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-rw-r--r--API.md82
-rw-r--r--ReiLua_API.lua61
2 files changed, 143 insertions, 0 deletions
diff --git a/API.md b/API.md
index 08148d7..601cd69 100644
--- a/API.md
+++ b/API.md
@@ -7191,6 +7191,88 @@ Delete framebuffer from GPU
---
+## RLGL - Matrix state management
+
+---
+
+> modelview = RL.rlGetMatrixModelview()
+
+Get internal modelview matrix
+
+- Success return Matrix
+
+---
+
+> projection = RL.rlGetMatrixProjection()
+
+Get internal projection matrix
+
+- Success return Matrix
+
+---
+
+> transform = RL.rlGetMatrixTransform()
+
+Get internal accumulated transform matrix
+
+- Success return Matrix
+
+---
+
+> projection = RL.rlGetMatrixProjectionStereo( int eye )
+
+Get internal projection matrix for stereo render (selected eye)
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )
+
+Get internal view offset matrix for stereo render (selected eye)
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> success = RL.rlSetMatrixProjection( Matrix proj )
+
+Set a custom projection matrix (replaces internal projection matrix)
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.rlSetMatrixModelview( Matrix view )
+
+Set a custom modelview matrix (replaces internal modelview matrix)
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left )
+
+Set eyes projection matrices for stereo rendering
+
+- Failure return false
+- Success return true
+
+---
+
+> success = RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )
+
+Set eyes view offsets matrices for stereo rendering
+
+- Failure return false
+- Success return true
+
+---
+
## OpenGL - Framebuffer management
---
diff --git a/ReiLua_API.lua b/ReiLua_API.lua
index 881fb11..3b78623 100644
--- a/ReiLua_API.lua
+++ b/ReiLua_API.lua
@@ -6166,6 +6166,67 @@ function RL.rlFramebufferComplete( id ) end
---@return any success
function RL.rlUnloadFramebuffer( id ) end
+-- RLGL - Matrix state management
+
+---Get internal modelview matrix
+---- Success return Matrix
+---@return any modelview
+function RL.rlGetMatrixModelview() end
+
+---Get internal projection matrix
+---- Success return Matrix
+---@return any projection
+function RL.rlGetMatrixProjection() end
+
+---Get internal accumulated transform matrix
+---- Success return Matrix
+---@return any transform
+function RL.rlGetMatrixTransform() end
+
+---Get internal projection matrix for stereo render (selected eye)
+---- Failure return false
+---- Success return Matrix
+---@param eye integer
+---@return any projection
+function RL.rlGetMatrixProjectionStereo( eye ) end
+
+---Get internal view offset matrix for stereo render (selected eye)
+---- Failure return false
+---- Success return Matrix
+---@param eye integer
+---@return any viewOffset
+function RL.rlGetMatrixViewOffsetStereo( eye ) end
+
+---Set a custom projection matrix (replaces internal projection matrix)
+---- Failure return false
+---- Success return true
+---@param proj table
+---@return any success
+function RL.rlSetMatrixProjection( proj ) end
+
+---Set a custom modelview matrix (replaces internal modelview matrix)
+---- Failure return false
+---- Success return true
+---@param view table
+---@return any success
+function RL.rlSetMatrixModelview( view ) end
+
+---Set eyes projection matrices for stereo rendering
+---- Failure return false
+---- Success return true
+---@param right table
+---@param left table
+---@return any success
+function RL.rlSetMatrixProjectionStereo( right, left ) end
+
+---Set eyes view offsets matrices for stereo rendering
+---- Failure return false
+---- Success return true
+---@param right table
+---@param left table
+---@return any success
+function RL.rlSetMatrixViewOffsetStereo( right, left ) end
+
-- OpenGL - Framebuffer management
---Copy a block of pixels from one framebuffer object to another.