diff options
| author | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
| commit | 01e28263be9869b28acae5cf1128472269626edb (patch) | |
| tree | 7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples | |
| parent | 75038baf716a79606e86d46dad9d527bbb65628a (diff) | |
| download | raylib-01e28263be9869b28acae5cf1128472269626edb.tar.gz raylib-01e28263be9869b28acae5cf1128472269626edb.zip | |
WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
Diffstat (limited to 'examples')
27 files changed, 146 insertions, 146 deletions
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index f5087845..08060787 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -31,7 +31,7 @@ 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 Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index 6899a4dd..94ebf943 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -32,7 +32,7 @@ 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 // Get map image data to be used for collision detection Color *mapPixels = LoadImageColors(imMap); diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index bf7b0e0a..03479a9b 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -29,7 +29,7 @@ int main(void) Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM) Model 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 Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index af9c5e39..951aee5d 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -39,7 +39,7 @@ int main(void) Model model = LoadModel("resources/models/castle.obj"); // Load model Texture2D 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 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -76,7 +76,7 @@ int main(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]); @@ -87,7 +87,7 @@ int main(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/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 33a1af57..4155a6b1 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -78,7 +78,7 @@ int main(void) // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); + SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw @@ -128,54 +128,54 @@ 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_OCCLUSION] = 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_OCCLUSION] = 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, "matModel"); - //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, "matModel"); + //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 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 - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT); // 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; // Generate cubemap from panorama texture //-------------------------------------------------------------------------------------------------------- @@ -186,8 +186,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif - SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); - TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); + TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32); UnloadTexture(panorama); UnloadShader(shdrCubemap); //-------------------------------------------------------------------------------------------------------- @@ -200,8 +200,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); #endif - SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); + mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); UnloadShader(shdrIrradiance); //-------------------------------------------------------------------------------------------------------- @@ -213,8 +213,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) #else Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); #endif - SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); + mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); UnloadTexture(cubemap); UnloadShader(shdrPrefilter); //-------------------------------------------------------------------------------------------------------- @@ -226,7 +226,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) #else Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); #endif - mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); + mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadShader(shdrBRDF); //-------------------------------------------------------------------------------------------------------- diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index eaecb271..f27575ac 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -39,7 +39,7 @@ 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; // Define the camera to look into our 3d world Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 81becbf8..41710189 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -37,7 +37,7 @@ int main(void) Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model Texture2D 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 Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 2b8b65f4..df604b2c 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -37,9 +37,9 @@ int main(void) #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs"); #endif - SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT); - SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, UNIFORM_INT); - SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, UNIFORM_INT); + SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT); + SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT); + SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT); // Load cubemap shader and setup required shader locations #if defined(PLATFORM_DESKTOP) @@ -47,7 +47,7 @@ int main(void) #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif - SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); char skyboxFileName[256] = { 0 }; @@ -61,15 +61,15 @@ int main(void) // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping // NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment, - // despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32 - skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8); + // despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 + skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); // Texture not required anymore, cubemap already generated } else { Image img = LoadImage("resources/skybox.png"); - skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA + skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA UnloadImage(img); } @@ -96,19 +96,19 @@ int main(void) if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga")) { // Unload current cubemap texture and load new one - UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture); + UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); if (useHDR) { Texture2D panorama = LoadTexture(droppedFiles[0]); // Generate cubemap from panorama texture - skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8); + skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); } else { Image img = LoadImage(droppedFiles[0]); - skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); + skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); UnloadImage(img); } @@ -149,7 +149,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(skybox.materials[0].shader); - UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture); + UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); UnloadModel(skybox); // Unload skybox model diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index fdd0d6d9..66ada498 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -35,9 +35,9 @@ int main(void) // Model loading Model 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 camera = { 0 }; camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective @@ -169,7 +169,7 @@ int main(void) //-------------------------------------------------------------------------------------- // Unload all loaded data - UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture); + UnloadTexture(model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture); UnloadModel(model); UnloadRenderTexture(framebuffer); diff --git a/examples/models/rlights.h b/examples/models/rlights.h index 66185bb4..a1b29888 100644 --- a/examples/models/rlights.h +++ b/examples/models/rlights.h @@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type - SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); - SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); + SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); + SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); // Send to shader light color values float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; - SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4); + SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION
\ No newline at end of file diff --git a/examples/shaders/rlights.h b/examples/shaders/rlights.h index 66185bb4..a1b29888 100644 --- a/examples/shaders/rlights.h +++ b/examples/shaders/rlights.h @@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type - SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); - SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); + SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); + SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); // Send to shader light color values float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; - SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4); + SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION
\ No newline at end of file diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 95df69c2..633fd012 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -65,20 +65,20 @@ int main(void) Texture 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 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 int 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); float angle = 6.282f; @@ -133,7 +133,7 @@ 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, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 2e46bc13..ca8ad553 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -45,7 +45,7 @@ int main(void) Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map) - 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 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -79,7 +79,7 @@ int main(void) swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing - SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2); + SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2); UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index 78f8c9ca..63a2cce0 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -62,23 +62,23 @@ int main(void) Texture 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 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 int 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); float fogDensity = 0.15f; int 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; @@ -112,14 +112,14 @@ int main(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/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c index fb645c86..ef101b4d 100644 --- a/examples/shaders/shaders_hot_reloading.c +++ b/examples/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/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index 91067a10..d0304705 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -65,11 +65,11 @@ 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 RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); @@ -101,7 +101,7 @@ int main(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) @@ -130,15 +130,15 @@ int main(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/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 4a2d6912..07f15e7b 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -51,7 +51,7 @@ int main(void) Shader 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 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 0f6055bc..43578fce 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -106,7 +106,7 @@ int main(void) // Send new value to the shader to be used on drawing.
// NOTE: We are sending RGB triplets w/o the alpha channel
- SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
+ SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 931c3a87..044e4fb3 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -74,7 +74,7 @@ int main(void) Model model = LoadModel("resources/models/church.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map) - 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 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index e9ab3f14..0db1cf5a 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -49,7 +49,7 @@ int main(void) int resolutionLoc = GetShaderLocation(shader, "resolution"); float resolution[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); float runTime = 0.0f; @@ -70,9 +70,9 @@ int main(void) runTime += deltaTime; // Set shader required uniform values - SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3); - SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3); - SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT); + SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT); // Check if screen is resized if (IsWindowResized()) @@ -80,7 +80,7 @@ int main(void) screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); float resolution[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index 702fbcb2..9ae4395f 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -77,19 +77,19 @@ 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"); - 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); CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader); 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, SHADER_UNIFORM_VEC3); // Apply per-instance rotations for (int i = 0; i < count; i++) diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index df0d2b6e..88f0f91e 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -60,15 +60,15 @@ int main(void) // Load and apply the diffuse texture (colour map) Texture 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 as they are bound as cube maps + // 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 Texture 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 int shaderFrame = GetShaderLocation(shader, "frame"); @@ -94,7 +94,7 @@ int main(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/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 51e5f6f4..f924bac7 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/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/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index c5a33263..9a88e41a 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -39,7 +39,7 @@ int main(void) float time = 0.0f; int timeLoc = GetShaderLocation(shader, "uTime"); - SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); SetTargetFPS(60); // Set our game to run at 60 frames-per-second // ------------------------------------------------------------------------------------------------------------- @@ -50,7 +50,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- time = GetTime(); - SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index ca41620e..23c50281 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -58,13 +58,13 @@ int main(void) float speedY = 8.0f; 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, &X, UNIFORM_FLOAT); - SetShaderValue(shader, ampYLoc, &Y, 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, &X, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT); float seconds = 0.0f; @@ -78,7 +78,7 @@ int main(void) //---------------------------------------------------------------------------------- seconds += GetFrameTime(); - SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT); + SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/textures/textures_image_processing.c b/examples/textures/textures_image_processing.c index 83d388ce..23951abd 100644 --- a/examples/textures/textures_image_processing.c +++ b/examples/textures/textures_image_processing.c @@ -51,7 +51,7 @@ int main(void) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) - ImageFormat(&imOrigin, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE + ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM) Image imCopy = ImageCopy(imOrigin); diff --git a/examples/textures/textures_raw_data.c b/examples/textures/textures_raw_data.c index 99afd103..a3490f61 100644 --- a/examples/textures/textures_raw_data.c +++ b/examples/textures/textures_raw_data.c @@ -27,7 +27,7 @@ int main(void) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // 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); Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM) UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data @@ -52,7 +52,7 @@ 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 }; |
