summaryrefslogtreecommitdiffhomepage
path: root/templates/android_project/src/raylib_stripped/rlgl.h
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2017-10-14 00:10:55 +0200
committerraysan5 <[email protected]>2017-10-14 00:10:55 +0200
commitea5f4eabf8900bec291bae5d3b444fbabd63cee4 (patch)
tree54ab7b04baeb0216c77a159ec694c08a470aa4a1 /templates/android_project/src/raylib_stripped/rlgl.h
parentdffe635fd3b2e3a677c4bebe3cb560553fb7446b (diff)
downloadraylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.tar.gz
raylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.zip
Remove android_project template
Diffstat (limited to 'templates/android_project/src/raylib_stripped/rlgl.h')
-rw-r--r--templates/android_project/src/raylib_stripped/rlgl.h474
1 files changed, 0 insertions, 474 deletions
diff --git a/templates/android_project/src/raylib_stripped/rlgl.h b/templates/android_project/src/raylib_stripped/rlgl.h
deleted file mode 100644
index b9ea0f43..00000000
--- a/templates/android_project/src/raylib_stripped/rlgl.h
+++ /dev/null
@@ -1,474 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl - raylib OpenGL abstraction layer
-*
-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
-*
-* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-* VBO buffers (and VAOs if available). It requires calling 3 functions:
-* rlglInit() - Initialize internal buffers and auxiliar resources
-* rlglDraw() - Process internal buffers and send required draw calls
-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-* CONFIGURATION:
-*
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #define GRAPHICS_API_OPENGL_ES2
-* Use selected OpenGL graphics backend, should be supported by platform
-* Those preprocessor defines are only used on rlgl module, if OpenGL version is
-* required by any other module, use rlGetVersion() tocheck it
-*
-* #define RLGL_STANDALONE
-* Use rlgl as standalone library (no raylib dependency)
-*
-* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
-* Support VR simulation functionality (stereo rendering)
-*
-* #define SUPPORT_SHADER_DISTORTION
-* Include stereo rendering distortion shader (shader_distortion.h)
-*
-* DEPENDENCIES:
-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#if defined(RLGL_STANDALONE)
- #define RAYMATH_STANDALONE
-#else
- #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
-#endif
-
-#include "raymath.h" // Required for: Vector3, Matrix
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
- #define GRAPHICS_API_OPENGL_11
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(GRAPHICS_API_OPENGL_21)
- #undef GRAPHICS_API_OPENGL_21
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #undef GRAPHICS_API_OPENGL_33
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
- #define MAX_LINES_BATCH 8192
- #define MAX_TRIANGLES_BATCH 4096
- #define MAX_QUADS_BATCH 8192
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
- #define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
- #define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
- #define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
-#endif
-
-// Texture parameters (equivalent to OpenGL defines)
-#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
-#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
-#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
-#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
-#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
-
-#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
-#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
-#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
-#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
-#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
-#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
-
-#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
-#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
-#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT
-
-// Matrix modes (equivalent to OpenGL)
-#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
-#define RL_PROJECTION 0x1701 // GL_PROJECTION
-#define RL_TEXTURE 0x1702 // GL_TEXTURE
-
-// Primitive assembly draw modes
-#define RL_LINES 0x0001 // GL_LINES
-#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
-#define RL_QUADS 0x0007 // GL_QUADS
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-
-typedef unsigned char byte;
-
-#if defined(RLGL_STANDALONE)
- #ifndef __cplusplus
- // Boolean type
- typedef enum { false, true } bool;
- #endif
-
- // Shader location point type
- typedef enum {
- LOC_VERTEX_POSITION = 0,
- LOC_VERTEX_TEXCOORD01,
- LOC_VERTEX_TEXCOORD02,
- LOC_VERTEX_NORMAL,
- LOC_VERTEX_TANGENT,
- LOC_VERTEX_COLOR,
- LOC_MATRIX_MVP,
- LOC_MATRIX_MODEL,
- LOC_MATRIX_VIEW,
- LOC_MATRIX_PROJECTION,
- LOC_VECTOR_VIEW,
- LOC_COLOR_DIFFUSE,
- LOC_COLOR_SPECULAR,
- LOC_COLOR_AMBIENT,
- LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
- LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
- LOC_MAP_NORMAL,
- LOC_MAP_ROUGHNESS,
- LOC_MAP_OCCUSION,
- LOC_MAP_EMISSION,
- LOC_MAP_HEIGHT,
- LOC_MAP_CUBEMAP,
- LOC_MAP_IRRADIANCE,
- LOC_MAP_PREFILTER,
- LOC_MAP_BRDF
- } ShaderLocationIndex;
-
- #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
- #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
-
- // Material map type
- typedef enum {
- MAP_ALBEDO = 0, // MAP_DIFFUSE
- MAP_METALNESS = 1, // MAP_SPECULAR
- MAP_NORMAL = 2,
- MAP_ROUGHNESS = 3,
- MAP_OCCLUSION,
- MAP_EMISSION,
- MAP_HEIGHT,
- MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_BRDF
- } TexmapIndex;
-
- #define MAP_DIFFUSE MAP_ALBEDO
- #define MAP_SPECULAR MAP_METALNESS
-
- // Color type, RGBA (32bit)
- typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
- } Color;
-
- // Texture2D type
- // NOTE: Data stored in GPU memory
- typedef struct Texture2D {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (TextureFormat)
- } Texture2D;
-
- // RenderTexture2D type, for texture rendering
- typedef struct RenderTexture2D {
- unsigned int id; // Render texture (fbo) id
- Texture2D texture; // Color buffer attachment texture
- Texture2D depth; // Depth buffer attachment texture
- } RenderTexture2D;
-
- // Vertex data definning a mesh
- typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- int triangleCount; // number of triangles stored (indexed or not)
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices;// vertex indices (in case vertex data comes indexed)
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
- } Mesh;
-
- // Shader and material limits
- #define MAX_SHADER_LOCATIONS 32
- #define MAX_MATERIAL_MAPS 12
-
- // Shader type (generic)
- typedef struct Shader {
- unsigned int id; // Shader program id
- int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
- } Shader;
-
- // Material texture map
- typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- } MaterialMap;
-
- // Material type (generic)
- typedef struct Material {
- Shader shader; // Material shader
- MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
- float *params; // Material generic parameters (if required)
- } Material;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees)
- } Camera;
-
- // TraceLog message types
- typedef enum {
- LOG_INFO = 0,
- LOG_ERROR,
- LOG_WARNING,
- LOG_DEBUG,
- LOG_OTHER
- } TraceLogType;
-
- // Texture formats (support depends on OpenGL version)
- typedef enum {
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA,
- UNCOMPRESSED_R5G6B5, // 16 bpp
- UNCOMPRESSED_R8G8B8, // 24 bpp
- UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8, // 32 bpp
- UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR
- COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA, // 8 bpp
- COMPRESSED_DXT5_RGBA, // 8 bpp
- COMPRESSED_ETC1_RGB, // 4 bpp
- COMPRESSED_ETC2_RGB, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- COMPRESSED_PVRT_RGB, // 4 bpp
- COMPRESSED_PVRT_RGBA, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA // 2 bpp
- } TextureFormat;
-
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- typedef enum {
- FILTER_POINT = 0, // No filter, just pixel aproximation
- FILTER_BILINEAR, // Linear filtering
- FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
- } TextureFilterMode;
-
- // Texture parameters: wrap mode
- typedef enum {
- WRAP_REPEAT = 0,
- WRAP_CLAMP,
- WRAP_MIRROR
- } TextureWrapMode;
-
- // Color blending modes (pre-defined)
- typedef enum {
- BLEND_ALPHA = 0,
- BLEND_ADDITIVE,
- BLEND_MULTIPLIED
- } BlendMode;
-
- // VR Head Mounted Display devices
- typedef enum {
- HMD_DEFAULT_DEVICE = 0,
- HMD_OCULUS_RIFT_DK2,
- HMD_OCULUS_RIFT_CV1,
- HMD_VALVE_HTC_VIVE,
- HMD_SAMSUNG_GEAR_VR,
- HMD_GOOGLE_CARDBOARD,
- HMD_SONY_PLAYSTATION_VR,
- HMD_RAZER_OSVR,
- HMD_FOVE_VR,
- } VrDevice;
-#endif
-
-#ifdef __cplusplus
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Matrix operations
-//------------------------------------------------------------------------------------
-void rlMatrixMode(int mode); // Choose the current matrix to be transformed
-void rlPushMatrix(void); // Push the current matrix to stack
-void rlPopMatrix(void); // Pop lattest inserted matrix from stack
-void rlLoadIdentity(void); // Reset current matrix to identity matrix
-void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
-void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
-void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
-void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
-void rlFrustum(double left, double right, double bottom, double top, double near, double far);
-void rlOrtho(double left, double right, double bottom, double top, double near, double far);
-void rlViewport(int x, int y, int width, int height); // Set the viewport area
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
-void rlEnd(void); // Finish vertex providing
-void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
-void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
-void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
-void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
-void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
-void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
-void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
-void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
-//------------------------------------------------------------------------------------
-void rlEnableTexture(unsigned int id); // Enable texture usage
-void rlDisableTexture(void); // Disable texture usage
-void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
-void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
-void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
-void rlEnableDepthTest(void); // Enable depth test
-void rlDisableDepthTest(void); // Disable depth test
-void rlEnableWireMode(void); // Enable wire mode
-void rlDisableWireMode(void); // Disable wire mode
-void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
-void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
-void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
-void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
-void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
-void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
-void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - rlgl functionality
-//------------------------------------------------------------------------------------
-void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
-void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
-void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads)
-
-int rlGetVersion(void); // Returns current OpenGL version
-void rlLoadExtensions(void *loader); // Load OpenGL extensions
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
-
-// Textures data management
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
-void rlUnloadTexture(unsigned int id);
-void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
-void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
-unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
-RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
-
-// Vertex data management
-void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-#if defined(RLGL_STANDALONE)
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-void UnloadShader(Shader shader); // Unload a custom shader from memory
-
-Shader GetShaderDefault(void); // Get default shader
-Texture2D GetTextureDefault(void); // Get default texture
-
-// Shader configuration functions
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
-
-// Shading and blending
-void BeginShaderMode(Shader shader); // Begin custom shader drawing
-void EndShaderMode(void); // End custom shader drawing (use default shader)
-void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
-void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-
-// VR simulator functionality
-void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
-void CloseVrSimulator(void); // Close VR simulator for current device
-void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
-void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
-void BeginVrDrawing(void); // Begin VR stereo rendering
-void EndVrDrawing(void); // End VR stereo rendering
-
-void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-#endif
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RLGL_H \ No newline at end of file