Reorganize functions
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src/rlgl.h
58
src/rlgl.h
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@ -374,23 +374,24 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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@ -404,23 +405,22 @@ void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlUnloadTexture(unsigned int id);
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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// Vertex data management
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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Texture2D rlGenMapCubemap(Texture2D skyHDR, int size);
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Texture2D rlGenMapIrradiance(Texture2D cubemap, int size);
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Texture2D rlGenMapPrefilter(Texture2D cubemap, int size);
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Texture2D rlGenMapBRDF(Texture2D cubemap, int size);
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// Texture maps generation (PBR)
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Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map`from HDR texture
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Texture2D rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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Texture2D rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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Texture2D rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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