-- Written by Rabia Alhaffar in 12/August/2020
-- raylua, Cross-Platform, Modern, Handwritten, Updated LuaJIT bindings for raylib library.
-- Latest update: 11/November/2021

-- experimental 4.5 bindings based on rabious binding: https://github.com/Rabios/raylua

local ffi = require("ffi")   -- We will use LuaJIT FFI for bindings, And to get OS and architecture to load library file!
local arch = ffi.arch
local sys = ffi.os

-- For SetTraceLogCallback function, We defined vsnprintf from C
ffi.cdef([[
  int vsnprintf(char *, size_t, const char *, va_list);
]])
  
-- For not throwing errors cause of duplicating when using other LuaJIT bindings
if not (type(rl) == "userdata" or type(rl) == "table") then

local lib = ""  -- Keep this empty so it changed when this file loaded/required directly

-- Get OS and architecture to set library file to use
if sys == "Windows" then
    lib = ("mocegui\\lib\\".. sys .. '/' .. arch ..  "\\raylib.gl" .. gl ..  ".dll")
elseif sys == "OSX" then
  lib = "./mocegui/lib/".. sys .. '/' .. arch ..  "/libraylib.gl" .. gl .. ".dylib"
else
  lib = "./mocegui/lib/".. sys .. '/' .. arch ..  "/libraylib.gl" .. gl .. ".so"
end

-- raylib.h
ffi.cdef([[
  // Vector2, 2 components
  typedef struct Vector2 {
      float x;                // Vector x component
      float y;                // Vector y component
  } Vector2;
  
  // Vector3, 3 components
  typedef struct Vector3 {
      float x;                // Vector x component
      float y;                // Vector y component
      float z;                // Vector z component
  } Vector3;
  
  // Vector4, 4 components
  typedef struct Vector4 {
      float x;                // Vector x component
      float y;                // Vector y component
      float z;                // Vector z component
      float w;                // Vector w component
  } Vector4;
  
  // Quaternion, 4 components (Vector4 alias)
  typedef Vector4 Quaternion;
  
  // Matrix, 4x4 components, column major, OpenGL style, right-handed
  typedef struct Matrix {
      float m0, m4, m8, m12;  // Matrix first row (4 components)
      float m1, m5, m9, m13;  // Matrix second row (4 components)
      float m2, m6, m10, m14; // Matrix third row (4 components)
      float m3, m7, m11, m15; // Matrix fourth row (4 components)
  } Matrix;
  
  // Color, 4 components, R8G8B8A8 (32bit)
  typedef struct Color {
      unsigned char r;        // Color red value
      unsigned char g;        // Color green value
      unsigned char b;        // Color blue value
      unsigned char a;        // Color alpha value
  } Color;
  
  // Rectangle, 4 components
  typedef struct Rectangle {
      float x;                // Rectangle top-left corner position x
      float y;                // Rectangle top-left corner position y
      float width;            // Rectangle width
      float height;           // Rectangle height
  } Rectangle;
  
  // Image, pixel data stored in CPU memory (RAM)
  typedef struct Image {
      void *data;             // Image raw data
      int width;              // Image base width
      int height;             // Image base height
      int mipmaps;            // Mipmap levels, 1 by default
      int format;             // Data format (PixelFormat type)
  } Image;
  
  // Texture, tex data stored in GPU memory (VRAM)
  typedef struct Texture {
      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 (PixelFormat type)
  } Texture;
  
  // Texture2D, same as Texture
  typedef Texture Texture2D;
  
  // TextureCubemap, same as Texture
  typedef Texture TextureCubemap;
  
  // RenderTexture, fbo for texture rendering
  typedef struct RenderTexture {
      unsigned int id;        // OpenGL framebuffer object id
      Texture texture;        // Color buffer attachment texture
      Texture depth;          // Depth buffer attachment texture
  } RenderTexture;
  
  // RenderTexture2D, same as RenderTexture
  typedef RenderTexture RenderTexture2D;
  
  // NPatchInfo, n-patch layout info
  typedef struct NPatchInfo {
      Rectangle source;       // Texture source rectangle
      int left;               // Left border offset
      int top;                // Top border offset
      int right;              // Right border offset
      int bottom;             // Bottom border offset
      int layout;             // Layout of the n-patch: 3x3, 1x3 or 3x1
  } NPatchInfo;
  
  // GlyphInfo, font characters glyphs info
  typedef struct GlyphInfo {
      int value;              // Character value (Unicode)
      int offsetX;            // Character offset X when drawing
      int offsetY;            // Character offset Y when drawing
      int advanceX;           // Character advance position X
      Image image;            // Character image data
  } GlyphInfo;
  
  // Font, font texture and GlyphInfo array data
  typedef struct Font {
      int baseSize;           // Base size (default chars height)
      int glyphCount;         // Number of glyph characters
      int glyphPadding;       // Padding around the glyph characters
      Texture2D texture;      // Texture atlas containing the glyphs
      Rectangle *recs;        // Rectangles in texture for the glyphs
      GlyphInfo *glyphs;      // Glyphs info data
  } Font;
  
  // Camera, defines position/orientation in 3d space
  typedef struct Camera3D {
      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 aperture in Y (degrees) in perspective, used as near plane width in orthographic
      int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  } Camera3D;
  
  typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
  
  // Camera2D, defines position/orientation in 2d space
  typedef struct Camera2D {
      Vector2 offset;         // Camera offset (displacement from target)
      Vector2 target;         // Camera target (rotation and zoom origin)
      float rotation;         // Camera rotation in degrees
      float zoom;             // Camera zoom (scaling), should be 1.0f by default
  } Camera2D;
  
  // Mesh, vertex data and vao/vbo
  typedef struct Mesh {
      int vertexCount;        // Number of vertices stored in arrays
      int triangleCount;      // Number of triangles stored (indexed or not)
  
      // Vertex attributes data
      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 texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
      float *normals;         // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
      float *tangents;        // Vertex tangents (XYZW - 4 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)
  
      // Animation vertex data
      float *animVertices;    // Animated vertex positions (after bones transformations)
      float *animNormals;     // Animated normals (after bones transformations)
      unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
      float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  
      // OpenGL identifiers
      unsigned int vaoId;     // OpenGL Vertex Array Object id
      unsigned int *vboId;    // OpenGL Vertex Buffer Objects id (default vertex data)
  } Mesh;
  
  // Shader
  typedef struct Shader {
      unsigned int id;        // Shader program id
      int *locs;              // Shader locations array (RL_MAX_SHADER_LOCATIONS)
  } Shader;
  
  // MaterialMap
  typedef struct MaterialMap {
      Texture2D texture;      // Material map texture
      Color color;            // Material map color
      float value;            // Material map value
  } MaterialMap;
  
  // Material, includes shader and maps
  typedef struct Material {
      Shader shader;          // Material shader
      MaterialMap *maps;      // Material maps array (MAX_MATERIAL_MAPS)
      float params[4];        // Material generic parameters (if required)
  } Material;
  
  // Transform, vertex transformation data
  typedef struct Transform {
      Vector3 translation;    // Translation
      Quaternion rotation;    // Rotation
      Vector3 scale;          // Scale
  } Transform;
  
  // Bone, skeletal animation bone
  typedef struct BoneInfo {
      char name[32];          // Bone name
      int parent;             // Bone parent
  } BoneInfo;
  
  // Model, meshes, materials and animation data
  typedef struct Model {
      Matrix transform;       // Local transform matrix
  
      int meshCount;          // Number of meshes
      int materialCount;      // Number of materials
      Mesh *meshes;           // Meshes array
      Material *materials;    // Materials array
      int *meshMaterial;      // Mesh material number
  
      // Animation data
      int boneCount;          // Number of bones
      BoneInfo *bones;        // Bones information (skeleton)
      Transform *bindPose;    // Bones base transformation (pose)
  } Model;
  
  // ModelAnimation
  typedef struct ModelAnimation {
      int boneCount;          // Number of bones
      int frameCount;         // Number of animation frames
      BoneInfo *bones;        // Bones information (skeleton)
      Transform **framePoses; // Poses array by frame
      char name[32];          // Animation name
  } ModelAnimation;
  
  // Ray, ray for raycasting
  typedef struct Ray {
      Vector3 position;       // Ray position (origin)
      Vector3 direction;      // Ray direction
  } Ray;
  
  // RayCollision, ray hit information
  typedef struct RayCollision {
      bool hit;               // Did the ray hit something?
      float distance;         // Distance to the nearest hit
      Vector3 point;          // Point of the nearest hit
      Vector3 normal;         // Surface normal of hit
  } RayCollision;
  
  // BoundingBox
  typedef struct BoundingBox {
      Vector3 min;            // Minimum vertex box-corner
      Vector3 max;            // Maximum vertex box-corner
  } BoundingBox;
  
  // Wave, audio wave data
  typedef struct Wave {
      unsigned int frameCount;    // Total number of frames (considering channels)
      unsigned int sampleRate;    // Frequency (samples per second)
      unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
      unsigned int channels;      // Number of channels (1-mono, 2-stereo, ...)
      void *data;                 // Buffer data pointer
  } Wave;
  
  // Opaque structs declaration
  // NOTE: Actual structs are defined internally in raudio module
  typedef struct rAudioBuffer rAudioBuffer;
  typedef struct rAudioProcessor rAudioProcessor;
  
  // AudioStream, custom audio stream
  typedef struct AudioStream {
      rAudioBuffer *buffer;       // Pointer to internal data used by the audio system
      rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
  
      unsigned int sampleRate;    // Frequency (samples per second)
      unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
      unsigned int channels;      // Number of channels (1-mono, 2-stereo, ...)
  } AudioStream;
  
  // Sound
  typedef struct Sound {
      AudioStream stream;         // Audio stream
      unsigned int frameCount;    // Total number of frames (considering channels)
  } Sound;
  
  // Music, audio stream, anything longer than ~10 seconds should be streamed
  typedef struct Music {
      AudioStream stream;         // Audio stream
      unsigned int frameCount;    // Total number of frames (considering channels)
      bool looping;               // Music looping enable
  
      int ctxType;                // Type of music context (audio filetype)
      void *ctxData;              // Audio context data, depends on type
  } Music;
  
  // VrDeviceInfo, Head-Mounted-Display device parameters
  typedef struct VrDeviceInfo {
      int hResolution;                // Horizontal resolution in pixels
      int vResolution;                // Vertical resolution in pixels
      float hScreenSize;              // Horizontal size in meters
      float vScreenSize;              // Vertical size in meters
      float vScreenCenter;            // Screen center in meters
      float eyeToScreenDistance;      // Distance between eye and display in meters
      float lensSeparationDistance;   // Lens separation distance in meters
      float interpupillaryDistance;   // IPD (distance between pupils) in meters
      float lensDistortionValues[4];  // Lens distortion constant parameters
      float chromaAbCorrection[4];    // Chromatic aberration correction parameters
  } VrDeviceInfo;
  
  // VrStereoConfig, VR stereo rendering configuration for simulator
  typedef struct VrStereoConfig {
      Matrix projection[2];           // VR projection matrices (per eye)
      Matrix viewOffset[2];           // VR view offset matrices (per eye)
      float leftLensCenter[2];        // VR left lens center
      float rightLensCenter[2];       // VR right lens center
      float leftScreenCenter[2];      // VR left screen center
      float rightScreenCenter[2];     // VR right screen center
      float scale[2];                 // VR distortion scale
      float scaleIn[2];               // VR distortion scale in
  } VrStereoConfig;
  
  // File path list
  typedef struct FilePathList {
      unsigned int capacity;          // Filepaths max entries
      unsigned int count;             // Filepaths entries count
      char **paths;                   // Filepaths entries
  } FilePathList;
  
  //----------------------------------------------------------------------------------
  // Enumerators Definition
  //----------------------------------------------------------------------------------
  // System/Window config flags
  // NOTE: Every bit registers one state (use it with bit masks)
  // By default all flags are set to 0
  typedef enum {
      FLAG_VSYNC_HINT         = 0x00000040,   // Set to try enabling V-Sync on GPU
      FLAG_FULLSCREEN_MODE    = 0x00000002,   // Set to run program in fullscreen
      FLAG_WINDOW_RESIZABLE   = 0x00000004,   // Set to allow resizable window
      FLAG_WINDOW_UNDECORATED = 0x00000008,   // Set to disable window decoration (frame and buttons)
      FLAG_WINDOW_HIDDEN      = 0x00000080,   // Set to hide window
      FLAG_WINDOW_MINIMIZED   = 0x00000200,   // Set to minimize window (iconify)
      FLAG_WINDOW_MAXIMIZED   = 0x00000400,   // Set to maximize window (expanded to monitor)
      FLAG_WINDOW_UNFOCUSED   = 0x00000800,   // Set to window non focused
      FLAG_WINDOW_TOPMOST     = 0x00001000,   // Set to window always on top
      FLAG_WINDOW_ALWAYS_RUN  = 0x00000100,   // Set to allow windows running while minimized
      FLAG_WINDOW_TRANSPARENT = 0x00000010,   // Set to allow transparent framebuffer
      FLAG_WINDOW_HIGHDPI     = 0x00002000,   // Set to support HighDPI
      FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
      FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
      FLAG_MSAA_4X_HINT       = 0x00000020,   // Set to try enabling MSAA 4X
      FLAG_INTERLACED_HINT    = 0x00010000    // Set to try enabling interlaced video format (for V3D)
  } ConfigFlags;
  
  // Trace log level
  // NOTE: Organized by priority level
  typedef enum {
      LOG_ALL = 0,        // Display all logs
      LOG_TRACE,          // Trace logging, intended for internal use only
      LOG_DEBUG,          // Debug logging, used for internal debugging, it should be disabled on release builds
      LOG_INFO,           // Info logging, used for program execution info
      LOG_WARNING,        // Warning logging, used on recoverable failures
      LOG_ERROR,          // Error logging, used on unrecoverable failures
      LOG_FATAL,          // Fatal logging, used to abort program: exit(EXIT_FAILURE)
      LOG_NONE            // Disable logging
  } TraceLogLevel;
  
  // Keyboard keys (US keyboard layout)
  // NOTE: Use GetKeyPressed() to allow redefining
  // required keys for alternative layouts
  typedef enum {
      KEY_NULL            = 0,        // Key: NULL, used for no key pressed
      // Alphanumeric keys
      KEY_APOSTROPHE      = 39,       // Key: '
      KEY_COMMA           = 44,       // Key: ,
      KEY_MINUS           = 45,       // Key: -
      KEY_PERIOD          = 46,       // Key: .
      KEY_SLASH           = 47,       // Key: /
      KEY_ZERO            = 48,       // Key: 0
      KEY_ONE             = 49,       // Key: 1
      KEY_TWO             = 50,       // Key: 2
      KEY_THREE           = 51,       // Key: 3
      KEY_FOUR            = 52,       // Key: 4
      KEY_FIVE            = 53,       // Key: 5
      KEY_SIX             = 54,       // Key: 6
      KEY_SEVEN           = 55,       // Key: 7
      KEY_EIGHT           = 56,       // Key: 8
      KEY_NINE            = 57,       // Key: 9
      KEY_SEMICOLON       = 59,       // Key: ;
      KEY_EQUAL           = 61,       // Key: =
      KEY_A               = 65,       // Key: A | a
      KEY_B               = 66,       // Key: B | b
      KEY_C               = 67,       // Key: C | c
      KEY_D               = 68,       // Key: D | d
      KEY_E               = 69,       // Key: E | e
      KEY_F               = 70,       // Key: F | f
      KEY_G               = 71,       // Key: G | g
      KEY_H               = 72,       // Key: H | h
      KEY_I               = 73,       // Key: I | i
      KEY_J               = 74,       // Key: J | j
      KEY_K               = 75,       // Key: K | k
      KEY_L               = 76,       // Key: L | l
      KEY_M               = 77,       // Key: M | m
      KEY_N               = 78,       // Key: N | n
      KEY_O               = 79,       // Key: O | o
      KEY_P               = 80,       // Key: P | p
      KEY_Q               = 81,       // Key: Q | q
      KEY_R               = 82,       // Key: R | r
      KEY_S               = 83,       // Key: S | s
      KEY_T               = 84,       // Key: T | t
      KEY_U               = 85,       // Key: U | u
      KEY_V               = 86,       // Key: V | v
      KEY_W               = 87,       // Key: W | w
      KEY_X               = 88,       // Key: X | x
      KEY_Y               = 89,       // Key: Y | y
      KEY_Z               = 90,       // Key: Z | z
      KEY_LEFT_BRACKET    = 91,       // Key: [
      KEY_BACKSLASH       = 92,       // Key: '\'
      KEY_RIGHT_BRACKET   = 93,       // Key: ]
      KEY_GRAVE           = 96,       // Key: `
      // Function keys
      KEY_SPACE           = 32,       // Key: Space
      KEY_ESCAPE          = 256,      // Key: Esc
      KEY_ENTER           = 257,      // Key: Enter
      KEY_TAB             = 258,      // Key: Tab
      KEY_BACKSPACE       = 259,      // Key: Backspace
      KEY_INSERT          = 260,      // Key: Ins
      KEY_DELETE          = 261,      // Key: Del
      KEY_RIGHT           = 262,      // Key: Cursor right
      KEY_LEFT            = 263,      // Key: Cursor left
      KEY_DOWN            = 264,      // Key: Cursor down
      KEY_UP              = 265,      // Key: Cursor up
      KEY_PAGE_UP         = 266,      // Key: Page up
      KEY_PAGE_DOWN       = 267,      // Key: Page down
      KEY_HOME            = 268,      // Key: Home
      KEY_END             = 269,      // Key: End
      KEY_CAPS_LOCK       = 280,      // Key: Caps lock
      KEY_SCROLL_LOCK     = 281,      // Key: Scroll down
      KEY_NUM_LOCK        = 282,      // Key: Num lock
      KEY_PRINT_SCREEN    = 283,      // Key: Print screen
      KEY_PAUSE           = 284,      // Key: Pause
      KEY_F1              = 290,      // Key: F1
      KEY_F2              = 291,      // Key: F2
      KEY_F3              = 292,      // Key: F3
      KEY_F4              = 293,      // Key: F4
      KEY_F5              = 294,      // Key: F5
      KEY_F6              = 295,      // Key: F6
      KEY_F7              = 296,      // Key: F7
      KEY_F8              = 297,      // Key: F8
      KEY_F9              = 298,      // Key: F9
      KEY_F10             = 299,      // Key: F10
      KEY_F11             = 300,      // Key: F11
      KEY_F12             = 301,      // Key: F12
      KEY_LEFT_SHIFT      = 340,      // Key: Shift left
      KEY_LEFT_CONTROL    = 341,      // Key: Control left
      KEY_LEFT_ALT        = 342,      // Key: Alt left
      KEY_LEFT_SUPER      = 343,      // Key: Super left
      KEY_RIGHT_SHIFT     = 344,      // Key: Shift right
      KEY_RIGHT_CONTROL   = 345,      // Key: Control right
      KEY_RIGHT_ALT       = 346,      // Key: Alt right
      KEY_RIGHT_SUPER     = 347,      // Key: Super right
      KEY_KB_MENU         = 348,      // Key: KB menu
      // Keypad keys
      KEY_KP_0            = 320,      // Key: Keypad 0
      KEY_KP_1            = 321,      // Key: Keypad 1
      KEY_KP_2            = 322,      // Key: Keypad 2
      KEY_KP_3            = 323,      // Key: Keypad 3
      KEY_KP_4            = 324,      // Key: Keypad 4
      KEY_KP_5            = 325,      // Key: Keypad 5
      KEY_KP_6            = 326,      // Key: Keypad 6
      KEY_KP_7            = 327,      // Key: Keypad 7
      KEY_KP_8            = 328,      // Key: Keypad 8
      KEY_KP_9            = 329,      // Key: Keypad 9
      KEY_KP_DECIMAL      = 330,      // Key: Keypad .
      KEY_KP_DIVIDE       = 331,      // Key: Keypad /
      KEY_KP_MULTIPLY     = 332,      // Key: Keypad *
      KEY_KP_SUBTRACT     = 333,      // Key: Keypad -
      KEY_KP_ADD          = 334,      // Key: Keypad +
      KEY_KP_ENTER        = 335,      // Key: Keypad Enter
      KEY_KP_EQUAL        = 336,      // Key: Keypad =
      // Android key buttons
      KEY_BACK            = 4,        // Key: Android back button
      KEY_MENU            = 82,       // Key: Android menu button
      KEY_VOLUME_UP       = 24,       // Key: Android volume up button
      KEY_VOLUME_DOWN     = 25        // Key: Android volume down button
  } KeyboardKey;

  
  // Mouse buttons
  typedef enum {
      MOUSE_BUTTON_LEFT    = 0,       // Mouse button left
      MOUSE_BUTTON_RIGHT   = 1,       // Mouse button right
      MOUSE_BUTTON_MIDDLE  = 2,       // Mouse button middle (pressed wheel)
      MOUSE_BUTTON_SIDE    = 3,       // Mouse button side (advanced mouse device)
      MOUSE_BUTTON_EXTRA   = 4,       // Mouse button extra (advanced mouse device)
      MOUSE_BUTTON_FORWARD = 5,       // Mouse button forward (advanced mouse device)
      MOUSE_BUTTON_BACK    = 6,       // Mouse button back (advanced mouse device)
  } MouseButton;
  
  // Mouse cursor
  typedef enum {
      MOUSE_CURSOR_DEFAULT       = 0,     // Default pointer shape
      MOUSE_CURSOR_ARROW         = 1,     // Arrow shape
      MOUSE_CURSOR_IBEAM         = 2,     // Text writing cursor shape
      MOUSE_CURSOR_CROSSHAIR     = 3,     // Cross shape
      MOUSE_CURSOR_POINTING_HAND = 4,     // Pointing hand cursor
      MOUSE_CURSOR_RESIZE_EW     = 5,     // Horizontal resize/move arrow shape
      MOUSE_CURSOR_RESIZE_NS     = 6,     // Vertical resize/move arrow shape
      MOUSE_CURSOR_RESIZE_NWSE   = 7,     // Top-left to bottom-right diagonal resize/move arrow shape
      MOUSE_CURSOR_RESIZE_NESW   = 8,     // The top-right to bottom-left diagonal resize/move arrow shape
      MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omnidirectional resize/move cursor shape
      MOUSE_CURSOR_NOT_ALLOWED   = 10     // The operation-not-allowed shape
  } MouseCursor;
  
  // Gamepad buttons
  typedef enum {
      GAMEPAD_BUTTON_UNKNOWN = 0,         // Unknown button, just for error checking
      GAMEPAD_BUTTON_LEFT_FACE_UP,        // Gamepad left DPAD up button
      GAMEPAD_BUTTON_LEFT_FACE_RIGHT,     // Gamepad left DPAD right button
      GAMEPAD_BUTTON_LEFT_FACE_DOWN,      // Gamepad left DPAD down button
      GAMEPAD_BUTTON_LEFT_FACE_LEFT,      // Gamepad left DPAD left button
      GAMEPAD_BUTTON_RIGHT_FACE_UP,       // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
      GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,    // Gamepad right button right (i.e. PS3: Square, Xbox: X)
      GAMEPAD_BUTTON_RIGHT_FACE_DOWN,     // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
      GAMEPAD_BUTTON_RIGHT_FACE_LEFT,     // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
      GAMEPAD_BUTTON_LEFT_TRIGGER_1,      // Gamepad top/back trigger left (first), it could be a trailing button
      GAMEPAD_BUTTON_LEFT_TRIGGER_2,      // Gamepad top/back trigger left (second), it could be a trailing button
      GAMEPAD_BUTTON_RIGHT_TRIGGER_1,     // Gamepad top/back trigger right (one), it could be a trailing button
      GAMEPAD_BUTTON_RIGHT_TRIGGER_2,     // Gamepad top/back trigger right (second), it could be a trailing button
      GAMEPAD_BUTTON_MIDDLE_LEFT,         // Gamepad center buttons, left one (i.e. PS3: Select)
      GAMEPAD_BUTTON_MIDDLE,              // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
      GAMEPAD_BUTTON_MIDDLE_RIGHT,        // Gamepad center buttons, right one (i.e. PS3: Start)
      GAMEPAD_BUTTON_LEFT_THUMB,          // Gamepad joystick pressed button left
      GAMEPAD_BUTTON_RIGHT_THUMB          // Gamepad joystick pressed button right
  } GamepadButton;
  
  // Gamepad axis
  typedef enum {
      GAMEPAD_AXIS_LEFT_X        = 0,     // Gamepad left stick X axis
      GAMEPAD_AXIS_LEFT_Y        = 1,     // Gamepad left stick Y axis
      GAMEPAD_AXIS_RIGHT_X       = 2,     // Gamepad right stick X axis
      GAMEPAD_AXIS_RIGHT_Y       = 3,     // Gamepad right stick Y axis
      GAMEPAD_AXIS_LEFT_TRIGGER  = 4,     // Gamepad back trigger left, pressure level: [1..-1]
      GAMEPAD_AXIS_RIGHT_TRIGGER = 5      // Gamepad back trigger right, pressure level: [1..-1]
  } GamepadAxis;
  
  // Material map index
  typedef enum {
      MATERIAL_MAP_ALBEDO = 0,        // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
      MATERIAL_MAP_METALNESS,         // Metalness material (same as: MATERIAL_MAP_SPECULAR)
      MATERIAL_MAP_NORMAL,            // Normal material
      MATERIAL_MAP_ROUGHNESS,         // Roughness material
      MATERIAL_MAP_OCCLUSION,         // Ambient occlusion material
      MATERIAL_MAP_EMISSION,          // Emission material
      MATERIAL_MAP_HEIGHT,            // Heightmap material
      MATERIAL_MAP_CUBEMAP,           // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
      MATERIAL_MAP_IRRADIANCE,        // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
      MATERIAL_MAP_PREFILTER,         // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
      MATERIAL_MAP_BRDF               // Brdf material
  } MaterialMapIndex;

  // Shader location index
  typedef enum {
      SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
      SHADER_LOC_VERTEX_TEXCOORD01,   // Shader location: vertex attribute: texcoord01
      SHADER_LOC_VERTEX_TEXCOORD02,   // Shader location: vertex attribute: texcoord02
      SHADER_LOC_VERTEX_NORMAL,       // Shader location: vertex attribute: normal
      SHADER_LOC_VERTEX_TANGENT,      // Shader location: vertex attribute: tangent
      SHADER_LOC_VERTEX_COLOR,        // Shader location: vertex attribute: color
      SHADER_LOC_MATRIX_MVP,          // Shader location: matrix uniform: model-view-projection
      SHADER_LOC_MATRIX_VIEW,         // Shader location: matrix uniform: view (camera transform)
      SHADER_LOC_MATRIX_PROJECTION,   // Shader location: matrix uniform: projection
      SHADER_LOC_MATRIX_MODEL,        // Shader location: matrix uniform: model (transform)
      SHADER_LOC_MATRIX_NORMAL,       // Shader location: matrix uniform: normal
      SHADER_LOC_VECTOR_VIEW,         // Shader location: vector uniform: view
      SHADER_LOC_COLOR_DIFFUSE,       // Shader location: vector uniform: diffuse color
      SHADER_LOC_COLOR_SPECULAR,      // Shader location: vector uniform: specular color
      SHADER_LOC_COLOR_AMBIENT,       // Shader location: vector uniform: ambient color
      SHADER_LOC_MAP_ALBEDO,          // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
      SHADER_LOC_MAP_METALNESS,       // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
      SHADER_LOC_MAP_NORMAL,          // Shader location: sampler2d texture: normal
      SHADER_LOC_MAP_ROUGHNESS,       // Shader location: sampler2d texture: roughness
      SHADER_LOC_MAP_OCCLUSION,       // Shader location: sampler2d texture: occlusion
      SHADER_LOC_MAP_EMISSION,        // Shader location: sampler2d texture: emission
      SHADER_LOC_MAP_HEIGHT,          // Shader location: sampler2d texture: height
      SHADER_LOC_MAP_CUBEMAP,         // Shader location: samplerCube texture: cubemap
      SHADER_LOC_MAP_IRRADIANCE,      // Shader location: samplerCube texture: irradiance
      SHADER_LOC_MAP_PREFILTER,       // Shader location: samplerCube texture: prefilter
      SHADER_LOC_MAP_BRDF             // Shader location: sampler2d texture: brdf
  } ShaderLocationIndex;

  // Shader uniform data type
  typedef enum {
      SHADER_UNIFORM_FLOAT = 0,       // Shader uniform type: float
      SHADER_UNIFORM_VEC2,            // Shader uniform type: vec2 (2 float)
      SHADER_UNIFORM_VEC3,            // Shader uniform type: vec3 (3 float)
      SHADER_UNIFORM_VEC4,            // Shader uniform type: vec4 (4 float)
      SHADER_UNIFORM_INT,             // Shader uniform type: int
      SHADER_UNIFORM_IVEC2,           // Shader uniform type: ivec2 (2 int)
      SHADER_UNIFORM_IVEC3,           // Shader uniform type: ivec3 (3 int)
      SHADER_UNIFORM_IVEC4,           // Shader uniform type: ivec4 (4 int)
      SHADER_UNIFORM_SAMPLER2D        // Shader uniform type: sampler2d
  } ShaderUniformDataType;
  
  // Shader attribute data types
  typedef enum {
      SHADER_ATTRIB_FLOAT = 0,        // Shader attribute type: float
      SHADER_ATTRIB_VEC2,             // Shader attribute type: vec2 (2 float)
      SHADER_ATTRIB_VEC3,             // Shader attribute type: vec3 (3 float)
      SHADER_ATTRIB_VEC4              // Shader attribute type: vec4 (4 float)
  } ShaderAttributeDataType;
  
  // Pixel formats
  // NOTE: Support depends on OpenGL version and platform
  typedef enum {
      PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
      PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,    // 8*2 bpp (2 channels)
      PIXELFORMAT_UNCOMPRESSED_R5G6B5,        // 16 bpp
      PIXELFORMAT_UNCOMPRESSED_R8G8B8,        // 24 bpp
      PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,      // 16 bpp (1 bit alpha)
      PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,      // 16 bpp (4 bit alpha)
      PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,      // 32 bpp
      PIXELFORMAT_UNCOMPRESSED_R32,           // 32 bpp (1 channel - float)
      PIXELFORMAT_UNCOMPRESSED_R32G32B32,     // 32*3 bpp (3 channels - float)
      PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,  // 32*4 bpp (4 channels - float)
      PIXELFORMAT_UNCOMPRESSED_R16,           // 16 bpp (1 channel - half float)
      PIXELFORMAT_UNCOMPRESSED_R16G16B16,     // 16*3 bpp (3 channels - half float)
      PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,  // 16*4 bpp (4 channels - half float)
      PIXELFORMAT_COMPRESSED_DXT1_RGB,        // 4 bpp (no alpha)
      PIXELFORMAT_COMPRESSED_DXT1_RGBA,       // 4 bpp (1 bit alpha)
      PIXELFORMAT_COMPRESSED_DXT3_RGBA,       // 8 bpp
      PIXELFORMAT_COMPRESSED_DXT5_RGBA,       // 8 bpp
      PIXELFORMAT_COMPRESSED_ETC1_RGB,        // 4 bpp
      PIXELFORMAT_COMPRESSED_ETC2_RGB,        // 4 bpp
      PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,   // 8 bpp
      PIXELFORMAT_COMPRESSED_PVRT_RGB,        // 4 bpp
      PIXELFORMAT_COMPRESSED_PVRT_RGBA,       // 4 bpp
      PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,   // 8 bpp
      PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA    // 2 bpp
  } PixelFormat;
  
  // 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 {
      TEXTURE_FILTER_POINT = 0,               // No filter, just pixel approximation
      TEXTURE_FILTER_BILINEAR,                // Linear filtering
      TEXTURE_FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
      TEXTURE_FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
      TEXTURE_FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
      TEXTURE_FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
  } TextureFilter;
  
  // Texture parameters: wrap mode
  typedef enum {
      TEXTURE_WRAP_REPEAT = 0,                // Repeats texture in tiled mode
      TEXTURE_WRAP_CLAMP,                     // Clamps texture to edge pixel in tiled mode
      TEXTURE_WRAP_MIRROR_REPEAT,             // Mirrors and repeats the texture in tiled mode
      TEXTURE_WRAP_MIRROR_CLAMP               // Mirrors and clamps to border the texture in tiled mode
  } TextureWrap;
  
  // Cubemap layouts
  typedef enum {
      CUBEMAP_LAYOUT_AUTO_DETECT = 0,         // Automatically detect layout type
      CUBEMAP_LAYOUT_LINE_VERTICAL,           // Layout is defined by a vertical line with faces
      CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by a horizontal line with faces
      CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     // Layout is defined by a 3x4 cross with cubemap faces
      CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,     // Layout is defined by a 4x3 cross with cubemap faces
      CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirrectangular map)
  } CubemapLayout;
  
  // Font type, defines generation method
  typedef enum {
      FONT_DEFAULT = 0,               // Default font generation, anti-aliased
      FONT_BITMAP,                    // Bitmap font generation, no anti-aliasing
      FONT_SDF                        // SDF font generation, requires external shader
  } FontType;
  
  // Color blending modes (pre-defined)
  typedef enum {
      BLEND_ALPHA = 0,                // Blend textures considering alpha (default)
      BLEND_ADDITIVE,                 // Blend textures adding colors
      BLEND_MULTIPLIED,               // Blend textures multiplying colors
      BLEND_ADD_COLORS,               // Blend textures adding colors (alternative)
      BLEND_SUBTRACT_COLORS,          // Blend textures subtracting colors (alternative)
      BLEND_ALPHA_PREMULTIPLY,        // Blend premultiplied textures considering alpha
      BLEND_CUSTOM,                   // Blend textures using custom src/dst factors (use rlSetBlendFactors())
      BLEND_CUSTOM_SEPARATE           // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
  } BlendMode;
  
  // Gesture
  // NOTE: Provided as bit-wise flags to enable only desired gestures
  typedef enum {
      GESTURE_NONE        = 0,        // No gesture
      GESTURE_TAP         = 1,        // Tap gesture
      GESTURE_DOUBLETAP   = 2,        // Double tap gesture
      GESTURE_HOLD        = 4,        // Hold gesture
      GESTURE_DRAG        = 8,        // Drag gesture
      GESTURE_SWIPE_RIGHT = 16,       // Swipe right gesture
      GESTURE_SWIPE_LEFT  = 32,       // Swipe left gesture
      GESTURE_SWIPE_UP    = 64,       // Swipe up gesture
      GESTURE_SWIPE_DOWN  = 128,      // Swipe down gesture
      GESTURE_PINCH_IN    = 256,      // Pinch in gesture
      GESTURE_PINCH_OUT   = 512       // Pinch out gesture
  } Gesture;
  
  // Camera system modes
  typedef enum {
      CAMERA_CUSTOM = 0,              // Custom camera
      CAMERA_FREE,                    // Free camera
      CAMERA_ORBITAL,                 // Orbital camera
      CAMERA_FIRST_PERSON,            // First person camera
      CAMERA_THIRD_PERSON             // Third person camera
  } CameraMode;
  
  // Camera projection
  typedef enum {
      CAMERA_PERSPECTIVE = 0,         // Perspective projection
      CAMERA_ORTHOGRAPHIC             // Orthographic projection
  } CameraProjection;
  
  // N-patch layout
  typedef enum {
      NPATCH_NINE_PATCH = 0,          // Npatch layout: 3x3 tiles
      NPATCH_THREE_PATCH_VERTICAL,    // Npatch layout: 1x3 tiles
      NPATCH_THREE_PATCH_HORIZONTAL   // Npatch layout: 3x1 tiles
  } NPatchLayout;
  
  // Callbacks to hook some internal functions
  // WARNING: These callbacks are intended for advance users
  typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  // Logging: Redirect trace log messages
  typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead);      // FileIO: Load binary data
  typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite);  // FileIO: Save binary data
  typedef char *(*LoadFileTextCallback)(const char *fileName);            // FileIO: Load text data
  typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
  
  //------------------------------------------------------------------------------------
  // Global Variables Definition
  //------------------------------------------------------------------------------------
  // It's lonely here...
  
  //------------------------------------------------------------------------------------
  // Window and Graphics Device Functions (Module: core)
  //------------------------------------------------------------------------------------

  // Window-related functions
  void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
  bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
  void CloseWindow(void);                                     // Close window and unload OpenGL context
  bool IsWindowReady(void);                                   // Check if window has been initialized successfully
  bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
  bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)
  bool IsWindowMinimized(void);                               // Check if window is currently minimized (only PLATFORM_DESKTOP)
  bool IsWindowMaximized(void);                               // Check if window is currently maximized (only PLATFORM_DESKTOP)
  bool IsWindowFocused(void);                                 // Check if window is currently focused (only PLATFORM_DESKTOP)
  bool IsWindowResized(void);                                 // Check if window has been resized last frame
  bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
  void SetWindowState(unsigned int flags);                    // Set window configuration state using flags (only PLATFORM_DESKTOP)
  void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
  void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
  void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
  void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
  void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
  void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
  void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
  void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
  void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
  void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
  void SetWindowMonitor(int monitor);                         // Set monitor for the current window
  void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  void SetWindowSize(int width, int height);                  // Set window dimensions
  void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
  void SetWindowFocused(void);                                // Set window focused (only PLATFORM_DESKTOP)
  void *GetWindowHandle(void);                                // Get native window handle
  int GetScreenWidth(void);                                   // Get current screen width
  int GetScreenHeight(void);                                  // Get current screen height
  int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
  int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
  int GetMonitorCount(void);                                  // Get number of connected monitors
  int GetCurrentMonitor(void);                                // Get current connected monitor
  Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
  int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
  int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
  int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
  int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
  int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
  Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
  Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
  const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
  void SetClipboardText(const char *text);                    // Set clipboard text content
  const char *GetClipboardText(void);                         // Get clipboard text content
  void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
  void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling
  
  // Custom frame control functions
  // NOTE: Those functions are intended for advance users that want full control over the frame processing
  // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
  // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
  void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
  void PollInputEvents(void);                                 // Register all input events
  void WaitTime(double seconds);                              // Wait for some time (halt program execution)
  
  // Cursor-related functions
  void ShowCursor(void);                                      // Shows cursor
  void HideCursor(void);                                      // Hides cursor
  bool IsCursorHidden(void);                                  // Check if cursor is not visible
  void EnableCursor(void);                                    // Enables cursor (unlock cursor)
  void DisableCursor(void);                                   // Disables cursor (lock cursor)
  bool IsCursorOnScreen(void);                                // Check if cursor is on the screen
  
  // Drawing-related functions
  void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
  void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
  void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
  void BeginMode2D(Camera2D camera);                          // Begin 2D mode with custom camera (2D)
  void EndMode2D(void);                                       // Ends 2D mode with custom camera
  void BeginMode3D(Camera3D camera);                          // Begin 3D mode with custom camera (3D)
  void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
  void BeginTextureMode(RenderTexture2D target);              // Begin drawing to render texture
  void EndTextureMode(void);                                  // Ends drawing to render texture
  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, subtract, custom)
  void EndBlendMode(void);                                    // End blending mode (reset to default: alpha blending)
  void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  void EndScissorMode(void);                                  // End scissor mode
  void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
  void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)
  
  // VR stereo config functions for VR simulator
  VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device);     // Load VR stereo config for VR simulator device parameters
  void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR stereo config
  
  // Shader management functions
  // NOTE: Shader functionality is not available on OpenGL 1.1
  Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
  Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
  bool IsShaderReady(Shader shader);                                   // Check if a shader is ready
  int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
  int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
  void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
  void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
  void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
  void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
  
  // Screen-space-related functions
  Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Get a ray trace from mouse position
  Matrix GetCameraMatrix(Camera camera);                      // Get camera transform matrix (view matrix)
  Matrix GetCameraMatrix2D(Camera2D camera);                  // Get camera 2d transform matrix
  Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Get the screen space position for a 3d world space position
  Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
  Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
  Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
  
  // Timing-related functions
  void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
  int GetFPS(void);                                           // Get current FPS
  float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
  double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
  
  // Misc. functions
  int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
  void SetRandomSeed(unsigned int seed);                      // Set the seed for the random number generator
  void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
  void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
  
  void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
  void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
  void *MemAlloc(unsigned int size);                          // Internal memory allocator
  void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
  void MemFree(void *ptr);                                    // Internal memory free
  
  void OpenURL(const char *url);                              // Open URL with default system browser (if available)
  
  // Set custom callbacks
  // WARNING: Callbacks setup is intended for advance users
  void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
  void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  
  // Files management functions
  unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);       // Load file data as byte array (read)
  void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
  bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite);   // Save data to file from byte array (write), returns true on success
  bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
  char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
  void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
  bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
  bool FileExists(const char *fileName);                      // Check if file exists
  bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
  bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
  int GetFileLength(const char *fileName);                    // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
  const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (includes dot: '.png')
  const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
  const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
  const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
  const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
  const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
  const char *GetApplicationDirectory(void);                  // Get the directory if the running application (uses static string)
  bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
  bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
  FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
  FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
  void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
  bool IsFileDropped(void);                                   // Check if a file has been dropped into window
  FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
  void UnloadDroppedFiles(FilePathList files);                // Unload dropped filepaths
  long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
  
  // Compression/Encoding functionality
  unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize);        // Compress data (DEFLATE algorithm), memory must be MemFree()
  unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
  char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
  unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
  
  //------------------------------------------------------------------------------------
  // Input Handling Functions (Module: core)
  //------------------------------------------------------------------------------------
  
  // Input-related functions: keyboard
  bool IsKeyPressed(int key);                             // Check if a key has been pressed once
  bool IsKeyDown(int key);                                // Check if a key is being pressed
  bool IsKeyReleased(int key);                            // Check if a key has been released once
  bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
  void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
  int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
  int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
  
  // Input-related functions: gamepads
  bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
  const char *GetGamepadName(int gamepad);                // Get gamepad internal name id
  bool IsGamepadButtonPressed(int gamepad, int button);   // Check if a gamepad button has been pressed once
  bool IsGamepadButtonDown(int gamepad, int button);      // Check if a gamepad button is being pressed
  bool IsGamepadButtonReleased(int gamepad, int button);  // Check if a gamepad button has been released once
  bool IsGamepadButtonUp(int gamepad, int button);        // Check if a gamepad button is NOT being pressed
  int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
  int GetGamepadAxisCount(int gamepad);                   // Get gamepad axis count for a gamepad
  float GetGamepadAxisMovement(int gamepad, int axis);    // Get axis movement value for a gamepad axis
  int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)
  
  // Input-related functions: mouse
  bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
  bool IsMouseButtonDown(int button);                     // Check if a mouse button is being pressed
  bool IsMouseButtonReleased(int button);                 // Check if a mouse button has been released once
  bool IsMouseButtonUp(int button);                       // Check if a mouse button is NOT being pressed
  int GetMouseX(void);                                    // Get mouse position X
  int GetMouseY(void);                                    // Get mouse position Y
  Vector2 GetMousePosition(void);                         // Get mouse position XY
  Vector2 GetMouseDelta(void);                            // Get mouse delta between frames
  void SetMousePosition(int x, int y);                    // Set mouse position XY
  void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
  void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
  float GetMouseWheelMove(void);                          // Get mouse wheel movement for X or Y, whichever is larger
  Vector2 GetMouseWheelMoveV(void);                       // Get mouse wheel movement for both X and Y
  void SetMouseCursor(int cursor);                        // Set mouse cursor
  
  // Input-related functions: touch
  int GetTouchX(void);                                    // Get touch position X for touch point 0 (relative to screen size)
  int GetTouchY(void);                                    // Get touch position Y for touch point 0 (relative to screen size)
  Vector2 GetTouchPosition(int index);                    // Get touch position XY for a touch point index (relative to screen size)
  int GetTouchPointId(int index);                         // Get touch point identifier for given index
  int GetTouchPointCount(void);                           // Get number of touch points
  
  //------------------------------------------------------------------------------------
  // Gestures and Touch Handling Functions (Module: rgestures)
  //------------------------------------------------------------------------------------
  void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
  bool IsGestureDetected(int gesture);              // Check if a gesture have been detected
  int GetGestureDetected(void);                     // Get latest detected gesture
  float GetGestureHoldDuration(void);               // Get gesture hold time in milliseconds
  Vector2 GetGestureDragVector(void);               // Get gesture drag vector
  float GetGestureDragAngle(void);                  // Get gesture drag angle
  Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
  float GetGesturePinchAngle(void);                 // Get gesture pinch angle
  
  //------------------------------------------------------------------------------------
  // Camera System Functions (Module: rcamera)
  //------------------------------------------------------------------------------------
  void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
  void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
  
  //------------------------------------------------------------------------------------
  // Basic Shapes Drawing Functions (Module: shapes)
  //------------------------------------------------------------------------------------
  // 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
  void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing
  
  // Basic shapes drawing functions
  void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
  void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
  void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
  void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
  void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
  void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
  void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
  void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
  void DrawLineStrip(Vector2 *points, int pointCount, Color color);                                  // Draw lines sequence
  void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
  void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
  void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
  void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
  void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
  void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
  void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
  void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);    // Draw ring outline
  void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
  void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
  void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
  void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
  void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
  void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
  void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
  void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
  void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
  void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
  void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
  void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
  void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
  void DrawTriangleFan(Vector2 *points, int pointCount, Color color);                                // Draw a triangle fan defined by points (first vertex is the center)
  void DrawTriangleStrip(Vector2 *points, int pointCount, Color color);                              // Draw a triangle strip defined by points
  void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
  void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
  void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
  
  // Basic shapes collision detection functions
  bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
  bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
  bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
  bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
  bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
  bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
  bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount);                      // Check if point is within a polygon described by array of vertices
  bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
  bool 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]
  Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
  
  //------------------------------------------------------------------------------------
  // Texture Loading and Drawing Functions (Module: textures)
  //------------------------------------------------------------------------------------
  
  // Image loading functions
  // NOTE: These functions do not require GPU access
  Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
  Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
  Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
  Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
  Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
  Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
  bool IsImageReady(Image image);                                                                    // Check if an image is ready
  void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
  bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
  unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer
  bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
  
  // Image generation functions
  Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
  Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end);        // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
  Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
  Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer);      // Generate image: square gradient
  Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
  Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
  Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
  Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
  Image GenImageText(int width, int height, const char *text);                                       // Generate image: grayscale image from text data
  
  // Image manipulation functions
  Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
  Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
  Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
  Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
  void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
  void ImageToPOT(Image *image, Color fill);                                                         // Convert image to POT (power-of-two)
  void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
  void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
  void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
  void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
  void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
  void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
  void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
  void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
  void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
  void ImageMipmaps(Image *image);                                                                   // Compute all mipmap levels for a provided image
  void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  void ImageFlipVertical(Image *image);                                                              // Flip image vertically
  void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
  void ImageRotate(Image *image, int degrees);                                                       // Rotate image by input angle in degrees (-359 to 359)
  void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
  void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
  void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
  void ImageColorInvert(Image *image);                                                               // Modify image color: invert
  void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
  void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
  void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
  void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
  Color *LoadImageColors(Image image);                                                               // Load color data from image as a Color array (RGBA - 32bit)
  Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount);                         // Load colors palette from image as a Color array (RGBA - 32bit)
  void UnloadImageColors(Color *colors);                                                             // Unload color data loaded with LoadImageColors()
  void UnloadImagePalette(Color *colors);                                                            // Unload colors palette loaded with LoadImagePalette()
  Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
  Color GetImageColor(Image image, int x, int y);                                                    // Get image pixel color at (x, y) position
  
  // Image drawing functions
  // NOTE: Image software-rendering functions (CPU)
  void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
  void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
  void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
  void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
  void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw a filled circle within an image
  void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw a filled circle within an image (Vector version)
  void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);          // Draw circle outline within an image
  void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                   // Draw circle outline within an image (Vector version)
  void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
  void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
  void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
  void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
  void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
  void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
  void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
  
  // Texture loading functions
  // NOTE: These functions require GPU access
  Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
  Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
  TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
  RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
  bool IsTextureReady(Texture2D texture);                                                            // Check if a texture is ready
  void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
  bool IsRenderTextureReady(RenderTexture2D target);                                                       // Check if a render texture is ready
  void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
  void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
  void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
  
  // Texture configuration functions
  void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
  void SetTextureFilter(Texture2D texture, int filter);                                              // Set texture scaling filter mode
  void SetTextureWrap(Texture2D texture, int wrap);                                                  // Set texture wrapping mode
  
  // Texture drawing functions
  void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
  void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
  void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
  void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
  void 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
  void 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
  
  // Color/pixel related functions
  Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  int ColorToInt(Color color);                                          // Get hexadecimal value for a Color
  Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [0..1]
  Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
  Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
  Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
  Color ColorTint(Color color, Color tint);                             // Get color multiplied with another color
  Color ColorBrightness(Color color, float factor);                     // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
  Color ColorContrast(Color color, float contrast);                     // Get color with contrast correction, contrast values between -1.0f and 1.0f
  Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
  Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
  Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
  void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
  int GetPixelDataSize(int width, int height, int format);              // Get pixel data size in bytes for certain format
  
  //------------------------------------------------------------------------------------
  // Font Loading and Text Drawing Functions (Module: text)
  //------------------------------------------------------------------------------------
  
  // Font loading/unloading functions
  Font GetFontDefault(void);                                                            // Get the default Font
  Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
  Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount);  // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
  Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
  Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
  bool IsFontReady(Font font);                                                          // Check if a font is ready
  GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
  Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  void UnloadFontData(GlyphInfo *chars, int glyphCount);                                // Unload font chars info data (RAM)
  void UnloadFont(Font font);                                                           // Unload font from GPU memory (VRAM)
  bool ExportFontAsCode(Font font, const char *fileName);                               // Export font as code file, returns true on success
  
  // Text drawing functions
  void DrawFPS(int posX, int posY);                                                     // Draw current FPS
  void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
  void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
  void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
  
  // Text font info functions
  void SetTextLineSpacing(int spacing);                                                 // Set vertical line spacing when drawing with line-breaks
  int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
  Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
  int GetGlyphIndex(Font font, int codepoint);                                          // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
  GlyphInfo GetGlyphInfo(Font font, int codepoint);                                     // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
  Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
  
  // Text codepoints management functions (unicode characters)
  char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
  void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
  int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
  void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
  int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
  int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  const char *CodepointToUTF8(int codepoint, int *utf8Size);        // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
  
  // Text strings management functions (no UTF-8 strings, only byte chars)
  // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
  bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
  unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
  const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf() style)
  const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
  char *TextReplace(char *text, const char *replace, const char *by);                   // Replace text string (WARNING: memory must be freed!)
  char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (WARNING: memory must be freed!)
  const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
  const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
  void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
  int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
  const char *TextToUpper(const char *text);                      // Get upper case version of provided string
  const char *TextToLower(const char *text);                      // Get lower case version of provided string
  const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
  int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
  
  //------------------------------------------------------------------------------------
  // Basic 3d Shapes Drawing Functions (Module: models)
  //------------------------------------------------------------------------------------
  
  // Basic geometric 3D shapes drawing functions
  void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
  void DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
  void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                              // Draw a color-filled triangle (vertex in counter-clockwise order!)
  void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color);                            // Draw a triangle strip defined by points
  void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
  void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
  void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
  void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
  void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
  void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
  void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
  void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
  void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  void 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
  void 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
  void 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
  void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
  void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
  void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
  
  //------------------------------------------------------------------------------------
  // Model 3d Loading and Drawing Functions (Module: models)
  //------------------------------------------------------------------------------------
  
  // Model management functions
  Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
  Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
  bool IsModelReady(Model model);                                                       // Check if a model is ready
  void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
  BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
  
  // Model drawing functions
  void DrawModel(Model model, Vector3 position, float scale, Color tint);               // Draw a model (with texture if set)
  void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
  void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
  void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
  void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture
  void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
  void DrawBillboardPro(Camera 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
  
  // Mesh management functions
  void UploadMesh(Mesh *mesh, bool dynamic);                                            // Upload mesh vertex data in GPU and provide VAO/VBO ids
  void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU
  void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform
  void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
  bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
  BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits
  void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents
  
  // Mesh generation functions
  Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh
  Mesh GenMeshPlane(float width, float length, int resX, int resZ);                     // Generate plane mesh (with subdivisions)
  Mesh GenMeshCube(float width, float height, float length);                            // Generate cuboid mesh
  Mesh GenMeshSphere(float radius, int rings, int slices);                              // Generate sphere mesh (standard sphere)
  Mesh GenMeshHemiSphere(float radius, int rings, int slices);                          // Generate half-sphere mesh (no bottom cap)
  Mesh GenMeshCylinder(float radius, float height, int slices);                         // Generate cylinder mesh
  Mesh GenMeshCone(float radius, float height, int slices);                             // Generate cone/pyramid mesh
  Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                   // Generate torus mesh
  Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                    // Generate trefoil knot mesh
  Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                 // Generate heightmap mesh from image data
  Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                               // Generate cubes-based map mesh from image data
  
  // Material loading/unloading functions
  Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
  Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  bool IsMaterialReady(Material material);                                              // Check if a material is ready
  void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
  void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
  
  // Model animations loading/unloading functions
  ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount);   // Load model animations from file
  void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose
  void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
  void UnloadModelAnimations(ModelAnimation *animations, unsigned int count);           // Unload animation array data
  bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
  
  // Collision detection functions
  bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);   // Check collision between two spheres
  bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                 // Check collision between two bounding boxes
  bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                  // Check collision between box and sphere
  RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                    // Get collision info between ray and sphere
  RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                    // Get collision info between ray and box
  RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                       // Get collision info between ray and mesh
  RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);            // Get collision info between ray and triangle
  RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);    // Get collision info between ray and quad
  
  //------------------------------------------------------------------------------------
  // Audio Loading and Playing Functions (Module: audio)
  //------------------------------------------------------------------------------------
  typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
  
  // Audio device management functions
  void InitAudioDevice(void);                                     // Initialize audio device and context
  void CloseAudioDevice(void);                                    // Close the audio device and context
  bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
  void SetMasterVolume(float volume);                             // Set master volume (listener)
  
  // Wave/Sound loading/unloading functions
  Wave LoadWave(const char *fileName);                            // Load wave data from file
  Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
  bool IsWaveReady(Wave wave);                                    // Checks if wave data is ready
  Sound LoadSound(const char *fileName);                          // Load sound from file
  Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
  Sound LoadSoundAlias(Sound source);                            // Create a new sound that shares the same sample data as the source sound, does not own the sound data
  bool IsSoundReady(Sound sound);                                 // Checks if a sound is ready
  void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
  void UnloadWave(Wave wave);                                     // Unload wave data
  void UnloadSound(Sound sound);                                  // Unload sound
  void UnloadSoundAlias(Sound alias);                             // Unload a sound alias (does not deallocate sample data)
  bool ExportWave(Wave wave, const char *fileName);               // Export wave data to file, returns true on success
  bool ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h), returns true on success
  
  // Wave/Sound management functions
  void PlaySound(Sound sound);                                    // Play a sound
  void StopSound(Sound sound);                                    // Stop playing a sound
  void PauseSound(Sound sound);                                   // Pause a sound
  void ResumeSound(Sound sound);                                  // Resume a paused sound
  bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
  void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
  void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
  void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (0.5 is center)
  Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
  void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
  void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  float *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a 32bit float data array
  void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()
  
  // Music management functions
  Music LoadMusicStream(const char *fileName);                    // Load music stream from file
  Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
  bool IsMusicReady(Music music);                                 // Checks if a music stream is ready
  void UnloadMusicStream(Music music);                            // Unload music stream
  void PlayMusicStream(Music music);                              // Start music playing
  bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
  void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
  void StopMusicStream(Music music);                              // Stop music playing
  void PauseMusicStream(Music music);                             // Pause music playing
  void ResumeMusicStream(Music music);                            // Resume playing paused music
  void SeekMusicStream(Music music, float position);              // Seek music to a position (in seconds)
  void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
  void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
  void SetMusicPan(Music music, float pan);                       // Set pan for a music (0.5 is center)
  float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
  float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
  
  // AudioStream management functions
  AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
  bool IsAudioStreamReady(AudioStream stream);                    // Checks if an audio stream is ready
  void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
  void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
  bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
  void PlayAudioStream(AudioStream stream);                       // Play audio stream
  void PauseAudioStream(AudioStream stream);                      // Pause audio stream
  void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
  bool IsAudioStreamPlaying(AudioStream stream);                  // Check if audio stream is playing
  void StopAudioStream(AudioStream stream);                       // Stop audio stream
  void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
  void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
  void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan for audio stream (0.5 is centered)
  void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
  void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);  // Audio thread callback to request new data
  
  void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
  void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
  
  void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
  void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
  ]])

-- rlgl.h
ffi.cdef([[
  /**********************************************************************************************
  *
  *   rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
  *
  *   DESCRIPTION:
  *       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
  *       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
  *
  *   ADDITIONAL NOTES:
  *       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
  *       initialized on rlglInit() to accumulate vertex data.
  *
  *       When an internal state change is required all the stored vertex data is renderer in batch,
  *       additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
  *
  *       Some resources are also loaded for convenience, here the complete list:
  *          - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
  *          - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
  *          - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
  *
  *       Internal buffer (and resources) must be manually unloaded calling rlglClose().
  *
  *   CONFIGURATION:
  *       #define GRAPHICS_API_OPENGL_11
  *       #define GRAPHICS_API_OPENGL_21
  *       #define GRAPHICS_API_OPENGL_33
  *       #define GRAPHICS_API_OPENGL_43
  *       #define GRAPHICS_API_OPENGL_ES2
  *       #define GRAPHICS_API_OPENGL_ES3
  *           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() to check it
  *
  *       #define RLGL_IMPLEMENTATION
  *           Generates the implementation of the library into the included file.
  *           If not defined, the library is in header only mode and can be included in other headers
  *           or source files without problems. But only ONE file should hold the implementation.
  *
  *       #define RLGL_RENDER_TEXTURES_HINT
  *           Enable framebuffer objects (fbo) support (enabled by default)
  *           Some GPUs could not support them despite the OpenGL version
  *
  *       #define RLGL_SHOW_GL_DETAILS_INFO
  *           Show OpenGL extensions and capabilities detailed logs on init
  *
  *       #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
  *           Enable debug context (only available on OpenGL 4.3)
  *
  *       rlgl capabilities could be customized just defining some internal
  *       values before library inclusion (default values listed):
  *
  *       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
  *       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
  *       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
  *       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  *
  *       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
  *       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
  *       #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
  *       #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
  *
  *       When loading a shader, the following vertex attribute and uniform
  *       location names are tried to be set automatically:
  *
  *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: 0
  *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: 1
  *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: 2
  *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: 3
  *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: 4
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
  *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
  *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
  *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
  *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
  *
  *   DEPENDENCIES:
  *      - OpenGL libraries (depending on platform and OpenGL version selected)
  *      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
  *
  *
  *   LICENSE: zlib/libpng
  *
  *   Copyright (c) 2014-2023 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.
  *
  **********************************************************************************************/
  
enum {
    RL_LINES                                = 0x0001,      // GL_LINES
    RL_TRIANGLES                            = 0x0004,      // GL_TRIANGLES
    RL_QUADS                                = 0x0007,      // GL_QUADS
    
    // GL equivalent data types
    RL_UNSIGNED_BYTE                        = 0x1401,      // GL_UNSIGNED_BYTE
    RL_FLOAT                                = 0x1406,      // GL_FLOAT
    
    
    // Matrix modes (equivalent to OpenGL)
    RL_MODELVIEW                            = 0x1700,      // GL_MODELVIEW
    RL_PROJECTION                           = 0x1701,      // GL_PROJECTION
    RL_TEXTURE                              = 0x1702,      // GL_TEXTURE
    
    // Texture parameters (equivalent to OpenGL defines)
    RL_TEXTURE_WRAP_S                       = 0x2802,      // GL_TEXTURE_WRAP_S
    RL_TEXTURE_WRAP_T                       = 0x2803,      // GL_TEXTURE_WRAP_T
    RL_TEXTURE_MAG_FILTER                   = 0x2800,      // GL_TEXTURE_MAG_FILTER
    RL_TEXTURE_MIN_FILTER                   = 0x2801,      // GL_TEXTURE_MIN_FILTER

    RL_TEXTURE_FILTER_NEAREST               = 0x2600,      // GL_NEAREST
    RL_TEXTURE_FILTER_LINEAR                = 0x2601,      // GL_LINEAR
    RL_TEXTURE_FILTER_MIP_NEAREST           = 0x2700,      // GL_NEAREST_MIPMAP_NEAREST
    RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    = 0x2702,      // GL_NEAREST_MIPMAP_LINEAR
    RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    = 0x2701,      // GL_LINEAR_MIPMAP_NEAREST
    RL_TEXTURE_FILTER_MIP_LINEAR            = 0x2703,      // GL_LINEAR_MIPMAP_LINEAR
    RL_TEXTURE_FILTER_ANISOTROPIC           = 0x3000,      // Anisotropic filter (custom identifier)

    RL_TEXTURE_WRAP_REPEAT                  = 0x2901,      // GL_REPEAT
    RL_TEXTURE_WRAP_CLAMP                   = 0x812F,      // GL_CLAMP_TO_EDGE
    RL_TEXTURE_WRAP_MIRROR_REPEAT           = 0x8370,      // GL_MIRRORED_REPEAT
    RL_TEXTURE_WRAP_MIRROR_CLAMP            = 0x8742,      // GL_MIRROR_CLAMP_EXT
    
    // Buffer usage hint
    RL_STREAM_DRAW                          = 0x88E0,      // GL_STREAM_DRAW
    RL_STREAM_READ                          = 0x88E1,      // GL_STREAM_READ
    RL_STREAM_COPY                          = 0x88E2,      // GL_STREAM_COPY
    RL_STATIC_DRAW                          = 0x88E4,      // GL_STATIC_DRAW
    RL_STATIC_READ                          = 0x88E5,      // GL_STATIC_READ
    RL_STATIC_COPY                          = 0x88E6,      // GL_STATIC_COPY
    RL_DYNAMIC_DRAW                         = 0x88E8,      // GL_DYNAMIC_DRAW
    RL_DYNAMIC_READ                         = 0x88E9,      // GL_DYNAMIC_READ
    RL_DYNAMIC_COPY                         = 0x88EA,      // GL_DYNAMIC_COPY

    // GL Shader type
    RL_FRAGMENT_SHADER                      = 0x8B30,      // GL_FRAGMENT_SHADER
    RL_VERTEX_SHADER                        = 0x8B31,      // GL_VERTEX_SHADER
    RL_COMPUTE_SHADER                       = 0x91B9       // GL_COMPUTE_SHADER
};

//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------

typedef struct rlVertexBuffer {
  int elementCount;           // Number of elements in the buffer (QUADS)

  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)
  unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  unsigned int vaoId;         // OpenGL Vertex Array Object id
  unsigned int vboId[4];      // OpenGL Vertex Buffer Objects id (4 types of vertex data)
} rlVertexBuffer;

// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
typedef struct rlDrawCall {
  int mode;                   // Drawing mode: LINES, TRIANGLES, QUADS
  int vertexCount;            // Number of vertex of the draw
  int vertexAlignment;        // Number of vertex required for index alignment (LINES, TRIANGLES)
  //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
  //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
  unsigned int textureId;     // Texture id to be used on the draw -> Use to create new draw call if changes

  //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
  //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
} rlDrawCall;

// rlRenderBatch type
typedef struct rlRenderBatch {
  int bufferCount;            // Number of vertex buffers (multi-buffering support)
  int currentBuffer;          // Current buffer tracking in case of multi-buffering
  rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data

  rlDrawCall *draws;          // Draw calls array, depends on textureId
  int drawCounter;            // Draw calls counter
  float currentDepth;         // Current depth value for next draw
} rlRenderBatch;

// OpenGL version
typedef enum {
  RL_OPENGL_11 = 1,           // OpenGL 1.1
  RL_OPENGL_21,               // OpenGL 2.1 (GLSL 120)
  RL_OPENGL_33,               // OpenGL 3.3 (GLSL 330)
  RL_OPENGL_43,               // OpenGL 4.3 (using GLSL 330)
  RL_OPENGL_ES_20,            // OpenGL ES 2.0 (GLSL 100)
  RL_OPENGL_ES_30             // OpenGL ES 3.0 (GLSL 300 es)
} rlGlVersion;

// Trace log level
// NOTE: Organized by priority level
typedef enum {
  RL_LOG_ALL = 0,             // Display all logs
  RL_LOG_TRACE,               // Trace logging, intended for internal use only
  RL_LOG_DEBUG,               // Debug logging, used for internal debugging, it should be disabled on release builds
  RL_LOG_INFO,                // Info logging, used for program execution info
  RL_LOG_WARNING,             // Warning logging, used on recoverable failures
  RL_LOG_ERROR,               // Error logging, used on unrecoverable failures
  RL_LOG_FATAL,               // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  RL_LOG_NONE                 // Disable logging
} rlTraceLogLevel;

// Texture pixel formats
// NOTE: Support depends on OpenGL version
typedef enum {
  RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
  RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
  RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
  RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
  RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
  RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
  RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
  RL_PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
  RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
  RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
  RL_PIXELFORMAT_UNCOMPRESSED_R16,               // 16 bpp (1 channel - half float)
  RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         // 16*3 bpp (3 channels - half float)
  RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      // 16*4 bpp (4 channels - half float)
  RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
  RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
  RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
  RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
  RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
  RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
  RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
  RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
  RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
  RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
  RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
} rlPixelFormat;

// 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 {
  RL_TEXTURE_FILTER_POINT = 0,        // No filter, just pixel approximation
  RL_TEXTURE_FILTER_BILINEAR,         // Linear filtering
  RL_TEXTURE_FILTER_TRILINEAR,        // Trilinear filtering (linear with mipmaps)
  RL_TEXTURE_FILTER_ANISOTROPIC_4X,   // Anisotropic filtering 4x
  RL_TEXTURE_FILTER_ANISOTROPIC_8X,   // Anisotropic filtering 8x
  RL_TEXTURE_FILTER_ANISOTROPIC_16X,  // Anisotropic filtering 16x
} rlTextureFilter;

// Color blending modes (pre-defined)
typedef enum {
  RL_BLEND_ALPHA = 0,                 // Blend textures considering alpha (default)
  RL_BLEND_ADDITIVE,                  // Blend textures adding colors
  RL_BLEND_MULTIPLIED,                // Blend textures multiplying colors
  RL_BLEND_ADD_COLORS,                // Blend textures adding colors (alternative)
  RL_BLEND_SUBTRACT_COLORS,           // Blend textures subtracting colors (alternative)
  RL_BLEND_ALPHA_PREMULTIPLY,         // Blend premultiplied textures considering alpha
  RL_BLEND_CUSTOM,                    // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  RL_BLEND_CUSTOM_SEPARATE            // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
} rlBlendMode;

// Shader location point type
typedef enum {
  RL_SHADER_LOC_VERTEX_POSITION = 0,  // Shader location: vertex attribute: position
  RL_SHADER_LOC_VERTEX_TEXCOORD01,    // Shader location: vertex attribute: texcoord01
  RL_SHADER_LOC_VERTEX_TEXCOORD02,    // Shader location: vertex attribute: texcoord02
  RL_SHADER_LOC_VERTEX_NORMAL,        // Shader location: vertex attribute: normal
  RL_SHADER_LOC_VERTEX_TANGENT,       // Shader location: vertex attribute: tangent
  RL_SHADER_LOC_VERTEX_COLOR,         // Shader location: vertex attribute: color
  RL_SHADER_LOC_MATRIX_MVP,           // Shader location: matrix uniform: model-view-projection
  RL_SHADER_LOC_MATRIX_VIEW,          // Shader location: matrix uniform: view (camera transform)
  RL_SHADER_LOC_MATRIX_PROJECTION,    // Shader location: matrix uniform: projection
  RL_SHADER_LOC_MATRIX_MODEL,         // Shader location: matrix uniform: model (transform)
  RL_SHADER_LOC_MATRIX_NORMAL,        // Shader location: matrix uniform: normal
  RL_SHADER_LOC_VECTOR_VIEW,          // Shader location: vector uniform: view
  RL_SHADER_LOC_COLOR_DIFFUSE,        // Shader location: vector uniform: diffuse color
  RL_SHADER_LOC_COLOR_SPECULAR,       // Shader location: vector uniform: specular color
  RL_SHADER_LOC_COLOR_AMBIENT,        // Shader location: vector uniform: ambient color
  RL_SHADER_LOC_MAP_ALBEDO,           // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
  RL_SHADER_LOC_MAP_METALNESS,        // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
  RL_SHADER_LOC_MAP_NORMAL,           // Shader location: sampler2d texture: normal
  RL_SHADER_LOC_MAP_ROUGHNESS,        // Shader location: sampler2d texture: roughness
  RL_SHADER_LOC_MAP_OCCLUSION,        // Shader location: sampler2d texture: occlusion
  RL_SHADER_LOC_MAP_EMISSION,         // Shader location: sampler2d texture: emission
  RL_SHADER_LOC_MAP_HEIGHT,           // Shader location: sampler2d texture: height
  RL_SHADER_LOC_MAP_CUBEMAP,          // Shader location: samplerCube texture: cubemap
  RL_SHADER_LOC_MAP_IRRADIANCE,       // Shader location: samplerCube texture: irradiance
  RL_SHADER_LOC_MAP_PREFILTER,        // Shader location: samplerCube texture: prefilter
  RL_SHADER_LOC_MAP_BRDF              // Shader location: sampler2d texture: brdf
} rlShaderLocationIndex;


// Shader uniform data type
typedef enum {
  RL_SHADER_UNIFORM_FLOAT = 0,        // Shader uniform type: float
  RL_SHADER_UNIFORM_VEC2,             // Shader uniform type: vec2 (2 float)
  RL_SHADER_UNIFORM_VEC3,             // Shader uniform type: vec3 (3 float)
  RL_SHADER_UNIFORM_VEC4,             // Shader uniform type: vec4 (4 float)
  RL_SHADER_UNIFORM_INT,              // Shader uniform type: int
  RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int)
  RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int)
  RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int)
  RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d
} rlShaderUniformDataType;

// Shader attribute data types
typedef enum {
  RL_SHADER_ATTRIB_FLOAT = 0,         // Shader attribute type: float
  RL_SHADER_ATTRIB_VEC2,              // Shader attribute type: vec2 (2 float)
  RL_SHADER_ATTRIB_VEC3,              // Shader attribute type: vec3 (3 float)
  RL_SHADER_ATTRIB_VEC4               // Shader attribute type: vec4 (4 float)
} rlShaderAttributeDataType;

// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
typedef enum {
  RL_ATTACHMENT_COLOR_CHANNEL0 = 0,   // Framebuffer attachment type: color 0
  RL_ATTACHMENT_COLOR_CHANNEL1,       // Framebuffer attachment type: color 1
  RL_ATTACHMENT_COLOR_CHANNEL2,       // Framebuffer attachment type: color 2
  RL_ATTACHMENT_COLOR_CHANNEL3,       // Framebuffer attachment type: color 3
  RL_ATTACHMENT_COLOR_CHANNEL4,       // Framebuffer attachment type: color 4
  RL_ATTACHMENT_COLOR_CHANNEL5,       // Framebuffer attachment type: color 5
  RL_ATTACHMENT_COLOR_CHANNEL6,       // Framebuffer attachment type: color 6
  RL_ATTACHMENT_COLOR_CHANNEL7,       // Framebuffer attachment type: color 7
  RL_ATTACHMENT_DEPTH = 100,          // Framebuffer attachment type: depth
  RL_ATTACHMENT_STENCIL = 200,        // Framebuffer attachment type: stencil
} rlFramebufferAttachType;

// Framebuffer texture attachment type
typedef enum {
  RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
  RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,   // Framebuffer texture attachment type: cubemap, -X side
  RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,   // Framebuffer texture attachment type: cubemap, +Y side
  RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,   // Framebuffer texture attachment type: cubemap, -Y side
  RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,   // Framebuffer texture attachment type: cubemap, +Z side
  RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,   // Framebuffer texture attachment type: cubemap, -Z side
  RL_ATTACHMENT_TEXTURE2D = 100,      // Framebuffer texture attachment type: texture2d
  RL_ATTACHMENT_RENDERBUFFER = 200,   // Framebuffer texture attachment type: renderbuffer
} rlFramebufferAttachTextureType;

// Face culling mode
typedef enum {
  RL_CULL_FACE_FRONT = 0,
  RL_CULL_FACE_BACK
} rlCullMode;

void rlMatrixMode(int mode);                    // Choose the current matrix to be transformed
void rlPushMatrix(void);                        // Push the current matrix to stack
void rlPopMatrix(void);                         // Pop latest 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 angle, 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(const float *matf);                // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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(unsigned char r, unsigned char g, unsigned char b, unsigned char 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 style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------

// Vertex buffers state
bool rlEnableVertexArray(unsigned int vaoId);     // Enable vertex array (VAO, if supported)
void rlDisableVertexArray(void);                  // Disable vertex array (VAO, if supported)
void rlEnableVertexBuffer(unsigned int id);       // Enable vertex buffer (VBO)
void rlDisableVertexBuffer(void);                 // Disable vertex buffer (VBO)
void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
void rlDisableVertexBufferElement(void);          // Disable vertex buffer element (VBO element)
void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
//if gl11
void rlEnableStatePointer(int vertexAttribType, void *buffer);    // Enable attribute state pointer
void rlDisableStatePointer(int vertexAttribType);                 // Disable attribute state pointer

// Textures state
void rlActiveTextureSlot(int slot);               // Select and active a texture slot
void rlEnableTexture(unsigned int id);            // Enable texture
void rlDisableTexture(void);                      // Disable texture
void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
void rlDisableTextureCubemap(void);               // Disable texture cubemap
void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)

// Shader state
void rlEnableShader(unsigned int id);             // Enable shader program
void rlDisableShader(void);                       // Disable shader program

// Framebuffer state
void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers

// General render state
void rlEnableColorBlend(void);                     // Enable color blending
void rlDisableColorBlend(void);                   // Disable color blending
void rlEnableDepthTest(void);                     // Enable depth test
void rlDisableDepthTest(void);                    // Disable depth test
void rlEnableDepthMask(void);                     // Enable depth write
void rlDisableDepthMask(void);                    // Disable depth write
void rlEnableBackfaceCulling(void);               // Enable backface culling
void rlDisableBackfaceCulling(void);              // Disable backface culling
void rlSetCullFace(int mode);                     // Set face culling mode
void rlEnableScissorTest(void);                   // Enable scissor test
void rlDisableScissorTest(void);                  // Disable scissor test
void rlScissor(int x, int y, int width, int height); // Scissor test
void rlEnableWireMode(void);                      // Enable wire mode
void rlDisableWireMode(void);                     // Disable wire mode
void rlSetLineWidth(float width);                 // Set the line drawing width
float rlGetLineWidth(void);                       // Get the line drawing width
void rlEnableSmoothLines(void);                   // Enable line aliasing
void rlDisableSmoothLines(void);                  // Disable line aliasing
void rlEnableStereoRender(void);                  // Enable stereo rendering
void rlDisableStereoRender(void);                 // Disable stereo rendering
bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled

void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
void rlCheckErrors(void);                         // Check and log OpenGL error codes
void rlSetBlendMode(int mode);                    // Set blending mode
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)

//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
int rlGetVersion(void);                           // Get current OpenGL version
void rlSetFramebufferWidth(int width);            // Set current framebuffer width
int rlGetFramebufferWidth(void);                  // Get default framebuffer width
void rlSetFramebufferHeight(int height);          // Set current framebuffer height
int rlGetFramebufferHeight(void);                 // Get default framebuffer height

unsigned int rlGetTextureIdDefault(void);         // Get default texture id
unsigned int rlGetShaderIdDefault(void);          // Get default shader id
int *rlGetShaderLocsDefault(void);                // Get default shader locations

// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements);  // Load a render batch system
void rlUnloadRenderBatch(rlRenderBatch batch);                        // Unload render batch system
void rlDrawRenderBatch(rlRenderBatch *batch);                         // Draw render batch data (Update->Draw->Reset)
void rlSetRenderBatchActive(rlRenderBatch *batch);                    // Set the active render batch for rlgl (NULL for default internal)
void rlDrawRenderBatchActive(void);                                   // Update and draw internal render batch
bool rlCheckRenderBatchLimit(int vCount);                             // Check internal buffer overflow for a given number of vertex

void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits

//------------------------------------------------------------------------------------------------------------------------

// Vertex buffers management
unsigned int rlLoadVertexArray(void);                               // Load vertex array (vao) if supported
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic);            // Load a vertex buffer attribute
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic);     // Load a new attributes element buffer
void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset);     // Update GPU buffer with new data
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset);   // Update vertex buffer elements with new data
void rlUnloadVertexArray(unsigned int vaoId);
void rlUnloadVertexBuffer(unsigned int vboId);
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
void rlDrawVertexArray(int offset, int count);
void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
void rlDrawVertexArrayInstanced(int offset, int count, int instances);
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);

// Textures management
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer);               // Load depth texture/renderbuffer (to be attached to fbo)
unsigned int rlLoadTextureCubemap(const void *data, int size, int format);                        // Load texture cubemap
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data);  // Update GPU texture with new data
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType);  // Get OpenGL internal formats
const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
void *rlReadTexturePixels(unsigned int id, int width, int height, int format);              // Read texture pixel data
unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)

// Framebuffer management (fbo)
unsigned int rlLoadFramebuffer(int width, int height);              // Load an empty framebuffer
void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel);  // Attach texture/renderbuffer to a framebuffer
bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU

// Shaders management
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);    // Load shader from code strings
unsigned int rlCompileShader(const char *shaderCode, int type);           // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName);   // Get shader location attribute
void rlSetUniform(int locIndex, const void *value, int uniformType, int count);   // Set shader value uniform
void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)

// Compute shader management
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);           // Load compute shader program
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);  // Dispatch compute shader (equivalent to *draw* for graphics pipeline)

// Shader buffer storage object management (ssbo)
unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size

// Buffer management
void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture

// Matrix state management
Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering

// Quick and dirty cube/quad buffers load->draw->unload
void rlLoadDrawCube(void);     // Load and draw a cube
void rlLoadDrawQuad(void);     // Load and draw a quad

]])

-- raymath.h
ffi.cdef([[
typedef struct float3 { float v[3]; } float3;
typedef struct float16 { float v[16]; } float16;

//----------------------------------------------------------------------------------
// Module Functions Definition - Utils math
//----------------------------------------------------------------------------------

// Clamp float value
float Clamp(float value, float min, float max);

// Calculate linear interpolation between two floats
float Lerp(float start, float end, float amount);

// Normalize input value within input range
float Normalize(float value, float start, float end);

// Remap input value within input range to output range
float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);

//----------------------------------------------------------------------------------
// Module Functions Definition - Vector2 math
//----------------------------------------------------------------------------------

// Vector with components value 0.0f
Vector2 Vector2Zero(void);

// Vector with components value 1.0f
Vector2 Vector2One(void);

// Add two vectors (v1 + v2)
Vector2 Vector2Add(Vector2 v1, Vector2 v2);

// Add vector and float value
Vector2 Vector2AddValue(Vector2 v, float add);

// Subtract two vectors (v1 - v2)
Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);

// Subtract vector by float value
Vector2 Vector2SubtractValue(Vector2 v, float sub);

// Calculate vector length
float Vector2Length(Vector2 v);

// Calculate vector square length
float Vector2LengthSqr(Vector2 v);

// Calculate two vectors dot product
float Vector2DotProduct(Vector2 v1, Vector2 v2);

// Calculate distance between two vectors
float Vector2Distance(Vector2 v1, Vector2 v2);

// Calculate angle from two vectors in X-axis
float Vector2Angle(Vector2 v1, Vector2 v2);

// Scale vector (multiply by value)
Vector2 Vector2Scale(Vector2 v, float scale);

// Multiply vector by vector
Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);

// Negate vector
Vector2 Vector2Negate(Vector2 v);

// Divide vector by vector
Vector2 Vector2Divide(Vector2 v1, Vector2 v2);

// Normalize provided vector
Vector2 Vector2Normalize(Vector2 v);

// Calculate linear interpolation between two vectors
Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);

// Calculate reflected vector to normal
Vector2 Vector2Reflect(Vector2 v, Vector2 normal);

// Rotate vector by angle
Vector2 Vector2Rotate(Vector2 v, float angle);

// Move Vector towards target
Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);

//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------

// Vector with components value 0.0f
Vector3 Vector3Zero(void);

// Vector with components value 1.0f
Vector3 Vector3One(void);

// Add two vectors
Vector3 Vector3Add(Vector3 v1, Vector3 v2);

// Add vector and float value
Vector3 Vector3AddValue(Vector3 v, float add);

// Subtract two vectors
Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);

// Subtract vector by float value
Vector3 Vector3SubtractValue(Vector3 v, float sub);

// Multiply vector by scalar
Vector3 Vector3Scale(Vector3 v, float scalar);

// Multiply vector by vector
Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);

// Calculate two vectors cross product
Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);

// Calculate one vector perpendicular vector
Vector3 Vector3Perpendicular(Vector3 v);

// Calculate vector length
float Vector3Length(const Vector3 v);

// Calculate vector square length
float Vector3LengthSqr(const Vector3 v);

// Calculate two vectors dot product
float Vector3DotProduct(Vector3 v1, Vector3 v2);

// Calculate distance between two vectors
float Vector3Distance(Vector3 v1, Vector3 v2);

// Calculate angle between two vectors in XY and XZ
Vector2 Vector3Angle(Vector3 v1, Vector3 v2);

// Negate provided vector (invert direction)
Vector3 Vector3Negate(Vector3 v);

// Divide vector by vector
Vector3 Vector3Divide(Vector3 v1, Vector3 v2);

// Normalize provided vector
Vector3 Vector3Normalize(Vector3 v);

// Orthonormalize provided vectors
// Makes vectors normalized and orthogonal to each other
// Gram-Schmidt function implementation
void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);

// Transforms a Vector3 by a given Matrix
Vector3 Vector3Transform(Vector3 v, Matrix mat);

// Transform a vector by quaternion rotation
Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);

// Calculate linear interpolation between two vectors
Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);

// Calculate reflected vector to normal
Vector3 Vector3Reflect(Vector3 v, Vector3 normal);

// Get min value for each pair of components
Vector3 Vector3Min(Vector3 v1, Vector3 v2);

// Get max value for each pair of components
Vector3 Vector3Max(Vector3 v1, Vector3 v2);

// 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
Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);

// Projects a Vector3 from screen space into object space
// NOTE: We are avoiding calling other raymath functions despite available
Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);

// Get Vector3 as float array
float3 Vector3ToFloatV(Vector3 v);

//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------

// Compute matrix determinant
float MatrixDeterminant(Matrix mat);

// Get the trace of the matrix (sum of the values along the diagonal)
float MatrixTrace(Matrix mat);

// Transposes provided matrix
Matrix MatrixTranspose(Matrix mat);

// Invert provided matrix
Matrix MatrixInvert(Matrix mat);

// Normalize provided matrix
Matrix MatrixNormalize(Matrix mat);

// Get identity matrix
Matrix MatrixIdentity(void);

// Add two matrices
Matrix MatrixAdd(Matrix left, Matrix right);

// Subtract two matrices (left - right)
Matrix MatrixSubtract(Matrix left, Matrix right);

// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
Matrix MatrixMultiply(Matrix left, Matrix right);

// Get translation matrix
Matrix MatrixTranslate(float x, float y, float z);

// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
Matrix MatrixRotate(Vector3 axis, float angle);

// Get x-rotation matrix (angle in radians)
Matrix MatrixRotateX(float angle);

// Get y-rotation matrix (angle in radians)
Matrix MatrixRotateY(float angle);

// Get z-rotation matrix (angle in radians)
Matrix MatrixRotateZ(float angle);

// Get xyz-rotation matrix (angles in radians)
Matrix MatrixRotateXYZ(Vector3 ang);

// Get zyx-rotation matrix (angles in radians)
Matrix MatrixRotateZYX(Vector3 ang);

// Get scaling matrix
Matrix MatrixScale(float x, float y, float z);

// Get perspective projection matrix
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);

// Get perspective projection matrix
// NOTE: Angle should be provided in radians
Matrix MatrixPerspective(double fovy, double aspect, double near, double far);

// Get orthographic projection matrix
Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);

// Get camera look-at matrix (view matrix)
Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);

// Get float array of matrix data
float16 MatrixToFloatV(Matrix mat);

//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------

// Add two quaternions
Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);

// Add quaternion and float value
Quaternion QuaternionAddValue(Quaternion q, float add);

// Subtract two quaternions
Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);

// Subtract quaternion and float value
Quaternion QuaternionSubtractValue(Quaternion q, float sub);

// Get identity quaternion
Quaternion QuaternionIdentity(void);

// Computes the length of a quaternion
float QuaternionLength(Quaternion q);

// Normalize provided quaternion
Quaternion QuaternionNormalize(Quaternion q);

// Invert provided quaternion
Quaternion QuaternionInvert(Quaternion q);

// Calculate two quaternion multiplication
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);

// Scale quaternion by float value
Quaternion QuaternionScale(Quaternion q, float mul);

// Divide two quaternions
Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);

// Calculate linear interpolation between two quaternions
Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);

// Calculate slerp-optimized interpolation between two quaternions
Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);

// Calculates spherical linear interpolation between two quaternions
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);

// Calculate quaternion based on the rotation from one vector to another
Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);

// Get a quaternion for a given rotation matrix
Quaternion QuaternionFromMatrix(Matrix mat);

// Get a matrix for a given quaternion
Matrix QuaternionToMatrix(Quaternion q);

// Get rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);

// Get the rotation angle and axis for a given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);

// Get the quaternion equivalent to Euler angles
// NOTE: Rotation order is ZYX
Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);

// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
// NOTE: Angles are returned in a Vector3 struct in radians
Vector3 QuaternionToEuler(Quaternion q);

// Transform a quaternion given a transformation matrix
Quaternion QuaternionTransform(Quaternion q, Matrix mat);
]])

-- easings.h
ffi.cdef([[
// Linear Easing functions
float EaseLinearNone(float t, float b, float c, float d);
float EaseLinearIn(float t, float b, float c, float d);
float EaseLinearOut(float t, float b, float c, float d);
float EaseLinearInOut(float t,float b, float c, float d);

// Sine Easing functions
float EaseSineIn(float t, float b, float c, float d);
float EaseSineOut(float t, float b, float c, float d);
float EaseSineInOut(float t, float b, float c, float d);

// Circular Easing functions
float EaseCircIn(float t, float b, float c, float d);
float EaseCircOut(float t, float b, float c, float d);
float EaseCircInOut(float t, float b, float c, float d);

// Cubic Easing functions
float EaseCubicIn(float t, float b, float c, float d);
float EaseCubicOut(float t, float b, float c, float d);
float EaseCubicInOut(float t, float b, float c, float d);

// Quadratic Easing functions
float EaseQuadIn(float t, float b, float c, float d);
float EaseQuadOut(float t, float b, float c, float d);
float EaseQuadInOut(float t, float b, float c, float d);

// Exponential Easing functions
float EaseExpoIn(float t, float b, float c, float d);
float EaseExpoOut(float t, float b, float c, float d);
float EaseExpoInOut(float t, float b, float c, float d);

// Back Easing functions
float EaseBackIn(float t, float b, float c, float d);
float EaseBackOut(float t, float b, float c, float d);
float EaseBackInOut(float t, float b, float c, float d);

// Bounce Easing functions
float EaseBounceOut(float t, float b, float c, float d);
float EaseBounceIn(float t, float b, float c, float d);
float EaseBounceInOut(float t, float b, float c, float d);

// Elastic Easing functions
float EaseElasticIn(float t, float b, float c, float d);
float EaseElasticOut(float t, float b, float c, float d);
float EaseElasticInOut(float t, float b, float c, float d);
]])

local raylib = ffi.load(lib)
local mt = { __index = raylib }
local rl = setmetatable({}, mt)

-- null implementation
rl.NUL = "\0"
rl.NULL = function(v) return v == nil end

-- Some definitions moved to here by Lua code, This is a direct port of the code
rl.PI = 3.14159265358979323846
rl.DEG2RAD = rl.PI / 180.0
rl.RAD2DEG = 180.0 / rl.PI

-- Some Basic Colors
-- NOTE: Custom raylib color palette for amazing visuals on WHITE background
rl.LIGHTGRAY  = ffi.new("Color",  200, 200, 200, 255)   -- Light Gray
rl.GRAY       = ffi.new("Color",  130, 130, 130, 255)   -- Gray
rl.DARKGRAY   = ffi.new("Color",  80, 80, 80, 255)      -- Dark Gray
rl.YELLOW     = ffi.new("Color",  253, 249, 0, 255)     -- Yellow
rl.GOLD       = ffi.new("Color",  255, 203, 0, 255)     -- Gold
rl.ORANGE     = ffi.new("Color",  255, 161, 0, 255)     -- Orange
rl.PINK       = ffi.new("Color",  255, 109, 194, 255)   -- Pink
rl.RED        = ffi.new("Color",  230, 41, 55, 255)     -- Red
rl.MAROON     = ffi.new("Color",  190, 33, 55, 255)     -- Maroon
rl.GREEN      = ffi.new("Color",  0, 228, 48, 255)      -- Green
rl.LIME       = ffi.new("Color",  0, 158, 47, 255)      -- Lime
rl.DARKGREEN  = ffi.new("Color",  0, 117, 44, 255)      -- Dark Green
rl.SKYBLUE    = ffi.new("Color",  102, 191, 255, 255)   -- Sky Blue
rl.BLUE       = ffi.new("Color",  0, 121, 241, 255)     -- Blue
rl.DARKBLUE   = ffi.new("Color",  0, 82, 172, 255)      -- Dark Blue
rl.PURPLE     = ffi.new("Color",  200, 122, 255, 255)   -- Purple
rl.VIOLET     = ffi.new("Color",  135, 60, 190, 255)    -- Violet
rl.DARKPURPLE = ffi.new("Color",  112, 31, 126, 255)    -- Dark Purple
rl.BEIGE      = ffi.new("Color",  211, 176, 131, 255)   -- Beige
rl.BROWN      = ffi.new("Color",  127, 106, 79, 255)    -- Brown
rl.DARKBROWN  = ffi.new("Color",  76, 63, 47, 255)      -- Dark Brown

rl.WHITE      = ffi.new("Color",  255, 255, 255, 255)   -- White
rl.BLACK      = ffi.new("Color",  0, 0, 0, 255)         -- Black
rl.BLANK      = ffi.new("Color",  0, 0, 0, 0)           -- Blank (Transparent)
rl.MAGENTA    = ffi.new("Color",  255, 0, 255, 255)     -- Magenta
rl.RAYWHITE   = ffi.new("Color",  245, 245, 245, 255)   -- My own White (raylib logo)

rl.SHADER_LOC_MAP_DIFFUSE  = rl.SHADER_LOC_MAP_ALBEDO
rl.SHADER_LOC_MAP_SPECULAR = rl.SHADER_LOC_MAP_METALNESS
rl.MATERIAL_MAP_DIFFUSE   = rl.MATERIAL_MAP_ALBEDO
rl.MATERIAL_MAP_SPECULAR  = rl.MATERIAL_MAP_METALNESS

-- Temporal hack to avoid breaking old codebases using
-- deprecated raylib implementation of these functions
rl.FormatText      = rl.TextFormat
rl.SubText         = rl.TextSubtext
rl.LoadText        = rl.LoadFileText
rl.GetImageData    = rl.LoadImageColors
rl.ColorAlpha      = rl.Fade
rl.FILTER_POINT    = rl.TEXTURE_FILTER_POINT
rl.FILTER_BILINEAR = rl.TEXTURE_FILTER_BILINEAR
rl.MAP_DIFFUSE     = rl.MATERIAL_MAP_DIFFUSE
rl.UNCOMPRESSED_R8G8B8A8 = rl.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8

-- Add backwards compatibility support for deprecated names
rl.MOUSE_LEFT_BUTTON   = rl.MOUSE_BUTTON_LEFT
rl.MOUSE_RIGHT_BUTTON  = rl.MOUSE_BUTTON_RIGHT
rl.MOUSE_MIDDLE_BUTTON = rl.MOUSE_BUTTON_MIDDLE

-- RLGL stuff
rl.RL_CULL_DISTANCE_NEAR           = 0.01      -- Default near cull distance
rl.RL_CULL_DISTANCE_FAR            = 1000.0    -- Default far cull distance
rl.RL_SHADER_LOC_MAP_DIFFUSE       = rl.RL_SHADER_LOC_MAP_ALBEDO
rl.RL_SHADER_LOC_MAP_SPECULAR      = rl.RL_SHADER_LOC_MAP_METALNESS

-- rlights.h
ffi.cdef([[
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------

typedef enum {
    LIGHT_DIRECTIONAL = 0,
    LIGHT_POINT
} LightType;

typedef struct {   
    int type;
    bool enabled;
    Vector3 position;
    Vector3 target;
    Color color;
    float attenuation;
    
    // Shader locations
    int enabledLoc;
    int typeLoc;
    int positionLoc;
    int targetLoc;
    int colorLoc;
    int attenuationLoc;
} Light;

Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader);   // Create a light and get shader locations
void UpdateLightValues(Shader shader, Light light);         // Send light properties to shader
]])

rl.MAX_LIGHTS        = 4        -- Max lights supported by shader
rl.LIGHT_DISTANCE    = 3.5      -- Light distance from world center
rl.LIGHT_HEIGHT      = 1.0      -- Light height position

rl.lights = ffi.new("Light[4]", ffi.new("Light"), ffi.new("Light"), ffi.new("Light"), ffi.new("Light"))
rl.lightsCount = 0 -- Current amount of created lights

-- Defines a light and get locations from PBR shader
rl.CreateLight = function(type, pos, targ, color, shader)
  local light = ffi.new("Light")
  if rl.lightsCount < rl.MAX_LIGHTS then
    light.enabled = true
    light.type = type
    light.position = pos
    light.target = targ
    light.color = color

    local enabledName = "lights[x].enabled\0"
    local typeName = "lights[x].type\0"
    local posName = "lights[x].position\0"
    local targetName = "lights[x].target\0"
    local colorName = "lights[x].color\0"
        
    enabledName:gsub("x", "0"..lightsCount)
    typeName:gsub("x", "0"..lightsCount)
    posName:gsub("x", "0"..lightsCount)
    targetName:gsub("x", "0"..lightsCount)
    colorName:gsub("x", "0"..lightsCount)
    
    light.enabledLoc = rl.GetShaderLocation(shader, enabledName)
    light.typeLoc = rl.GetShaderLocation(shader, typeName)
    light.posLoc = rl.GetShaderLocation(shader, posName)
    light.targetLoc = rl.GetShaderLocation(shader, targetName)
    light.colorLoc = rl.GetShaderLocation(shader, colorName)

    rl.UpdateLightValues(shader, light)

    rl.lights[rl.lightsCount] = light
    rl.lightsCount = rl.lightsCount + 1
  end
end

-- Send to PBR shader light values
rl.UpdateLightValues = function(shader, light)
  -- Send to shader light enabled state and type
  rl.SetShaderValue(shader, light.enabledLoc, light.enabled, rl.UNIFORM_INT)
  rl.SetShaderValue(shader, light.typeLoc, light.type, rl.UNIFORM_INT)

  -- Send to shader light position values
  rl.current_light_position = ffi.new("float[3]", light.position.x, light.position.y, light.position.z)
  rl.SetShaderValue(shader, light.posLoc, rl.current_light_position, rl.UNIFORM_VEC3)

  -- Send to shader light target position values
  rl.current_light_target = ffi.new("float[3]", light.target.x, light.target.y, light.target.z)
  rl.SetShaderValue(shader, light.targetLoc, rl.current_light_target, rl.UNIFORM_VEC3)

  -- Send to shader light color values
  rl.current_light_diff = ffi.new("float[4]", light.color.r / 255.0, light.color.g / 255.0, light.color.b / 255.0, light.color.a / 255.0)
  rl.SetShaderValue(shader, light.colorLoc, rl.current_light_diff, rl.UNIFORM_VEC4)
end

-- Types creation
rl.Vector2 = function(...)
  return ffi.new("Vector2", ...)
end

rl.Vector3 = function(...)
  return ffi.new("Vector3", ...)
end

rl.Vector4 = function(...)
  return ffi.new("Vector4", ...)
end

rl.Quaternion = function(...)
  return ffi.new("Quaternion", ...)
end

rl.Color = function(...)
  return ffi.new("Color", ...)
end

rl.Matrix = function(...)
  return ffi.new("Matrix", ...)
end

rl.Rectangle = function(...)
  return ffi.new("Rectangle", ...)
end

rl.BoundingBox = function(...)
  return ffi.new("BoundingBox", ...)
end

rl.NPatchInfo = function(...)
  return ffi.new("NPatchInfo", ...)
end

rl.Camera = function(...)
  return ffi.new("Camera", ...)
end

rl.Camera3D = function(...)
  return ffi.new("Camera3D", ...)
end

rl.Camera2D = function(...)
  return ffi.new("Camera2D", ...)
end

rl.MaterialMap = function(...)
  return ffi.new("MaterialMap", ...)
end

rl.Ray = function(...)
  return ffi.new("Ray", ...)
end

rl.VrDeviceInfo = function(...)
  return ffi.new("VrDeviceInfo", ...)
end

rl.VrStereoConfig = function(...)
  return ffi.new("VrStereoConfig", ...)
end

rl.new = function(ctype, ...)
  return ffi.new(ctype, ...)
end

-- For rlights.h
rl.Light = function(...)
  return ffi.new("Light", ...)
end

-- For raymath.h
rl.float3 = function(...)
  return ffi.new("float3", ...)
end

rl.float16 = function(...)
  return ffi.new("float16", ...)
end

-- SetTraceLogCallback implementation, All thanks goes to Astie Teddy (@TSnake41)
local C_SetTraceLogCallback = rl.SetTraceLogCallback 
function rl.SetTraceLogCallback(callback)
  C_SetTraceLogCallback(function(level, text, args)
    local buffer = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buffer, 512, text, args)
    callback(level, ffi.string(buffer))
  end)
end

local C_SetLoadFileDataCallback = rl.SetLoadFileDataCallback
function rl.SetLoadFileDataCallback(callback)
  C_SetLoadFileDataCallback(function(filename, bytesRead)
    local buffer = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buffer, 512, filename)
    
    return callback(ffi.string(buffer), bytesRead)
  end)
end

-- FileIO: Save binary data
local C_SetSaveFileDataCallback = rl.SetSaveFileDataCallback
function rl.SetSaveFileDataCallback(callback)
  -- data is void*
  C_SetSaveFileDataCallback(function(filename, data, bytesToWrite)
    local buffer = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buffer, 512, filename)
    
    return callback(ffi.string(buffer), data, bytesToWrite)
  end)
end

-- FileIO: Load text data
local C_SetLoadFileTextCallback = rl.SetLoadFileTextCallback
function rl.SetLoadFileTextCallback(callback)
  C_SetLoadFileTextCallback(function(filename)
    local buffer = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buffer, 512, filename)

    return callback(ffi.string(buffer))
  end)
end

-- FileIO: Save text data
local C_SetSaveFileTextCallback = rl.SetSaveFileTextCallback
function rl.SetSaveFileTextCallback(callback)
  C_SetSaveFileTextCallback(function(filename, text)
    local buff1 = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buff1, 512, filename)
    
    local buff2 = ffi.new("char[?]", 512)
    ffi.C.vsnprintf(buff2, 512, text)

    return callback(ffi.string(buff1), ffi.string(buff2))
  end)
end

-- Examples variables
-- Maximum value of a float, from bit pattern 01111111011111111111111111111111
rl.FLT_MAX = 340282346638528859811704183484516925440.0

setmetatable(_G, { __index = rl })
return rl

end