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authorRay <[email protected]>2021-03-14 13:10:05 +0100
committerRay <[email protected]>2021-03-14 13:10:05 +0100
commit06c815f05810fb2a72356d19f9cac218ca977892 (patch)
treeb8e08779a8374cb641c5246c55475f88e263704a /examples/web
parent421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (diff)
downloadraylib.com-06c815f05810fb2a72356d19f9cac218ca977892.tar.gz
raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.zip
Updated examples after enum values rename
Diffstat (limited to 'examples/web')
-rw-r--r--examples/web/models/models_cubicmap.c2
-rw-r--r--examples/web/models/models_first_person_maze.c2
-rw-r--r--examples/web/models/models_heightmap.c2
-rw-r--r--examples/web/models/models_loading.c6
-rw-r--r--examples/web/models/models_material_pbr.c68
-rw-r--r--examples/web/models/models_mesh_generation.c2
-rw-r--r--examples/web/models/models_mesh_picking.c2
-rw-r--r--examples/web/models/models_yaw_pitch_roll.c4
-rw-r--r--examples/web/shaders/shaders_basic_lighting.c12
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/web/shaders/shaders_fog.c18
-rw-r--r--examples/web/shaders/shaders_hot_reloading.c8
-rw-r--r--examples/web/shaders/shaders_julia_set.c16
-rw-r--r--examples/web/shaders/shaders_model_shader.c2
-rw-r--r--examples/web/shaders/shaders_postprocessing.c2
-rw-r--r--examples/web/shaders/shaders_raymarching.c12
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.c10
-rw-r--r--examples/web/shaders/shaders_simple_mask.c16
-rw-r--r--examples/web/shaders/shaders_spotlight.c10
-rw-r--r--examples/web/shaders/shaders_texture_drawing.c4
-rw-r--r--examples/web/shaders/shaders_texture_waves.c16
-rw-r--r--examples/web/textures/textures_image_processing.c2
-rw-r--r--examples/web/textures/textures_raw_data.c4
23 files changed, 111 insertions, 111 deletions
diff --git a/examples/web/models/models_cubicmap.c b/examples/web/models/models_cubicmap.c
index fede958..1ef04e1 100644
--- a/examples/web/models/models_cubicmap.c
+++ b/examples/web/models/models_cubicmap.c
@@ -51,7 +51,7 @@ int main(void)
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
diff --git a/examples/web/models/models_first_person_maze.c b/examples/web/models/models_first_person_maze.c
index 9aae811..d9e3edb 100644
--- a/examples/web/models/models_first_person_maze.c
+++ b/examples/web/models/models_first_person_maze.c
@@ -60,7 +60,7 @@ int main(void)
// NOTE: By default each cube is mapped to one part of texture atlas
texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
// Get map image data to be used for collision detection
mapPixels = LoadImageColors(imMap);
diff --git a/examples/web/models/models_heightmap.c b/examples/web/models/models_heightmap.c
index df65b85..c048961 100644
--- a/examples/web/models/models_heightmap.c
+++ b/examples/web/models/models_heightmap.c
@@ -48,7 +48,7 @@ int main(void)
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
model = LoadModelFromMesh(mesh); // Load model from generated mesh
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
diff --git a/examples/web/models/models_loading.c b/examples/web/models/models_loading.c
index d438d1f..54ebcd9 100644
--- a/examples/web/models/models_loading.c
+++ b/examples/web/models/models_loading.c
@@ -66,7 +66,7 @@ int main(void)
model = LoadModel("resources/models/castle.obj"); // Load model
texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
@@ -122,7 +122,7 @@ void UpdateDrawFrame(void)
{
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]);
@@ -133,7 +133,7 @@ void UpdateDrawFrame(void)
// Unload current model texture and load new one
UnloadTexture(texture);
texture = LoadTexture(droppedFiles[0]);
- model.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
}
}
diff --git a/examples/web/models/models_material_pbr.c b/examples/web/models/models_material_pbr.c
index ad89d92..5692653 100644
--- a/examples/web/models/models_material_pbr.c
+++ b/examples/web/models/models_material_pbr.c
@@ -102,7 +102,7 @@ void UpdateDrawFrame(void)
// Send to material PBR shader camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3);
+ SetShaderValue(model.material.shader, model.material.shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, 3);
//----------------------------------------------------------------------------------
// Draw
@@ -138,28 +138,28 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
- mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
- mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
- mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
- mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
- mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
- //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
- //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
- mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
- mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
- mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
+ mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
+ mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
+ mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
+ mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
+ mat.shader.locs[SHADER_LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
+ //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
+ //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
+ mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
+ mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
+ mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
// Set view matrix location
- mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
- mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
- mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
+ mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
+ mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
+ mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set PBR standard maps
- mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
- mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
- mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
- mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
- mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
+ mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
+ mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
+ mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
+ mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
+ mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// Set environment maps
#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
@@ -182,9 +182,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
- mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
+ mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+ mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+ mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
UnloadTexture(cubemap);
UnloadTexture(texHDR);
@@ -195,11 +195,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
UnloadShader(shdrBRDF);
// Set textures filtering for better quality
- SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
// Enable sample usage in shader for assigned textures
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
@@ -212,13 +212,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
// Set up material properties color
- mat.maps[MAP_ALBEDO].color = albedo;
- mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
- mat.maps[MAP_METALNESS].value = metalness;
- mat.maps[MAP_ROUGHNESS].value = roughness;
- mat.maps[MAP_OCCLUSION].value = 1.0f;
- mat.maps[MAP_EMISSION].value = 0.5f;
- mat.maps[MAP_HEIGHT].value = 0.5f;
+ mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
+ mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
+ mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
+ mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
+ mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
+ mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
+ mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
return mat;
} \ No newline at end of file
diff --git a/examples/web/models/models_mesh_generation.c b/examples/web/models/models_mesh_generation.c
index 862d030..9ebe5f6 100644
--- a/examples/web/models/models_mesh_generation.c
+++ b/examples/web/models/models_mesh_generation.c
@@ -62,7 +62,7 @@ int main(void)
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
// Set checked texture as default diffuse component for all models material
- for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
+ for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
diff --git a/examples/web/models/models_mesh_picking.c b/examples/web/models/models_mesh_picking.c
index edcbae7..c73701b 100644
--- a/examples/web/models/models_mesh_picking.c
+++ b/examples/web/models/models_mesh_picking.c
@@ -70,7 +70,7 @@ int main(void)
tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
- tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
+ tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
diff --git a/examples/web/models/models_yaw_pitch_roll.c b/examples/web/models/models_yaw_pitch_roll.c
index bdc983f..1c5dd98 100644
--- a/examples/web/models/models_yaw_pitch_roll.c
+++ b/examples/web/models/models_yaw_pitch_roll.c
@@ -65,9 +65,9 @@ int main(void)
// Model loading
model = LoadModel("resources/plane.obj"); // Load OBJ model
- model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
- GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
+ GenTextureMipmaps(&model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c
index 2bcae63..05b5acc 100644
--- a/examples/web/shaders/shaders_basic_lighting.c
+++ b/examples/web/shaders/shaders_basic_lighting.c
@@ -95,16 +95,16 @@ int main(void)
texture = LoadTexture("resources/texel_checker.png");
// Assign texture to default model material
- modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
- shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// ambient light level
ambientLoc = GetShaderLocation(shader, "ambient");
@@ -187,7 +187,7 @@ void UpdateDrawFrame(void)
// Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c
index 2057dcc..83fa51c 100644
--- a/examples/web/shaders/shaders_custom_uniform.c
+++ b/examples/web/shaders/shaders_custom_uniform.c
@@ -72,7 +72,7 @@ int main(void)
model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c
index 859b4e2..a2a0290 100644
--- a/examples/web/shaders/shaders_fog.c
+++ b/examples/web/shaders/shaders_fog.c
@@ -94,23 +94,23 @@ int main(void)
texture = LoadTexture("resources/texel_checker.png");
// Assign texture to default model material
- modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
- shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// Ambient light level
ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
fogDensityLoc = GetShaderLocation(shader, "fogDensity");
- SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// NOTE: All models share the same shader
modelA.materials[0].shader = shader;
@@ -170,14 +170,14 @@ void UpdateDrawFrame(void)
if (fogDensity < 0.0) fogDensity = 0.0;
}
- SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
// Update the light shader with the camera view position
- SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/web/shaders/shaders_hot_reloading.c b/examples/web/shaders/shaders_hot_reloading.c
index fb645c8..ef101b4 100644
--- a/examples/web/shaders/shaders_hot_reloading.c
+++ b/examples/web/shaders/shaders_hot_reloading.c
@@ -44,7 +44,7 @@ int main(void)
int timeLoc = GetShaderLocation(shader, "time");
float resolution[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
float totalTime = 0.0f;
bool shaderAutoReloading = false;
@@ -62,8 +62,8 @@ int main(void)
float mousePos[2] = { mouse.x, mouse.y };
// Set shader required uniform values
- SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
- SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
+ SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
@@ -87,7 +87,7 @@ int main(void)
timeLoc = GetShaderLocation(shader, "time");
// Reset required uniforms
- SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
}
fragShaderFileModTime = currentFragShaderModTime;
diff --git a/examples/web/shaders/shaders_julia_set.c b/examples/web/shaders/shaders_julia_set.c
index 4922675..378da2f 100644
--- a/examples/web/shaders/shaders_julia_set.c
+++ b/examples/web/shaders/shaders_julia_set.c
@@ -98,11 +98,11 @@ int main(void)
// Tell the shader what the screen dimensions, zoom, offset and c are
float screenDims[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
+ SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
@@ -154,7 +154,7 @@ void UpdateDrawFrame(void)
else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
@@ -183,15 +183,15 @@ void UpdateDrawFrame(void)
}
else offsetSpeed = (Vector2){ 0.0f, 0.0f };
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
+ SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
// Increment c value with time
float amount = GetFrameTime()*incrementSpeed*0.0005f;
c[0] += amount;
c[1] += amount;
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
//----------------------------------------------------------------------------------
diff --git a/examples/web/shaders/shaders_model_shader.c b/examples/web/shaders/shaders_model_shader.c
index cc2ebaf..18abea5 100644
--- a/examples/web/shaders/shaders_model_shader.c
+++ b/examples/web/shaders/shaders_model_shader.c
@@ -72,7 +72,7 @@ int main(void)
shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
model.materials[0].shader = shader; // Set shader effect to 3d model
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c
index 7b62889..00fe96b 100644
--- a/examples/web/shaders/shaders_postprocessing.c
+++ b/examples/web/shaders/shaders_postprocessing.c
@@ -98,7 +98,7 @@ int main(void)
model = LoadModel("resources/models/church.obj"); // Load OBJ model
texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c
index 3d61fd9..37a38f2 100644
--- a/examples/web/shaders/shaders_raymarching.c
+++ b/examples/web/shaders/shaders_raymarching.c
@@ -86,7 +86,7 @@ int main(void)
resolutionLoc = GetShaderLocation(shader, "resolution");
float resolution[2] = { screenWidth, screenHeight };
- SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
@@ -128,11 +128,11 @@ void UpdateDrawFrame(void)
runTime += deltaTime;
// Set shader required uniform values
- SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
- SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
- SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
- SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
- SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
+ SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, viewUpLoc, cameraUp, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, deltaTimeLoc, &deltaTime, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
index 702fbcb..9657144 100644
--- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
@@ -77,9 +77,9 @@ int main(void)
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
- shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
+ shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
@@ -89,7 +89,7 @@ int main(void)
Material material = LoadMaterialDefault();
material.shader = shader;
- material.maps[MAP_DIFFUSE].color = RED;
+ material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
@@ -105,7 +105,7 @@ int main(void)
// Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
// Apply per-instance rotations
for (int i = 0; i < count; i++)
diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c
index 1dd63f8..79effab 100644
--- a/examples/web/shaders/shaders_simple_mask.c
+++ b/examples/web/shaders/shaders_simple_mask.c
@@ -94,16 +94,16 @@ int main(void)
// Load and apply the diffuse texture (colour map)
texDiffuse = LoadTexture("resources/plasma.png");
- model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
- model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
+ model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
+ model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
- // Using MAP_EMISSION as a spare slot to use for 2nd texture
- // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP
+ // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
+ // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP
// as they are bound as cube maps
texMask = LoadTexture("resources/mask.png");
- model1.materials[0].maps[MAP_EMISSION].texture = texMask;
- model2.materials[0].maps[MAP_EMISSION].texture = texMask;
- shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
+ model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
+ model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
+ shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
// Frame is incremented each frame to animate the shader
shaderFrame = GetShaderLocation(shader, "frame");
@@ -155,7 +155,7 @@ void UpdateDrawFrame(void)
rotation.z -= 0.0025f;
// Send frames counter to shader for animation
- SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
+ SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
// Rotate one of the models
model1.transform = MatrixRotateXYZ(rotation);
diff --git a/examples/web/shaders/shaders_spotlight.c b/examples/web/shaders/shaders_spotlight.c
index 51e5f6f..f924bac 100644
--- a/examples/web/shaders/shaders_spotlight.c
+++ b/examples/web/shaders/shaders_spotlight.c
@@ -114,7 +114,7 @@ int main(void)
// a pitch black half and a dimly lit half.
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
float sw = (float)GetScreenWidth();
- SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
+ SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomise the locations and velocities of the spotlights
// and initialise the shader locations
@@ -133,9 +133,9 @@ int main(void)
spots[i].inner = 28 * (i + 1);
spots[i].radius = 48 * (i + 1);
- SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
- SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
- SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
+ SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
}
SetTargetFPS(60); // Set to run at 60 frames-per-second
@@ -171,7 +171,7 @@ int main(void)
if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
}
- SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
+ SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
}
// Draw
diff --git a/examples/web/shaders/shaders_texture_drawing.c b/examples/web/shaders/shaders_texture_drawing.c
index 37dd2fb..374bc2b 100644
--- a/examples/web/shaders/shaders_texture_drawing.c
+++ b/examples/web/shaders/shaders_texture_drawing.c
@@ -61,7 +61,7 @@ int main(void)
shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
timeLoc = GetShaderLocation(shader, "uTime");
- SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
+ SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
@@ -94,7 +94,7 @@ void UpdateDrawFrame(void)
// Update
//----------------------------------------------------------------------------------
time = GetTime();
- SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
+ SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c
index f27fd53..e43dc5f 100644
--- a/examples/web/shaders/shaders_texture_waves.c
+++ b/examples/web/shaders/shaders_texture_waves.c
@@ -88,13 +88,13 @@ int main(void)
speedYLoc = GetShaderLocation(shader, "speedY");
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
- SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
- SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
- SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
- SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
- SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
- SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
- SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
+ SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
@@ -129,7 +129,7 @@ void UpdateDrawFrame(void)
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
- SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
+ SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/web/textures/textures_image_processing.c b/examples/web/textures/textures_image_processing.c
index 5f7f330..94d39d8 100644
--- a/examples/web/textures/textures_image_processing.c
+++ b/examples/web/textures/textures_image_processing.c
@@ -74,7 +74,7 @@ int main(void)
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
- ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update)
+ ImageFormat(&image, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update)
texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
diff --git a/examples/web/textures/textures_raw_data.c b/examples/web/textures/textures_raw_data.c
index c1078dc..dded6c3 100644
--- a/examples/web/textures/textures_raw_data.c
+++ b/examples/web/textures/textures_raw_data.c
@@ -43,7 +43,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// Load RAW image data (512x512, 32bit RGBA, no file header)
- Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
+ Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
@@ -68,7 +68,7 @@ int main(void)
.data = pixels, // We can assign pixels directly to data
.width = width,
.height = height,
- .format = UNCOMPRESSED_R8G8B8A8,
+ .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
};