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| author | Ray <[email protected]> | 2021-03-19 13:19:54 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-19 13:19:54 +0100 |
| commit | a1d9987e7ca2c1be760a761ff673754a55a88813 (patch) | |
| tree | 44175c955c6f0ebe3eff582edd9a077fd9ef7bd0 /src/rlgl.h | |
| parent | 664fbb87f5a88523fc76d835fe88528abfe46405 (diff) | |
| download | raylib-a1d9987e7ca2c1be760a761ff673754a55a88813.tar.gz raylib-a1d9987e7ca2c1be760a761ff673754a55a88813.zip | |
WARNING: BREAKING: REVIEWED some enums naming
Now enum names are more consistent between them.
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 44 |
1 files changed, 22 insertions, 22 deletions
@@ -360,7 +360,7 @@ typedef enum { LOG_ERROR, LOG_FATAL, LOG_NONE - } TraceLogType; + } TraceLogLevel; // Texture formats (support depends on OpenGL version) typedef enum { @@ -397,7 +397,7 @@ typedef enum { TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x - } TextureFilterMode; + } TextureFilter; // Color blending modes (pre-defined) typedef enum { @@ -467,7 +467,7 @@ typedef enum { MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP MATERIAL_MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP MATERIAL_MAP_BRDG - } MaterialMapType; + } MaterialMapIndex; #define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO #define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS @@ -599,9 +599,9 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix @@ -3359,28 +3359,28 @@ int GetShaderLocationAttrib(Shader shader, const char *attribName) } // Set shader uniform value -void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType) +void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType) { - SetShaderValueV(shader, uniformLoc, value, uniformType, 1); + SetShaderValueV(shader, locIndex, value, uniformType, 1); } // Set shader uniform value vector -void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count) +void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); switch (uniformType) { - case SHADER_UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; - case SHADER_UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; - case SHADER_UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; - case SHADER_UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; - case SHADER_UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; - case SHADER_UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; - case SHADER_UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; - case SHADER_UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; - case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; + case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id); } @@ -3390,19 +3390,19 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo // Set shader uniform value (matrix 4x4) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) +void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); - glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); + glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat)); //glUseProgram(0); #endif } // Set shader uniform value for texture -void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) +void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); @@ -3416,7 +3416,7 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) { if (RLGL.State.activeTextureId[i] == 0) { - glUniform1i(uniformLoc, 1 + i); // Activate new texture unit + glUniform1i(locIndex, 1 + i); // Activate new texture unit RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing break; } |
