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )

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

  • Failure return false
  • Success return true

success = RL.BeginTextureMode( RenderTexture2D target )

Begin drawing to render texture

  • Failure return false
  • Success return true

RL.EndTextureMode()

Ends drawing to render texture


type = RL.GetTextureType( Texture2D texture )

Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE )

  • Failure return false
  • Success return int

Textures - Texture Configuration


success = RL.GenTextureMipmaps( Texture2D texture )

Generate GPU mipmaps for a texture

  • Failure return false
  • Success return true

success = RL.SetTextureFilter( Texture2D texture, int filter )

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

  • Failure return false
  • Success return true

success = RL.SetTextureWrap( Texture2D texture, int wrap )

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

  • Failure return false
  • Success return true

id = RL.GetTextureId( Texture2D texture )

Get texture OpenGL id

  • Failure return false
  • Success return int

size = RL.GetTextureSize( Texture2D texture )

Get texture size

  • Failure return false
  • Success return Vector2

mipmaps = RL.GetTextureMipmaps( Texture2D texture )

Get texture mipmaps. Mipmap levels, 1 by default

  • Failure return false
  • Success return int

format = RL.GetTextureFormat( Texture2D texture )

Get texture mipmaps. Mipmap levels, 1 by default

  • Failure return false
  • Success return int

Textures - Color/pixel


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

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

  • Failure return false
  • Success return Color

value = RL.ColorToInt( Color color )

Returns hexadecimal value for a Color

  • Failure return false
  • Success return int

color = RL.ColorNormalize( Color color )

Returns Color normalized as float [0..1]

  • Failure return false
  • Success return Vector4

color = RL.ColorFromNormalized( Vector4 normalized )

Color from normalized values [0..1]

  • Failure return false
  • Success return Color

HSV = RL.ColorToHSV( Color color )

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

  • Failure return false
  • 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]

  • Failure return false
  • Success return Color

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

Get color multiplied with another color

  • Failure return false
  • Success return Color

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

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

  • Failure return false
  • Success return Color

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

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

  • Failure return false
  • Success return Color

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

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

  • Failure return false
  • Success return Color

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

Returns src alpha-blended into dst color with tint

  • Failure return false
  • Success return Color

color = RL.GetColor( unsigned int hexValue )

Get Color structure from hexadecimal value

  • Failure return false
  • Success return Color

color = RL.GetPixelColor( Texture2D texture, Vector2 position )

Get pixel color from source texture

  • Failure return false
  • Success return Color

size = RL.GetPixelDataSize( int width, int height, int format )

Get pixel data size in bytes for certain format

  • Failure return false
  • Success return int

Text - Loading


font = RL.LoadFont( string fileName )

Load font from file into GPU memory ( VRAM )

  • Failure return -1
  • Success return int

font = RL.LoadFontEx( string fileName, int fontSize )

Load font from file with extended parameters. Loading the default character set

  • Failure return -1
  • Success return int

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

Load font from Image ( XNA style )

  • Failure return -1
  • Success return int

success = RL.UnloadFont( Font font )

Unload Font from GPU memory ( VRAM )

  • Failure return false
  • Success return true

Text - Draw


success = RL.DrawFPS( Vector2 pos )

Draw current FPS

  • Failure return false
  • Success return true

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

Draw text using font and additional parameters

  • Failure return false
  • Success return true

success = 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 )

  • Failure return false
  • Success return true

Text - Misc


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

Measure string size for Font

  • Failure return false
  • Success return Vector2

baseSize = RL.GetFontBaseSize( Font font )

Get font baseSize

  • Failure return false
  • Success return int

glyphCount = RL.GetFontGlyphCount( Font font )

Get font glyphCount

  • Failure return false
  • Success return int

glyphPadding = RL.GetFontGlyphPadding( Font font )

Get font glyphPadding

  • Failure return false
  • Success return int

Models - Basic


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

Draw a line in 3D world space

  • Failure return false
  • Success return true

success = RL.DrawPoint3D( Vector3 position, Color color )

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

  • Failure return false
  • Success return true

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

Draw a circle in 3D world space

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

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

Draw cube

  • Failure return false
  • Success return true

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

Draw cube wires

  • Failure return false
  • Success return true

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

Draw sphere

  • Failure return false
  • Success return true

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

Draw sphere with extended parameters

  • Failure return false
  • Success return true

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

Draw sphere wires

  • Failure return false
  • Success return true

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

Draw a cylinder/cone

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

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

Draw a cylinder/cone wires

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

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

Draw a plane XZ

  • Failure return false
  • Success return true

success = RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )

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

  • Failure return false
  • Success return true

success = RL.DrawRay( Ray ray, Color color )

Draw a ray line

  • Failure return false
  • Success return true

success = RL.DrawGrid( int slices, float spacing )

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

  • Failure return false
  • Success return true

Models - Mesh


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

Generate polygonal mesh

  • Failure return -1
  • Success return int

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

Generate plane mesh ( With subdivisions )

  • Failure return -1
  • Success return int

mesh = RL.GenMeshCube( Vector3 size )

Generate cuboid mesh

  • Failure return -1
  • Success return int

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

Generate sphere mesh ( Standard sphere )

  • Failure return -1
  • Success return int

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

Generate cylinder mesh

  • Failure return -1
  • Success return int

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

Generate cone/pyramid mesh

  • Failure return -1
  • Success return int

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

Generate torus mesh

  • Failure return -1
  • Success return int

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

Generate torus mesh

  • Failure return -1
  • Success return int

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

Generate heightmap mesh from image data

  • Failure return -1
  • Success return int

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

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

  • Failure return -1
  • Success return int

success = RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )

Update mesh vertex data in GPU. Note! Mainly intented to be used with custom meshes.

  • Failure return false
  • Success return true

success = RL.UnloadMesh( Mesh mesh )

Unload mesh data from CPU and GPU

  • Failure return false
  • Success return true

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

Draw a 3d mesh with material and transform

  • Failure return false
  • Success return true

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

Draw multiple mesh instances with material and different transforms

  • Failure return false
  • Success return true

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

  • Failure return false
  • Success return true

boundingBox = RL.GetMeshBoundingBox( Mesh mesh )

Compute mesh bounding box limits

  • Failure return false
  • Success return BoundingBox

success = RL.GenMeshTangents( Mesh mesh )

Compute mesh tangents

  • Failure return false
  • Success return true

Models - Material


material = RL.LoadMaterialDefault()

Load default material

  • Success return int

material = RL.CreateMaterial( Material{} material )

Load material from table. See material table definition

  • Failure return false
  • Success return int

success = RL.UnloadMaterial( Material material )

Unload material from GPU memory ( VRAM )

  • Failure return false
  • Success return true

success = RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )

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

  • Failure return false
  • Success return true

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

Set color for a material map type

  • Failure return false
  • Success return true

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

Set value for a material map type

  • Failure return false
  • Success return true

success = RL.SetMaterialShader( Material material, Shader shader )

Set shader for material

  • Failure return false
  • Success return true

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

Set material generic parameters ( if required )

  • Failure return false
  • Success return true

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

Get texture from material map type. Returns -1 if no texture.

  • Failure return false
  • Success return int

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

Get color from material map type.

  • Failure return false
  • Success return Color

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

Get color from material map type.

  • Failure return false
  • Success return float

shader = RL.GetMaterialShader( Material material )

Get material shader. Returns -1 if no shader.

  • Failure return false
  • Success return int

params = RL.GetMaterialParams( Material material )

Get material parameters.

  • Failure return false
  • Success return float{}

Models - Model


model = RL.LoadModel( string fileName )

Load model from files ( Meshes and materials )

  • Failure return -1
  • Success return int

model = RL.LoadModelFromMesh( Mesh mesh )

Load model from generated mesh ( Default material )

  • Failure return -1
  • Success return int

success = RL.UnloadModel( Model model )

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

  • Failure return false
  • Success return true

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

Draw a model ( With texture if set )

  • Failure return false
  • Success return true

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

Draw a model with extended parameters

  • Failure return false
  • Success return true

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

Copies material to model material. ( Model material is the material id in models. Material can be deleted if not used elsewhere )

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

success = RL.DrawBillboard( Camera3D camera, Texture2D texture, Vector3 position, float size, Color tint )

Draw a billboard texture

  • Failure return false
  • Success return true

success = RL.DrawBillboardRec( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )

Draw a billboard texture defined by source

  • Failure return false
  • Success return true

success = RL.DrawBillboardPro( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )

Draw a billboard texture defined by source and rotation

  • Failure return false
  • Success return true

success = RL.SetModelTransform( Model model, Matrix transform )

Set model transform matrix

  • Failure return false
  • Success return true

transform = RL.GetModelTransform( Model model )

Get model transform matrix

  • Failure return false
  • Success return Matrix

Model - Animations


animations, animationCount = RL.LoadModelAnimations( string fileName )

Load model animations from file

  • Failure return -1
  • Success return int, int

success = RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )

Update model animation pose

  • Failure return false
  • Success return true

success = RL.UnloadModelAnimations( ModelAnimations animations )

Unload animation data

  • Failure return false
  • Success return true

valid = RL.IsModelAnimationValid( Model model, ModelAnimations animations )

Check model animation skeleton match

  • Failure return nil
  • Success return bool

boneCount = RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )

Return modelAnimation bone count

  • Failure return false
  • Success return int

frameCount = RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )

Return modelAnimation frame count

  • Failure return false
  • Success return int

Model - Collision


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

Check collision between two spheres

  • Failure return nil
  • Success return bool

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

Check collision between two bounding boxes

  • Failure return nil
  • Success return bool

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

Check collision between box and sphere

  • Failure return nil
  • 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 } )

  • Failure return nil
  • Success return RayCollision

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

Get collision info between ray and box

  • Failure return nil
  • Success return RayCollision

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

Get collision info between ray and mesh

  • Failure return nil
  • Success return RayCollision

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

Get collision info between ray and triangle

  • Failure return nil
  • Success return RayCollision

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

Get collision info between ray and quad

  • Failure return nil
  • Success return RayCollision

Audio - Audio device management


success = RL.SetMasterVolume( float volume )

Set master volume ( listener )

  • Failure return false
  • Success return true

Audio - Wave/Sound Loading


sound = RL.LoadSound( string fileName )

Load sound from file

  • Failure return -1
  • Success return int

wave = RL.LoadWave( string fileName )

Load wave data from file

  • Failure return -1
  • Success return int

sound = RL.LoadSoundFromWave( Wave wave )

Load sound from wave data

  • Failure return -1
  • Success return int

success = RL.UnloadSound( Sound sound )

Unload sound

  • Failure return false
  • Success return true

success = RL.UnloadWave( Wave wave )

Unload wave data

  • Failure return false
  • Success return true

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

Export wave data to file, returns true on success

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

Audio - Wave/Sound management


success = RL.PlaySound( Sound sound )

Play a sound

  • Failure return false
  • Success return true

success = RL.StopSound( Sound sound )

Stop playing a sound

  • Failure return false
  • Success return true

success = RL.PauseSound( Sound sound )

Pause a sound

  • Failure return false
  • Success return true

success = RL.ResumeSound( Sound sound )

Resume a paused sound

  • Failure return false
  • Success return true

playing = RL.IsSoundPlaying( Sound sound )

Check if a sound is currently playing

  • Failure return nil
  • Success return bool

success = RL.SetSoundVolume( Sound sound, float volume )

Set volume for a sound ( 1.0 is max level )

  • Failure return false
  • Success return true

success = RL.SetSoundPitch( Sound sound, float pitch )

Set pitch for a sound ( 1.0 is base level )

  • Failure return false
  • Success return true

success = RL.SetSoundPan( Sound sound, float pan )

Set pan for a sound ( 0.5 is center )

  • Failure return false
  • Success return true

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

Convert wave data to desired format

  • Failure return false
  • Success return true

wave = RL.WaveCopy( Wave wave )

Copy a wave to a new wave

  • Failure return -1
  • Success return int

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

Crop a wave to defined samples range

  • Failure return false
  • Success return true

Audio - Music management


music = RL.LoadMusicStream( string fileName )

Load music stream from file

  • Failure return -1
  • Success return int

success = RL.PlayMusicStream( Music music )

Start music playing

  • Failure return false
  • Success return true

playing = RL.IsMusicStreamPlaying( Music music )

Check if music is playing

  • Failure return nil
  • Success return bool

success = RL.UpdateMusicStream( Music music )

Updates buffers for music streaming

  • Failure return false
  • Success return true

success = RL.StopMusicStream( Music music )

Stop music playing

  • Failure return false
  • Success return true

success = RL.PauseMusicStream( Music music )

Pause music playing

  • Failure return false
  • Success return true

success = RL.ResumeMusicStream( Music music )

Resume playing paused music

  • Failure return false
  • Success return true

success = RL.SeekMusicStream( Music music, float position )

Seek music to a position ( in seconds )

  • Failure return false
  • Success return true

success = RL.SetMusicVolume( Music music, float volume )

Set volume for music ( 1.0 is max level )

  • Failure return false
  • Success return true

success = RL.SetMusicPitch( Music music, float pitch )

Set pitch for a music ( 1.0 is base level )

  • Failure return false
  • Success return true

success = RL.SetMusicPan( Music music, float pan )

Set pan for a music ( 0.5 is center )

  • Failure return false
  • Success return true

success = RL.SetMusicLooping( Music music, bool looping )

Set looping for a music

  • Failure return false
  • Success return true

looping = RL.GetMusicLooping( Music music )

Get looping of a music

  • Failure return nil
  • Success return bool

length = RL.GetMusicTimeLength( Music music )

Get music time length ( in seconds )

  • Failure return false
  • Success return float

played = RL.GetMusicTimePlayed( Music music )

Get current music time played ( in seconds )

  • Failure return false
  • Success return float

Math - Utils


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

Clamp float value

  • Failure return false
  • Success return float

result = RL.Lerp( float start, float end, float amount )

Calculate linear interpolation between two floats

  • Failure return false
  • Success return float

result = RL.Normalize( float value, float start, float end )

Normalize input value within input range

  • Failure return false
  • 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

  • Failure return false
  • Success return float

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

Wrap input value from min to max

  • Failure return false
  • Success return float

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

Check whether two given floats are almost equal

  • Failure return false
  • Success return int

Math - Vector2


result = RL.Vector2Zero()

Vector with components value 0.0f

  • Success return Vector2

result = RL.Vector2One()

Vector with components value 1.0f

  • Success return Vector2

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

Add two vectors (v1 + v2)

  • Failure return false
  • Success return Vector2

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

Add vector and float value

  • Failure return false
  • Success return Vector2

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

Subtract two vectors (v1 - v2)

  • Failure return false
  • Success return Vector2

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

Subtract vector by float value

  • Failure return false
  • Success return Vector2

result = RL.Vector2Length( vector2 v )

Calculate vector length

  • Failure return false
  • Success return float

result = RL.Vector2LengthSqr( vector2 v )

Calculate vector square length

  • Failure return false
  • Success return float

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

Calculate two vectors dot product

  • Failure return false
  • Success return float

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

Calculate distance between two vectors

  • Failure return false
  • Success return float

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

Calculate square distance between two vectors

  • Failure return false
  • Success return float

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

Calculate angle from two vectors

  • Failure return false
  • Success return float

result = RL.Vector2LineAngle( Vector2 start, Vector2 end )

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

  • Failure return false
  • Success return float

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

Scale vector ( multiply by value )

  • Failure return false
  • Success return Vector2

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

Multiply vector by vector

  • Failure return false
  • Success return Vector2

result = RL.Vector2Negate( Vector2 v )

Negate vector

  • Failure return false
  • Success return Vector2

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

Divide vector by vector

  • Failure return false
  • Success return Vector2

result = RL.Vector2Normalize( Vector2 v )

Normalize provided vector

  • Failure return false
  • Success return Vector2

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

Transforms a Vector2 by a given Matrix

  • Failure return false
  • Success return Vector2

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

Calculate linear interpolation between two vectors

  • Failure return false
  • Success return Vector2

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

Calculate reflected vector to normal

  • Failure return false
  • Success return Vector2

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

Rotate vector by angle

  • Failure return false
  • Success return Vector2

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

Move Vector towards target

  • Failure return false
  • Success return Vector2

result = RL.Vector2Invert( Vector2 v )

Invert the given vector

  • Failure return false
  • 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

  • Failure return false
  • Success return Vector2

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

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

  • Failure return false
  • Success return Vector2

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

Check whether two given vectors are almost equal

  • Failure return false
  • Success return int

Math - Vector 3


result = RL.Vector3Zero()

Vector with components value 0.0f

  • Success return Vector3

result = RL.Vector3One()

Vector with components value 1.0f

  • Success return Vector3

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

Add two vectors

  • Failure return false
  • Success return Vector3

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

Add vector and float value

  • Failure return false
  • Success return Vector3

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

Subtract two vectors

  • Failure return false
  • Success return Vector3

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

Subtract vector by float value

  • Failure return false
  • Success return Vector3

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

Multiply vector by scalar

  • Failure return false
  • Success return Vector3

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

Multiply vector by vector

  • Failure return false
  • Success return Vector3

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

Calculate two vectors cross product

  • Failure return false
  • Success return Vector3

result = RL.Vector3Perpendicular( Vector3 v )

Calculate one vector perpendicular vector

  • Failure return false
  • Success return Vector3

result = RL.Vector3Length( Vector3 v )

Calculate vector length

  • Failure return false
  • Success return float

result = RL.Vector3LengthSqr( Vector3 v )

Calculate vector square length

  • Failure return false
  • Success return float

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

Calculate two vectors dot product

  • Failure return false
  • Success return float

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

Calculate distance between two vectors

  • Failure return false
  • Success return float

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

Calculate square distance between two vectors

  • Failure return false
  • Success return float

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

Calculate angle between two vectors

  • Failure return false
  • Success return float

result = RL.Vector3Negate( Vector3 v )

Negate provided vector ( invert direction )

  • Failure return false
  • Success return Vector3

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

Divide vector by vector

  • Failure return false
  • Success return Vector3

result = RL.Vector3Normalize( Vector3 v )

Normalize provided vector

  • Failure return false
  • 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

  • Failure return false
  • Success return Vector3, Vector3

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

Transforms a Vector3 by a given Matrix

  • Failure return false
  • Success return Vector3

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

Transform a vector by quaternion rotation

  • Failure return false
  • Success return Vector3

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

Rotates a vector around an axis

  • Failure return false
  • Success return Vector3

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

Calculate linear interpolation between two vectors

  • Failure return false
  • Success return Vector3

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

Calculate reflected vector to normal

  • Failure return false
  • Success return Vector3

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

Get min value for each pair of components

  • Failure return false
  • Success return Vector3

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

Get max value for each pair of components

  • Failure return false
  • 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

  • Failure return false
  • 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

  • Failure return false
  • Success return Vector3

result = RL.Vector3Invert( Vector3 v )

Invert the given vector

  • Failure return false
  • 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

  • Failure return false
  • Success return Vector3

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

Clamp the magnitude of the vector between two values

  • Failure return false
  • Success return Vector3

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

Check whether two given vectors are almost equal

  • Failure return false
  • Success return int

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

  • Failure return false
  • Success return Vector3

Math - Matrix


result = RL.MatrixDeterminant( Matrix mat )

Compute matrix determinant

  • Failure return false
  • Success return float

result = RL.MatrixTrace( Matrix mat )

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

  • Failure return false
  • Success return float

result = RL.MatrixTranspose( Matrix mat )

Transposes provided matrix

  • Failure return false
  • Success return Matrix

result = RL.MatrixInvert( Matrix mat )

Invert provided matrix

  • Failure return false
  • Success return Matrix

result = RL.MatrixIdentity()

Get identity matrix

  • Success return Matrix

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

Add two matrices

  • Failure return false
  • Success return Matrix

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

Subtract two matrices (left - right)

  • Failure return false
  • Success return Matrix

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

Get two matrix multiplication

  • Failure return false
  • Success return Matrix

result = RL.MatrixTranslate( Vector3 translate )

Get translation matrix

  • Failure return false
  • Success return Matrix

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

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

  • Failure return false
  • Success return Matrix

result = RL.MatrixRotateX( float angle )

Get x-rotation matrix ( angle in radians )

  • Failure return false
  • Success return Matrix

result = RL.MatrixRotateY( float angle )

Get y-rotation matrix ( angle in radians )

  • Failure return false
  • Success return Matrix

result = RL.MatrixRotateZ( float angle )

Get z-rotation matrix ( angle in radians )

  • Failure return false
  • Success return Matrix

result = RL.MatrixRotateXYZ( Vector3 angle )

Get xyz-rotation matrix ( angles in radians )

  • Failure return false
  • Success return Matrix

result = RL.MatrixRotateZYX( Vector3 angle )

Get zyx-rotation matrix ( angles in radians )

  • Failure return false
  • Success return Matrix

result = RL.MatrixScale( Vector3 scale )

Get scaling matrix

  • Failure return false
  • Success return Matrix

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

Get perspective projection matrix

  • Failure return false
  • Success return Matrix

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

Get perspective projection matrix

  • Failure return false
  • Success return Matrix

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

Get orthographic projection matrix

  • Failure return false
  • Success return Matrix

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

Get camera look-at matrix ( View matrix )

  • Failure return false
  • Success return Matrix

Math - Quaternion


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

Add two quaternions

  • Failure return false
  • Success return Quaternion

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

Add quaternion and float value

  • Failure return false
  • Success return Quaternion

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

Subtract two quaternions

  • Failure return false
  • Success return Quaternion

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

Subtract quaternion and float value

  • Failure return false
  • Success return Quaternion

result = RL.QuaternionIdentity()

Get identity quaternion

  • Success return Quaternion

result = RL.QuaternionLength( Quaternion q )

Computes the length of a quaternion

  • Failure return false
  • Success return float

result = RL.QuaternionNormalize( Quaternion q )

Normalize provided quaternion

  • Failure return false
  • Success return Quaternion

result = RL.QuaternionInvert( Quaternion q )

Invert provided quaternion

  • Failure return false
  • Success return Quaternion

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

Calculate two quaternion multiplication

  • Failure return false
  • Success return Quaternion

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

Scale quaternion by float value

  • Failure return false
  • Success return Quaternion

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

Divide two quaternions

  • Failure return false
  • Success return Quaternion

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

Calculate linear interpolation between two quaternions

  • Failure return false
  • Success return Quaternion

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

Calculate slerp-optimized interpolation between two quaternions

  • Failure return false
  • Success return Quaternion

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

Calculates spherical linear interpolation between two quaternions

  • Failure return false
  • Success return Quaternion

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

Calculate quaternion based on the rotation from one vector to another

  • Failure return false
  • Success return Quaternion

result = RL.QuaternionFromMatrix( Matrix mat )

Get a quaternion for a given rotation matrix

  • Failure return false
  • Success return Quaternion

result = RL.QuaternionToMatrix( Quaternion q )

Get a quaternion for a given rotation matrix

  • Failure return false
  • 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

  • Failure return false
  • Success return Quaternion

axis, angle = RL.QuaternionToAxisAngle( Quaternion q )

Get the rotation angle and axis for a given quaternion

  • Failure return false
  • 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

  • Failure return false
  • 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

  • Failure return false
  • Success return Vector3

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

Transform a quaternion given a transformation matrix

  • Failure return false
  • Success return Quaternion

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

Check whether two given quaternions are almost equal

  • Failure return false
  • Success return int

Gui - Global


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

success = RL.GuiFade( float alpha )

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

  • Failure return false
  • Success return true

success = RL.GuiSetState( int state )

Set gui state ( global state )

  • Failure return false
  • Success return true

state = RL.GuiGetState()

Get gui state ( global state )

  • Success return int

Gui - Font


success = RL.GuiSetFont( Font font )

Set gui custom font ( global state )

  • Failure return false
  • Success return true

font = RL.GuiGetFont()

Get gui custom font ( global state )

  • Success return int

Gui - Style


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

Set one style property

  • Failure return false
  • Success return true

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

Get one style property

  • Failure return false
  • Success return int

success = RL.GuiLoadStyle( string fileName )

Load style file over global style variable ( .rgs )

  • Failure return false
  • Success return true

RL.GuiLoadStyleDefault()

Load style default over global style


Gui - Container


state = RL.GuiWindowBox( Rectangle bounds, string title )

Window Box control, shows a window that can be closed

  • Failure return nil
  • Success return bool

success = RL.GuiGroupBox( Rectangle bounds, string text )

Group Box control with text name

  • Failure return false
  • Success return true

success = RL.GuiLine( Rectangle bounds, string text )

Line separator control, could contain text

  • Failure return false
  • Success return true

success = RL.GuiPanel( Rectangle bounds, string text )

Panel control, useful to group controls

  • Failure return false
  • Success return true

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

Scroll Panel control

  • Failure return false
  • Success return Rectangle, Vector2

Gui - Basic


success = RL.GuiLabel( Rectangle bounds, string text )

Label control, shows text

  • Failure return false
  • Success return true

clicked = RL.GuiButton( Rectangle bounds, string text )

Button control, returns true when clicked

  • Failure return nil
  • Success return boolean

clicked = RL.GuiLabelButton( Rectangle bounds, string text )

Label button control, show true when clicked

  • Failure return nil
  • Success return boolean

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

Toggle Button control, returns true when active

  • Failure return nil
  • Success return boolean

index = RL.GuiToggleGroup( Rectangle bounds, string text, int active )

Toggle Group control, returns active toggle index

  • Failure return false
  • Success return int

active = RL.GuiCheckBox( Rectangle bounds, string text, bool checked )

Check Box control, returns true when active

  • Failure return nil
  • Success return boolean

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

Combo Box control, returns selected item index

  • Failure return nil
  • Success return int

pressed, text = RL.GuiTextBox( Rectangle bounds, string text, int textSize, bool editMode )

Text Box control, updates input text

  • Failure return nil
  • Success return boolean, string

pressed, text = RL.GuiTextBoxMulti( Rectangle bounds, string text, int textSize, bool editMode )

Text Box control with multiple lines

  • Failure return nil
  • Success return boolean, string

pressed, value = RL.GuiSpinner( Rectangle bounds, string text, int value, int minValue, int maxValue, bool editMode )

Spinner control, returns selected value

  • Failure return nil
  • Success return boolean, int

pressed, value = RL.GuiValueBox( Rectangle bounds, string text, int value, int minValue, int maxValue, bool editMode )

Value Box control, updates input text with numbers

  • Failure return nil
  • Success return boolean, int

value = RL.GuiSlider( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )

Slider control, returns selected value

  • Failure return nil
  • Success return float

value = RL.GuiSliderBar( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )

Slider Bar control, returns selected value

  • Failure return nil
  • Success return float

value = RL.GuiProgressBar( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )

Progress Bar control, shows current progress value

  • Failure return nil
  • Success return float

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

Scroll Bar control

  • Failure return nil
  • Success return int

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

Dropdown Box control, returns selected item

  • Failure return nil
  • Success return bool, int

success = RL.GuiStatusBar( Rectangle bounds, string text )

Status Bar control, shows info text

  • Failure return false
  • Success return true

success = RL.GuiDummyRec( Rectangle bounds, string text )

Dummy control for placeholders

  • Failure return false
  • Success return true

cell = RL.GuiGrid( Rectangle bounds, string text, float spacing, int subdivs )

Grid control, returns mouse cell position

  • Failure return false
  • Success return Vector2

Gui - Advanced


itemIndex, scrollIndex = RL.GuiListView( Rectangle bounds, string text, int scrollIndex, int active )

List View control, returns selected list item index and scroll index

  • Failure return nil
  • Success return int, int

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

List View with extended parameters, returns selected list item index, scroll index and focus

  • Failure return nil
  • Success return int, int, int

buttonIndex = RL.GuiMessageBox( Rectangle bounds, string title, string message, string buttons )

Message Box control, displays a message, returns button index ( 0 is x button )

  • Failure return false
  • Success return int

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

Text Input Box control, ask for text, supports secret

  • Failure return false
  • Success return int, string, int

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

Color Picker control ( multiple color controls )

  • Failure return false
  • Success return Color

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

Color Panel control

  • Failure return false
  • Success return Color

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

Color Bar Alpha control

  • Failure return false
  • Success return float

hue = RL.GuiColorBarHue( Rectangle bounds, string text, float value )

Color Bar Hue control

  • Failure return false
  • Success return float

Gui - Icons


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

Get text with icon id prepended ( if supported )

  • Failure return false
  • Success return string

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

Draw icon

  • Failure return false
  • Success return true

success = RL.GuiSetIconScale( int scale )

Set icon scale ( 1 by default )

  • Failure return false
  • Success return true

success = RL.GuiSetIconPixel( int iconId, Vector2 pos )

Set icon pixel value

  • Failure return false
  • Success return true

success = RL.GuiClearIconPixel( int iconId, Vector2 pos )

Clear icon pixel value

  • Failure return false
  • Success return true

value = RL.GuiCheckIconPixel( int iconId, Vector2 pos )

Check icon pixel value

  • Failure return nil
  • Success return bool

Lights - Basics


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

Create a light and get shader locations

  • Failure return -1
  • Success return int

success = RL.UpdateLightValues( Shader shader, Light light )

Send light properties to shader

  • Failure return false
  • Success return true

success = RL.SetLightType( Light light, int type )

Set light type

  • Failure return false
  • Success return true

success = RL.SetLightPosition( Light light, Vector3 position )

Set light position

  • Failure return false
  • Success return true

success = RL.SetLightTarget( Light light, Vector3 target )

Set light target

  • Failure return false
  • Success return true

success = RL.SetLightColor( Light light, Color color )

Set light color

  • Failure return false
  • Success return true

success = RL.SetLightEnabled( Light light, bool enabled )

Set light enabled

  • Failure return false
  • Success return true

type = RL.GetLightType( Light light )

Get light type

  • Failure return false
  • Success return int

position = RL.GetLightPosition( Light light )

Get light position

  • Failure return false
  • Success return Vector3

target = RL.GetLightTarget( Light light )

Get light target

  • Failure return false
  • Success return Vector3

color = RL.GetLightColor( Light light )

Get light color

  • Failure return false
  • Success return Color

enabled = RL.IsLightEnabled( Light light )

Get light enabled

  • Failure return nil
  • Success return boolean

RLGL - Matrix operations


success = RL.rlMatrixMode( int mode )

Choose the current matrix to be transformed

  • Failure return false
  • Success return true

RL.rlPushMatrix()

Push the current matrix to stack


RL.rlPopMatrix()

Pop latest inserted matrix from stack


RL.rlLoadIdentity()

Reset current matrix to identity matrix


success = RL.rlTranslatef( Vector3 translation )

Multiply the current matrix by a translation matrix

  • Failure return false
  • Success return true

success = RL.rlRotatef( float angle, Vector3 rotation )

Multiply the current matrix by a rotation matrix

  • Failure return false
  • Success return true

success = RL.rlScalef( Vector3 scale )

Multiply the current matrix by a scaling matrix

  • Failure return false
  • Success return true

success = RL.rlMultMatrixf( Matrix matrix )

Multiply the current matrix by another matrix

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = 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

  • Failure return false
  • Success return true

success = RL.rlViewport( Rectangle viewport )

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

  • Failure return false
  • Success return true

RLGL - Vertex level operations


success = RL.rlBegin( int mode )

Initialize drawing mode ( how to organize vertex )

  • Failure return false
  • Success return true

RL.rlEnd()

Finish vertex providing


success = RL.rlVertex2f( Vector2 position )

Define one vertex ( position )

  • Failure return false
  • Success return true

success = RL.rlVertex3f( Vector3 position )

Define one vertex ( position )

  • Failure return false
  • Success return true

success = RL.rlTexCoord2f( Vector2 texCoord )

Define one vertex ( texture coordinate ) - 2 float

  • Failure return false
  • Success return true

success = RL.rlNormal3f( Vector3 normal )

Define one vertex ( normal ) - 3 float

  • Failure return false
  • Success return true

success = RL.rlColor4ub( Color color )

Define one vertex ( color ) - 4 byte

  • Failure return false
  • Success return true

success = RL.rlColor3f( Vector3 color )

Define one vertex ( color ) - 3 float

  • Failure return false
  • Success return true

success = RL.rlColor4f( Vector4 color )

Define one vertex ( color ) - 4 float

  • Failure return false
  • Success return true

RLGL - Vertex buffers state


supported = RL.rlEnableVertexArray( int vaoId )

Enable vertex array ( VAO, if supported )

  • Failure return nil
  • Success return bool

RL.rlDisableVertexArray()

Disable vertex array ( VAO, if supported )


success = RL.rlEnableVertexBuffer( int id )

Enable vertex buffer ( VBO )

  • Failure return false
  • Success return true

RL.rlDisableVertexBuffer()

Disable vertex buffer ( VBO )


success = RL.rlEnableVertexBufferElement( int id )

Enable vertex buffer element ( VBO element )

  • Failure return false
  • Success return true

RL.rlDisableVertexBufferElement()

Disable vertex buffer element ( VBO element )


success = RL.rlEnableVertexAttribute( int index )

Enable vertex attribute index

  • Failure return false
  • Success return true

success = RL.rlDisableVertexAttribute( int index )

Disable vertex attribute index

  • Failure return false
  • Success return true

RLGL - Textures state


success = RL.rlActiveTextureSlot( int slot )

Select and active a texture slot

  • Failure return false
  • Success return true

success = RL.rlEnableTexture( int id )

Enable texture

  • Failure return false
  • Success return true

RL.rlDisableTexture()

Disable texture


success = RL.rlEnableTextureCubemap( int id )

Enable texture cubemap

  • Failure return false
  • Success return true

RL.rlDisableTextureCubemap()

Disable texture cubemap


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

Set texture parameters ( filter, wrap )

  • Failure return false
  • Success return true

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

Set cubemap parameters ( filter, wrap )

  • Failure return false
  • Success return true

RLGL - Shader state


success = RL.rlEnableShader( int id )

Enable shader program

  • Failure return false
  • Success return true

RL.rlDisableShader()

Disable shader program


RLGL - Framebuffer state


success = RL.rlEnableFramebuffer( int id )

Enable render texture (fbo)

  • Failure return false
  • Success return true

RL.rlDisableFramebuffer()

Disable render texture (fbo), return to default framebuffer


success = RL.rlActiveDrawBuffers( int count )

Activate multiple draw color buffers

  • Failure return false
  • Success return true

RLGL - General render state


RL.rlEnableColorBlend()

Enable color blending


RL.rlDisableColorBlend()

Disable color blending


RL.rlEnableDepthTest()

Enable depth test


RL.rlDisableDepthTest()

Disable depth test


RL.rlEnableDepthMask()

Enable depth write


RL.rlDisableDepthMask()

Disable depth write


RL.rlEnableBackfaceCulling()

Enable backface culling


RL.rlDisableBackfaceCulling()

Disable backface culling


success = RL.rlSetCullFace( int mode )

Set face culling mode

  • Failure return false
  • Success return true

RL.rlEnableScissorTest()

Enable scissor test


RL.rlDisableScissorTest()

Disable scissor test


success = RL.rlScissor( Rectangle area )

Scissor test

  • Failure return false
  • Success return true

RL.rlEnableWireMode()

Enable wire mode


RL.rlDisableWireMode()

Disable wire mode


success = RL.rlSetLineWidth( float width )

Set the line drawing width

  • Failure return false
  • Success return true

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

success = RL.rlClearColor( Color color )

Clear color buffer with color

  • Failure return false
  • Success return true

RL.rlClearScreenBuffers()

Clear used screen buffers ( color and depth )


RL.rlCheckErrors()

Check and log OpenGL error codes


success = RL.rlSetBlendMode( int mode )

Set blending mode

  • Failure return false
  • Success return true

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

Set blending mode factor and equation ( using OpenGL factors )

  • Failure return false
  • Success return true

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

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

  • Failure return false
  • Success return true

RLGL - Initialization functions


version = RL.rlGetVersion()

Get current OpenGL version

  • Success return int

RLGL - Render batch management


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

  • Failure return nil
  • Success return bool

success = RL.rlSetTexture( int id )

Set current texture for render batch and check buffers limits

  • Failure return false
  • Success return true

RLGL - Vertex buffers management


vaoId = RL.rlLoadVertexArray()

Load vertex array (vao) if supported

  • Success return int

vboId = RL.rlLoadVertexBuffer( Buffer{} buffer, int type, bool dynamic )

Load a vertex buffer attribute. Type should be RL_UNSIGNED_BYTE or RL_FLOAT

  • Failure return -1
  • Success return int

success = RL.rlUnloadVertexArray( int vaoId )

Unload vertex array object (VAO)

  • Failure return false
  • Success return true

success = RL.rlUnloadVertexBuffer( int vboId )

Unload vertex buffer (VBO)

  • Failure return false
  • Success return true

success = RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )

Set vertex attribute

  • Failure return false
  • Success return true

success = RL.rlDrawVertexArray( int offset, int count )

Draw vertex array

  • Failure return false
  • Success return true

RLGL - Textures management


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

Load texture in GPU

  • Failure return -1
  • Success return int

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

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

  • Failure return -1
  • Success return int

success = RL.rlUnloadTexture( int id )

Unload texture from GPU memory

  • Failure return false
  • Success return true

RLGL - Framebuffer management (fbo)


fboId = RL.rlLoadFramebuffer( Vector2 size )

Load an empty framebuffer

  • Failure return -1
  • Success return int

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

Attach texture/renderbuffer to a framebuffer

  • Failure return false
  • Success return true

isComplete = RL.rlFramebufferComplete( int id )

Verify framebuffer is complete

  • Failure return nil
  • Success return bool

success = RL.rlUnloadFramebuffer( int id )

Delete framebuffer from GPU

  • Failure return nil
  • Success return bool

OpenGL - Framebuffer management


success = 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 -1 RenderTexture for window framebuffer.

  • Failure return false
  • Success return true

Easings - Linear Easing functions


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

Ease linear

  • Failure return false
  • Success return float

Easings - Sine Easing functions


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

Ease sine in

  • Failure return false
  • Success return float

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

Ease sine out

  • Failure return false
  • Success return float

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

Ease sine in out

  • Failure return false
  • Success return float

Easings - Circular Easing functions


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

Ease circle in

  • Failure return false
  • Success return float

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

Ease circle out

  • Failure return false
  • Success return float

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

Ease circle in out

  • Failure return false
  • Success return float

Easings - Cubic Easing functions


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

Ease cubic in

  • Failure return false
  • Success return float

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

Ease cubic out

  • Failure return false
  • Success return float

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

Ease cubic in out

  • Failure return false
  • Success return float

Easings - Quadratic Easing functions


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

Ease quadratic in

  • Failure return false
  • Success return float

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

Ease quadratic out

  • Failure return false
  • Success return float

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

Ease quadratic in out

  • Failure return false
  • Success return float

Easings - Exponential Easing functions


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

Ease exponential in

  • Failure return false
  • Success return float

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

Ease exponential out

  • Failure return false
  • Success return float

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

Ease exponential in out

  • Failure return false
  • Success return float

Easings - Back Easing functions


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

Ease back in

  • Failure return false
  • Success return float

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

Ease back out

  • Failure return false
  • Success return float

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

Ease back in out

  • Failure return false
  • Success return float

Easings - Bounce Easing functions


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

Ease bounce in

  • Failure return false
  • Success return float

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

Ease bounce out

  • Failure return false
  • Success return float

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

Ease bounce in out

  • Failure return false
  • Success return float

Easings - Elastic Easing functions


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

Ease elastic in

  • Failure return false
  • Success return float

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

Ease elastic out

  • Failure return false
  • Success return float

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

Ease elastic in out

  • Failure return false
  • Success return float