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authorRay <[email protected]>2021-03-19 13:19:54 +0100
committerRay <[email protected]>2021-03-19 13:19:54 +0100
commita1d9987e7ca2c1be760a761ff673754a55a88813 (patch)
tree44175c955c6f0ebe3eff582edd9a077fd9ef7bd0 /src/rlgl.h
parent664fbb87f5a88523fc76d835fe88528abfe46405 (diff)
downloadraylib-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.h44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 2c2b98ef..823d3062 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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;
}