diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index f50878459..08060787a 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 6899a4dd1..94ebf943a 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 bf7b0e0af..03479a9bc 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 af9c5e390..951aee5d4 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 33a1af573..4155a6b11 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 eaecb2712..f27575ac3 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 81becbf82..417101892 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 2b8b65f45..df604b2c8 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 fdd0d6d9b..66ada4981 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 66185bb43..a1b298881 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 66185bb43..a1b298881 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 95df69c22..633fd0127 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 2e46bc13f..ca8ad5534 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 78f8c9cab..63a2cce0c 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 fb645c860..ef101b4df 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 91067a104..d03047054 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 4a2d6912f..07f15e7b0 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 0f6055bc9..43578fceb 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 931c3a872..044e4fb3f 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 e9ab3f14f..0db1cf5a6 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 702fbcb20..9ae4395f7 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 df0d2b6eb..88f0f91e0 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 51e5f6f4d..f924bac79 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 c5a332637..9a88e41a1 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 ca41620e1..23c502813 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 83d388ce4..23951abd1 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 99afd1033..a3490f611 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 }; diff --git a/src/core.c b/src/core.c index 4ee2f6315..3519627c4 100644 --- a/src/core.c +++ b/src/core.c @@ -1356,7 +1356,7 @@ void ClearWindowState(unsigned int flags) void SetWindowIcon(Image image) { #if defined(PLATFORM_DESKTOP) - if (image.format == UNCOMPRESSED_R8G8B8A8) + if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) { GLFWimage icon[1] = { 0 }; @@ -2258,7 +2258,7 @@ void SetConfigFlags(unsigned int flags) void TakeScreenshot(const char *fileName) { unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height); - Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, UNCOMPRESSED_R8G8B8A8 }; + Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) diff --git a/src/models.c b/src/models.c index eba6f4f6c..93146b7cf 100644 --- a/src/models.c +++ b/src/models.c @@ -983,12 +983,12 @@ Material LoadMaterialDefault(void) material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap)); material.shader = GetShaderDefault(); - material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel) - //material.maps[MAP_NORMAL].texture; // NOTE: By default, not set - //material.maps[MAP_SPECULAR].texture; // NOTE: By default, not set + material.maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel) + //material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set + //material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set - material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color - material.maps[MAP_SPECULAR].color = WHITE; // Specular color + material.maps[MATERIAL_MAP_DIFFUSE].color = WHITE; // Diffuse color + material.maps[MATERIAL_MAP_SPECULAR].color = WHITE; // Specular color return material; } @@ -1009,7 +1009,7 @@ void UnloadMaterial(Material material) RL_FREE(material.params); } -// Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) +// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) // NOTE: Previous texture should be manually unloaded void SetMaterialTexture(Material *material, int mapType, Texture2D texture) { @@ -2330,7 +2330,7 @@ void MeshTangents(Mesh *mesh) RL_FREE(tan2); // Load a new tangent attributes buffer - mesh->vboId[LOC_VERTEX_TANGENT] = rlLoadAttribBuffer(mesh->vaoId, LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false); + mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadAttribBuffer(mesh->vaoId, SHADER_LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false); TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); } @@ -2373,7 +2373,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota for (int i = 0; i < model.meshCount; i++) { - Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color; + Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color; Color colorTint = WHITE; colorTint.r = (unsigned char)((((float)color.r/255.0)*((float)tint.r/255.0))*255.0f); @@ -2381,9 +2381,9 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota colorTint.b = (unsigned char)((((float)color.b/255.0)*((float)tint.b/255.0))*255.0f); colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f); - model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = colorTint; + model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint; rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); - model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = color; + model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color; } } @@ -2883,28 +2883,28 @@ static Model LoadOBJ(const char *fileName) for (unsigned int m = 0; m < materialCount; m++) { // Init material to default - // NOTE: Uses default shader, which only supports MAP_DIFFUSE + // NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE model.materials[m] = LoadMaterialDefault(); - model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined + model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined - if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd - else model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault(); + if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd + else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault(); - model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3]; - model.materials[m].maps[MAP_DIFFUSE].value = 0.0f; + model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3]; + model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; - if (materials[m].specular_texname != NULL) model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks - model.materials[m].maps[MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3]; - model.materials[m].maps[MAP_SPECULAR].value = 0.0f; + if (materials[m].specular_texname != NULL) model.materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks + model.materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3]; + model.materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; - if (materials[m].bump_texname != NULL) model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump - model.materials[m].maps[MAP_NORMAL].color = WHITE; - model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess; + if (materials[m].bump_texname != NULL) model.materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump + model.materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; + model.materials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess; - model.materials[m].maps[MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3]; + model.materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3]; - if (materials[m].displacement_texname != NULL) model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp + if (materials[m].displacement_texname != NULL) model.materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp } tinyobj_attrib_free(&attrib); @@ -3605,7 +3605,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co rimage.data = raw; rimage.width = width; rimage.height = height; - rimage.format = UNCOMPRESSED_R8G8B8A8; + rimage.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; rimage.mipmaps = 1; // TODO: Tint shouldn't be applied here! @@ -3639,7 +3639,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co rimage.data = raw; rimage.width = width; rimage.height = height; - rimage.format = UNCOMPRESSED_R8G8B8A8; + rimage.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; rimage.mipmaps = 1; // TODO: Tint shouldn't be applied here! @@ -3790,12 +3790,12 @@ static Model LoadGLTF(const char *fileName) tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255); tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255); - model.materials[i].maps[MAP_ALBEDO].color = tint; + model.materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint; if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) { Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint); - model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromImage(albedo); + model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo); UnloadImage(albedo); } @@ -3804,13 +3804,13 @@ static Model LoadGLTF(const char *fileName) if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) { Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint); - model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness); + model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness); float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; - model.materials[i].maps[MAP_ROUGHNESS].value = roughness; + model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness; float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; - model.materials[i].maps[MAP_METALNESS].value = metallic; + model.materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic; UnloadImage(metallicRoughness); } @@ -3818,25 +3818,25 @@ static Model LoadGLTF(const char *fileName) if (data->materials[i].normal_texture.texture) { Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint); - model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromImage(normalImage); + model.materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage); UnloadImage(normalImage); } if (data->materials[i].occlusion_texture.texture) { Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint); - model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage); + model.materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage); UnloadImage(occulsionImage); } if (data->materials[i].emissive_texture.texture) { Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint); - model.materials[i].maps[MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage); + model.materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage); tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255); tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255); tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255); - model.materials[i].maps[MAP_EMISSION].color = tint; + model.materials[i].maps[MATERIAL_MAP_EMISSION].color = tint; UnloadImage(emissiveImage); } } diff --git a/src/raylib.h b/src/raylib.h index a6a1ddffa..d08ead503 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -153,12 +153,14 @@ // Temporal hacks to avoid breaking old codebases using // deprecated raylib implementation or definitions -#define FormatText TextFormat -#define LoadText LoadFileText -#define GetExtension GetFileExtension -#define GetImageData LoadImageColors -#define FILTER_POINT TEXTURE_FILTER_POINT -#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR +#define FormatText TextFormat +#define LoadText LoadFileText +#define GetExtension GetFileExtension +#define GetImageData LoadImageColors +#define FILTER_POINT TEXTURE_FILTER_POINT +#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR +#define MAP_DIFFUSE MATERIAL_MAP_DIFFUSE +#define PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 //---------------------------------------------------------------------------------- // Structures Definition @@ -701,91 +703,91 @@ typedef enum { // Shader location points typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF } ShaderLocationIndex; -#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO -#define LOC_MAP_SPECULAR LOC_MAP_METALNESS +#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO +#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS // Shader uniform data types typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } ShaderUniformDataType; // Material maps typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF + MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_BRDG, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP } MaterialMapType; -#define MAP_DIFFUSE MAP_ALBEDO -#define MAP_SPECULAR MAP_METALNESS +#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO +#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode @@ -1360,7 +1362,7 @@ RLAPI bool ExportMesh(Mesh mesh, const char *fileName); RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions diff --git a/src/rlgl.h b/src/rlgl.h index d77608d81..07d8e7052 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -364,27 +364,27 @@ typedef enum { // Texture formats (support depends on OpenGL version) typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode @@ -411,66 +411,66 @@ typedef enum { // Shader location point type typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF } ShaderLocationIndex; // Shader uniform data types typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } ShaderUniformDataType; - #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO - #define LOC_MAP_SPECULAR LOC_MAP_METALNESS + #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO + #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS // Material map type typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF + MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_BRDG } MaterialMapType; - #define MAP_DIFFUSE MAP_ALBEDO - #define MAP_SPECULAR MAP_METALNESS + #define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO + #define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS #endif #if defined(__cplusplus) @@ -1762,7 +1762,7 @@ void rlglInit(int width, int height) //---------------------------------------------------------- // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); + RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture"); @@ -1973,38 +1973,38 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi // Check texture format support by OpenGL 1.1 (compressed textures not supported) #if defined(GRAPHICS_API_OPENGL_11) - if (format >= COMPRESSED_DXT1_RGB) + if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) { TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); return id; } #else - if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || - (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) + if ((!RLGL.ExtSupported.texCompDXT) && ((format == PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == PIXELFORMAT_COMPRESSED_DXT1_RGBA) || + (format == PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == PIXELFORMAT_COMPRESSED_DXT5_RGBA))) { TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB)) + if ((!RLGL.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB)) { TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) + if ((!RLGL.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) { TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) + if ((!RLGL.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA))) { TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) + if ((!RLGL.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) { TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported"); return id; @@ -2038,18 +2038,18 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi if (glInternalFormat != -1) { - if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); #if !defined(GRAPHICS_API_OPENGL_11) else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); #endif #if defined(GRAPHICS_API_OPENGL_33) - if (format == UNCOMPRESSED_GRAYSCALE) + if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } - else if (format == UNCOMPRESSED_GRAY_ALPHA) + else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) { #if defined(GRAPHICS_API_OPENGL_21) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; @@ -2192,32 +2192,32 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) { if (data == NULL) { - if (format < COMPRESSED_DXT1_RGB) + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) { - if (format == UNCOMPRESSED_R32G32B32) + if (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32) { // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); } - else if ((format == UNCOMPRESSED_R32) || (format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + else if ((format == PIXELFORMAT_UNCOMPRESSED_R32) || (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); } else TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); } else { - if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); } #if defined(GRAPHICS_API_OPENGL_33) - if (format == UNCOMPRESSED_GRAYSCALE) + if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } - else if (format == UNCOMPRESSED_GRAY_ALPHA) + else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) { #if defined(GRAPHICS_API_OPENGL_21) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; @@ -2258,7 +2258,7 @@ void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int h unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != -1) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) { glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data); } @@ -2276,43 +2276,43 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned { #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; #if !defined(GRAPHICS_API_OPENGL_11) - case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float #endif #endif #if defined(GRAPHICS_API_OPENGL_33) - case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; - case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; - case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; #endif #if !defined(GRAPHICS_API_OPENGL_11) - case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; - case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; - case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; - case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; - case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + case PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 #endif default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; } @@ -2427,7 +2427,7 @@ void rlGenerateMipmaps(Texture2D *texture) if (texIsPOT) { // WARNING: Manual mipmap generation only works for RGBA 32bit textures! - if (texture->format == UNCOMPRESSED_R8G8B8A8) + if (texture->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) { // Retrieve texture data from VRAM void *texData = rlReadTexturePixels(*texture); @@ -2731,7 +2731,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) { #if defined(GRAPHICS_API_OPENGL_11) glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); + glBindTexture(GL_TEXTURE_2D, material.maps[MATERIAL_MAP_DIFFUSE].texture.id); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array @@ -2746,7 +2746,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) rlPushMatrix(); rlMultMatrixf(MatrixToFloat(transform)); - rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); + rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, material.maps[MATERIAL_MAP_DIFFUSE].color.g, material.maps[MATERIAL_MAP_DIFFUSE].color.b, material.maps[MATERIAL_MAP_DIFFUSE].color.a); if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); @@ -2768,24 +2768,24 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) // Matrices and other values required by shader //----------------------------------------------------- // Calculate and send to shader model matrix (used by PBR shader) - if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); + if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform); // Upload to shader material.colDiffuse - if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, - (float)material.maps[MAP_DIFFUSE].color.g/255.0f, - (float)material.maps[MAP_DIFFUSE].color.b/255.0f, - (float)material.maps[MAP_DIFFUSE].color.a/255.0f); + if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) + glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f); // Upload to shader material.colSpecular (if available) - if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, - (float)material.maps[MAP_SPECULAR].color.g/255.0f, - (float)material.maps[MAP_SPECULAR].color.b/255.0f, - (float)material.maps[MAP_SPECULAR].color.a/255.0f); + if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) + glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f); - if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview); - if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection); + if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview); + if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection); // At this point the modelview matrix just contains the view matrix (camera) // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() @@ -2807,10 +2807,10 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) if (material.maps[i].texture.id > 0) { glActiveTexture(GL_TEXTURE0 + i); - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); + if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); - glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); + glUniform1i(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], i); } } @@ -2820,54 +2820,54 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) { // Bind mesh VBO data: vertex position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); // Bind mesh VBO data: vertex texcoords (shader-location = 1) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) + if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); } // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shader.locs[LOC_VERTEX_COLOR] != -1) + if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) { if (mesh.vboId[3] != 0) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); } else { // Set default value for unused attribute // NOTE: Required when using default shader and no VAO support - glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); + glVertexAttrib4f(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); } } // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) + if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); } // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) + if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); + glVertexAttribPointer(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); } if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); @@ -2889,7 +2889,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + glUniformMatrix4fv(material.shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); // Draw call! if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw @@ -2900,7 +2900,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture } @@ -2930,18 +2930,18 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c glUseProgram(material.shader.id); // Upload to shader material.colDiffuse - if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, - (float)material.maps[MAP_DIFFUSE].color.g/255.0f, - (float)material.maps[MAP_DIFFUSE].color.b/255.0f, - (float)material.maps[MAP_DIFFUSE].color.a/255.0f); + if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) + glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f); // Upload to shader material.colSpecular (if available) - if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, - (float)material.maps[MAP_SPECULAR].color.g/255.0f, - (float)material.maps[MAP_SPECULAR].color.b/255.0f, - (float)material.maps[MAP_SPECULAR].color.a/255.0f); + if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) + glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f, + (float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f); // Bind active texture maps (if available) for (int i = 0; i < MAX_MATERIAL_MAPS; i++) @@ -2949,11 +2949,11 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c if (material.maps[i].texture.id > 0) { glActiveTexture(GL_TEXTURE0 + i); - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) + if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); - glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); + glUniform1i(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], i); } } @@ -2962,7 +2962,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c // At this point the modelview matrix just contains the view matrix (camera) // For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform - glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, + glUniformMatrix4fv(material.shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection))); float16* instanceTransforms = RL_MALLOC(count*sizeof(float16)); @@ -2978,9 +2978,9 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c glBindBuffer(GL_ARRAY_BUFFER, instancesB); glBufferData(GL_ARRAY_BUFFER, count*sizeof(float16), instanceTransforms, GL_STATIC_DRAW); - // Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg: + // Instances are put in SHADER_LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg: // layout (location = 12) in mat4 instance; - unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL]; + unsigned int instanceA = material.shader.locs[SHADER_LOC_MATRIX_MODEL]; for (unsigned int i = 0; i < 4; i++) { @@ -3002,7 +3002,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture } @@ -3089,7 +3089,7 @@ void *rlReadTexturePixels(Texture2D texture) rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType); unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format); - if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != -1) && (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) { pixels = RL_MALLOC(size); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); @@ -3118,7 +3118,7 @@ void *rlReadTexturePixels(Texture2D texture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8)); + pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -3144,7 +3144,7 @@ Texture2D GetTextureDefault(void) texture.width = 1; texture.height = 1; texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; + texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; #endif return texture; } @@ -3357,15 +3357,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo switch (uniformType) { - case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; - case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; - case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; + 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; default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id); } @@ -3487,7 +3487,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { @@ -3509,7 +3509,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in for (int i = 0; i < 6; i++) { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); rlEnableFramebuffer(fbo); @@ -3543,7 +3543,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in cubemap.width = size; cubemap.height = size; cubemap.mipmaps = 1; - cubemap.format = UNCOMPRESSED_R32G32B32; + cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; #endif return cubemap; } @@ -3559,7 +3559,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); - irradiance.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32); + irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER); @@ -3572,7 +3572,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { @@ -3592,7 +3592,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s for (int i = 0; i < 6; i++) { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); rlEnableFramebuffer(fbo); @@ -3616,7 +3616,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s irradiance.width = size; irradiance.height = size; irradiance.mipmaps = 1; - irradiance.format = UNCOMPRESSED_R32G32B32; + irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; #endif return irradiance; } @@ -3632,7 +3632,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); - prefilter.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32); + prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR); unsigned int fbo = rlLoadFramebuffer(size, size); @@ -3649,7 +3649,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { @@ -3688,7 +3688,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si for (int i = 0; i < 6; i++) { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels? @@ -3714,7 +3714,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si prefilter.width = size; prefilter.height = size; //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS - //prefilter.format = UNCOMPRESSED_R32G32B32; + //prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; #endif return prefilter; } @@ -3728,7 +3728,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); - brdf.id = rlLoadTexture(NULL, size, size, UNCOMPRESSED_R32G32B32, 1); + brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER); @@ -3762,7 +3762,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) brdf.width = size; brdf.height = size; brdf.mipmaps = 1; - brdf.format = UNCOMPRESSED_R32G32B32; + brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; #endif return brdf; } @@ -3809,7 +3809,7 @@ void InitVrSimulator(void) RLGL.Vr.stereoFboId = rlLoadFramebuffer(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); // Load color/depth textures to attach to framebuffer - RLGL.Vr.stereoTexId = rlLoadTexture(NULL, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 1); + RLGL.Vr.stereoTexId = rlLoadTexture(NULL, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); unsigned int depthId = rlLoadTextureDepth(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, true); // Attach color texture and depth renderbuffer/texture to FBO @@ -3913,15 +3913,15 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) if (RLGL.Vr.config.distortionShader.id > 0) { // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, SHADER_UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, SHADER_UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, SHADER_UNIFORM_VEC2); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, SHADER_UNIFORM_VEC4); + SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, SHADER_UNIFORM_VEC4); } #endif } @@ -4217,14 +4217,14 @@ static Shader LoadShaderDefault(void) TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id); // Set default shader locations: attributes locations - shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); - shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); + shader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); + shader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); // Set default shader locations: uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); - shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); - shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); + shader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); + shader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are // changed for external custom shaders, we just use direct bindings above @@ -4248,23 +4248,23 @@ static void SetShaderDefaultLocations(Shader *shader) // vertex texcoord2 location = 5 // Get handles to GLSL input attibute locations - shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_POSITION); - shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); + shader->locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_POSITION); + shader->locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + shader->locs[SHADER_LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + shader->locs[SHADER_LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + shader->locs[SHADER_LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + shader->locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); // Get handles to GLSL uniform locations (vertex shader) - shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); - shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); - shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); + shader->locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); + shader->locs[SHADER_LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); + shader->locs[SHADER_LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); // Get handles to GLSL uniform locations (fragment shader) - shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); - shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); - shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1"); - shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2"); + shader->locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); + shader->locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); + shader->locs[SHADER_LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1"); + shader->locs[SHADER_LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2"); } // Unload default shader @@ -4348,22 +4348,22 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); // Vertex texcoord buffer (shader-location = 1) glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); @@ -4477,32 +4477,32 @@ static void DrawRenderBatch(RenderBatch *batch) // Create modelview-projection matrix and upload to shader Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); - glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + glUniformMatrix4fv(RLGL.State.currentShader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); else { // Bind vertex attrib: position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]); // Bind vertex attrib: texcoord (shader-location = 1) glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); // Bind vertex attrib: color (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); } // Setup some default shader values - glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 + glUniform4f(RLGL.State.currentShader.locs[SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(RLGL.State.currentShader.locs[SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch @@ -4960,27 +4960,27 @@ int GetPixelDataSize(int width, int height, int format) switch (format) { - case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case UNCOMPRESSED_GRAY_ALPHA: - case UNCOMPRESSED_R5G6B5: - case UNCOMPRESSED_R5G5B5A1: - case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case UNCOMPRESSED_R8G8B8: bpp = 24; break; - case UNCOMPRESSED_R32: bpp = 32; break; - case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; - case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; - case COMPRESSED_DXT1_RGB: - case COMPRESSED_DXT1_RGBA: - case COMPRESSED_ETC1_RGB: - case COMPRESSED_ETC2_RGB: - case COMPRESSED_PVRT_RGB: - case COMPRESSED_PVRT_RGBA: bpp = 4; break; - case COMPRESSED_DXT3_RGBA: - case COMPRESSED_DXT5_RGBA: - case COMPRESSED_ETC2_EAC_RGBA: - case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case PIXELFORMAT_COMPRESSED_DXT1_RGB: + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: + case PIXELFORMAT_COMPRESSED_ETC1_RGB: + case PIXELFORMAT_COMPRESSED_ETC2_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: + case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: + case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; default: break; } @@ -4990,8 +4990,8 @@ int GetPixelDataSize(int width, int height, int format) // if texture is smaller, minimum dataSize is 8 or 16 if ((width < 4) && (height < 4)) { - if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8; - else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; + else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; } return dataSize; diff --git a/src/text.c b/src/text.c index 204cc4e38..e945b33f3 100644 --- a/src/text.c +++ b/src/text.c @@ -196,7 +196,7 @@ extern void LoadFontDefault(void) .data = calloc(128*128, 2), // 2 bytes per pixel (gray + alpha) .width = 128, .height = 128, - .format = UNCOMPRESSED_GRAY_ALPHA, + .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, .mipmaps = 1 }; @@ -440,7 +440,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar) .data = pixels, .width = image.width, .height = image.height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -598,7 +598,7 @@ CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize chars[i].image.width = chw; chars[i].image.height = chh; chars[i].image.mipmaps = 1; - chars[i].image.format = UNCOMPRESSED_GRAYSCALE; + chars[i].image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; chars[i].offsetY += (int)((float)ascent*scaleFactor); @@ -609,7 +609,7 @@ CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize .data = calloc(chars[i].advanceX*fontSize, 2), .width = chars[i].advanceX, .height = fontSize, - .format = UNCOMPRESSED_GRAYSCALE, + .format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE, .mipmaps = 1 }; @@ -679,7 +679,7 @@ Image GenImageFontAtlas(const CharInfo *chars, Rectangle **charRecs, int charsCo atlas.width = imageSize; // Atlas bitmap width atlas.height = imageSize; // Atlas bitmap height atlas.data = (unsigned char *)RL_CALLOC(1, atlas.width*atlas.height); // Create a bitmap to store characters (8 bpp) - atlas.format = UNCOMPRESSED_GRAYSCALE; + atlas.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; atlas.mipmaps = 1; // DEBUG: We can see padding in the generated image setting a gray background... @@ -783,7 +783,7 @@ Image GenImageFontAtlas(const CharInfo *chars, Rectangle **charRecs, int charsCo RL_FREE(atlas.data); atlas.data = dataGrayAlpha; - atlas.format = UNCOMPRESSED_GRAY_ALPHA; + atlas.format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA; *charRecs = recs; @@ -1794,14 +1794,14 @@ static Font LoadBMFont(const char *fileName) Image imFont = LoadImage(imPath); - if (imFont.format == UNCOMPRESSED_GRAYSCALE) + if (imFont.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { // Convert image to GRAYSCALE + ALPHA, using the mask as the alpha channel Image imFontAlpha = { .data = calloc(imFont.width*imFont.height, 2), .width = imFont.width, .height = imFont.height, - .format = UNCOMPRESSED_GRAY_ALPHA, + .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, .mipmaps = 1 }; diff --git a/src/textures.c b/src/textures.c index 0d78c2a26..1de11d802 100644 --- a/src/textures.c +++ b/src/textures.c @@ -147,8 +147,8 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#ifndef UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD - #define UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD 50 // Threshold over 255 to set alpha as 0 +#ifndef PIXELFORMAT_UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD + #define PIXELFORMAT_UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD 50 // Threshold over 255 to set alpha as 0 #endif //---------------------------------------------------------------------------------- @@ -276,7 +276,7 @@ Image LoadImageAnim(const char *fileName, int *frames) image.data = stbi_load_gif_from_memory(fileData, dataSize, delays, &image.width, &image.height, &framesCount, &comp, 4); image.mipmaps = 1; - image.format = UNCOMPRESSED_R8G8B8A8; + image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; RL_FREE(fileData); RL_FREE(delays); // NOTE: Frames delays are discarded @@ -337,10 +337,10 @@ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, i image.mipmaps = 1; - if (comp == 1) image.format = UNCOMPRESSED_GRAYSCALE; - else if (comp == 2) image.format = UNCOMPRESSED_GRAY_ALPHA; - else if (comp == 3) image.format = UNCOMPRESSED_R8G8B8; - else if (comp == 4) image.format = UNCOMPRESSED_R8G8B8A8; + if (comp == 1) image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; + else if (comp == 2) image.format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA; + else if (comp == 3) image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8; + else if (comp == 4) image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; } #endif } @@ -355,9 +355,9 @@ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, i image.mipmaps = 1; - if (comp == 1) image.format = UNCOMPRESSED_R32; - else if (comp == 3) image.format = UNCOMPRESSED_R32G32B32; - else if (comp == 4) image.format = UNCOMPRESSED_R32G32B32A32; + if (comp == 1) image.format = PIXELFORMAT_UNCOMPRESSED_R32; + else if (comp == 3) image.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; + else if (comp == 4) image.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32A32; else { TRACELOG(LOG_WARNING, "IMAGE: HDR file format not supported"); @@ -404,10 +404,10 @@ bool ExportImage(Image image, const char *fileName) bool allocatedData = false; unsigned char *imgData = (unsigned char *)image.data; - if (image.format == UNCOMPRESSED_GRAYSCALE) channels = 1; - else if (image.format == UNCOMPRESSED_GRAY_ALPHA) channels = 2; - else if (image.format == UNCOMPRESSED_R8G8B8) channels = 3; - else if (image.format == UNCOMPRESSED_R8G8B8A8) channels = 4; + if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) channels = 1; + else if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) channels = 2; + else if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8) channels = 3; + else if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) channels = 4; else { // NOTE: Getting Color array as RGBA unsigned char values @@ -512,7 +512,7 @@ Image GenImageColor(int width, int height, Color color) .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -541,7 +541,7 @@ Image GenImageGradientV(int width, int height, Color top, Color bottom) .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -569,7 +569,7 @@ Image GenImageGradientH(int width, int height, Color left, Color right) .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -606,7 +606,7 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner, .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -631,7 +631,7 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -653,7 +653,7 @@ Image GenImageWhiteNoise(int width, int height, float factor) .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -689,7 +689,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -754,7 +754,7 @@ Image GenImageCellular(int width, int height, int tileSize) .data = pixels, .width = width, .height = height, - .format = UNCOMPRESSED_R8G8B8A8, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1 }; @@ -844,7 +844,7 @@ void ImageCrop(Image *image, Rectangle crop) } if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { int bytesPerPixel = GetPixelDataSize(1, 1, image->format); @@ -885,7 +885,7 @@ void ImageFormat(Image *image, int newFormat) if ((newFormat != 0) && (image->format != newFormat)) { - if ((image->format < COMPRESSED_DXT1_RGB) && (newFormat < COMPRESSED_DXT1_RGB)) + if ((image->format < PIXELFORMAT_COMPRESSED_DXT1_RGB) && (newFormat < PIXELFORMAT_COMPRESSED_DXT1_RGB)) { Vector4 *pixels = LoadImageDataNormalized(*image); // Supports 8 to 32 bit per channel @@ -897,7 +897,7 @@ void ImageFormat(Image *image, int newFormat) switch (image->format) { - case UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: { image->data = (unsigned char *)RL_MALLOC(image->width*image->height*sizeof(unsigned char)); @@ -907,7 +907,7 @@ void ImageFormat(Image *image, int newFormat) } } break; - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { image->data = (unsigned char *)RL_MALLOC(image->width*image->height*2*sizeof(unsigned char)); @@ -918,7 +918,7 @@ void ImageFormat(Image *image, int newFormat) } } break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { image->data = (unsigned short *)RL_MALLOC(image->width*image->height*sizeof(unsigned short)); @@ -936,7 +936,7 @@ void ImageFormat(Image *image, int newFormat) } } break; - case UNCOMPRESSED_R8G8B8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: { image->data = (unsigned char *)RL_MALLOC(image->width*image->height*3*sizeof(unsigned char)); @@ -947,7 +947,7 @@ void ImageFormat(Image *image, int newFormat) ((unsigned char *)image->data)[i + 2] = (unsigned char)(pixels[k].z*255.0f); } } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { image->data = (unsigned short *)RL_MALLOC(image->width*image->height*sizeof(unsigned short)); @@ -961,13 +961,13 @@ void ImageFormat(Image *image, int newFormat) r = (unsigned char)(round(pixels[i].x*31.0f)); g = (unsigned char)(round(pixels[i].y*31.0f)); b = (unsigned char)(round(pixels[i].z*31.0f)); - a = (pixels[i].w > ((float)UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0; + a = (pixels[i].w > ((float)PIXELFORMAT_UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0; ((unsigned short *)image->data)[i] = (unsigned short)r << 11 | (unsigned short)g << 6 | (unsigned short)b << 1 | (unsigned short)a; } } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { image->data = (unsigned short *)RL_MALLOC(image->width*image->height*sizeof(unsigned short)); @@ -987,7 +987,7 @@ void ImageFormat(Image *image, int newFormat) } } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { image->data = (unsigned char *)RL_MALLOC(image->width*image->height*4*sizeof(unsigned char)); @@ -999,7 +999,7 @@ void ImageFormat(Image *image, int newFormat) ((unsigned char *)image->data)[i + 3] = (unsigned char)(pixels[k].w*255.0f); } } break; - case UNCOMPRESSED_R32: + case PIXELFORMAT_UNCOMPRESSED_R32: { // WARNING: Image is converted to GRAYSCALE eqeuivalent 32bit @@ -1010,7 +1010,7 @@ void ImageFormat(Image *image, int newFormat) ((float *)image->data)[i] = (float)(pixels[i].x*0.299f + pixels[i].y*0.587f + pixels[i].z*0.114f); } } break; - case UNCOMPRESSED_R32G32B32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: { image->data = (float *)RL_MALLOC(image->width*image->height*3*sizeof(float)); @@ -1021,7 +1021,7 @@ void ImageFormat(Image *image, int newFormat) ((float *)image->data)[i + 2] = pixels[k].z; } } break; - case UNCOMPRESSED_R32G32B32A32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { image->data = (float *)RL_MALLOC(image->width*image->height*4*sizeof(float)); @@ -1164,12 +1164,12 @@ void ImageAlphaClear(Image *image, Color color, float threshold) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { switch (image->format) { - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { unsigned char thresholdValue = (unsigned char)(threshold*255.0f); for (int i = 1; i < image->width*image->height*2; i += 2) @@ -1181,7 +1181,7 @@ void ImageAlphaClear(Image *image, Color color, float threshold) } } } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { unsigned char thresholdValue = ((threshold < 0.5f)? 0 : 1); @@ -1198,7 +1198,7 @@ void ImageAlphaClear(Image *image, Color color, float threshold) } } } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { unsigned char thresholdValue = (unsigned char)(threshold*15.0f); @@ -1215,7 +1215,7 @@ void ImageAlphaClear(Image *image, Color color, float threshold) } } } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { unsigned char thresholdValue = (unsigned char)(threshold*255.0f); for (int i = 3; i < image->width*image->height*4; i += 4) @@ -1229,7 +1229,7 @@ void ImageAlphaClear(Image *image, Color color, float threshold) } } } break; - case UNCOMPRESSED_R32G32B32A32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { for (int i = 3; i < image->width*image->height*4; i += 4) { @@ -1256,7 +1256,7 @@ void ImageAlphaMask(Image *image, Image alphaMask) { TRACELOG(LOG_WARNING, "IMAGE: Alpha mask must be same size as image"); } - else if (image->format >= COMPRESSED_DXT1_RGB) + else if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) { TRACELOG(LOG_WARNING, "IMAGE: Alpha mask can not be applied to compressed data formats"); } @@ -1264,10 +1264,10 @@ void ImageAlphaMask(Image *image, Image alphaMask) { // Force mask to be Grayscale Image mask = ImageCopy(alphaMask); - if (mask.format != UNCOMPRESSED_GRAYSCALE) ImageFormat(&mask, UNCOMPRESSED_GRAYSCALE); + if (mask.format != PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) ImageFormat(&mask, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE); // In case image is only grayscale, we just add alpha channel - if (image->format == UNCOMPRESSED_GRAYSCALE) + if (image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { unsigned char *data = (unsigned char *)RL_MALLOC(image->width*image->height*2); @@ -1280,12 +1280,12 @@ void ImageAlphaMask(Image *image, Image alphaMask) RL_FREE(image->data); image->data = data; - image->format = UNCOMPRESSED_GRAY_ALPHA; + image->format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA; } else { // Convert image to RGBA - if (image->format != UNCOMPRESSED_R8G8B8A8) ImageFormat(image, UNCOMPRESSED_R8G8B8A8); + if (image->format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) ImageFormat(image, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Apply alpha mask to alpha channel for (int i = 0, k = 3; (i < mask.width*mask.height) || (i < image->width*image->height); i++, k += 4) @@ -1328,7 +1328,7 @@ void ImageAlphaPremultiply(Image *image) int format = image->format; image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -1343,7 +1343,7 @@ void ImageResize(Image *image, int newWidth, int newHeight) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; bool fastPath = true; - if ((image->format != UNCOMPRESSED_GRAYSCALE) && (image->format != UNCOMPRESSED_GRAY_ALPHA) && (image->format != UNCOMPRESSED_R8G8B8) && (image->format != UNCOMPRESSED_R8G8B8A8)) fastPath = true; + if ((image->format != PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) && (image->format != PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) && (image->format != PIXELFORMAT_UNCOMPRESSED_R8G8B8) && (image->format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)) fastPath = true; if (fastPath) { @@ -1352,10 +1352,10 @@ void ImageResize(Image *image, int newWidth, int newHeight) switch (image->format) { - case UNCOMPRESSED_GRAYSCALE: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 1); break; - case UNCOMPRESSED_GRAY_ALPHA: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 2); break; - case UNCOMPRESSED_R8G8B8: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 3); break; - case UNCOMPRESSED_R8G8B8A8: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 4); break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 1); break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 2); break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 3); break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: stbir_resize_uint8((unsigned char *)image->data, image->width, image->height, 0, output, newWidth, newHeight, 0, 4); break; default: break; } @@ -1381,7 +1381,7 @@ void ImageResize(Image *image, int newWidth, int newHeight) image->data = output; image->width = newWidth; image->height = newHeight; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); // Reformat 32bit RGBA image to original format } @@ -1419,7 +1419,7 @@ void ImageResizeNN(Image *image,int newWidth,int newHeight) image->data = output; image->width = newWidth; image->height = newHeight; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); // Reformat 32bit RGBA image to original format @@ -1434,7 +1434,7 @@ void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, i if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else if ((newWidth != image->width) || (newHeight != image->height)) { Rectangle srcRec = { 0, 0, (float)image->width, (float)image->height }; @@ -1557,7 +1557,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) // Security check to avoid program crash if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; - if (image->format >= COMPRESSED_DXT1_RGB) + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) { TRACELOG(LOG_WARNING, "IMAGE: Compressed data formats can not be dithered"); return; @@ -1573,15 +1573,15 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) RL_FREE(image->data); // free old image data - if ((image->format != UNCOMPRESSED_R8G8B8) && (image->format != UNCOMPRESSED_R8G8B8A8)) + if ((image->format != PIXELFORMAT_UNCOMPRESSED_R8G8B8) && (image->format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)) { TRACELOG(LOG_WARNING, "IMAGE: Format is already 16bpp or lower, dithering could have no effect"); } // Define new image format, check if desired bpp match internal known format - if ((rBpp == 5) && (gBpp == 6) && (bBpp == 5) && (aBpp == 0)) image->format = UNCOMPRESSED_R5G6B5; - else if ((rBpp == 5) && (gBpp == 5) && (bBpp == 5) && (aBpp == 1)) image->format = UNCOMPRESSED_R5G5B5A1; - else if ((rBpp == 4) && (gBpp == 4) && (bBpp == 4) && (aBpp == 4)) image->format = UNCOMPRESSED_R4G4B4A4; + if ((rBpp == 5) && (gBpp == 6) && (bBpp == 5) && (aBpp == 0)) image->format = PIXELFORMAT_UNCOMPRESSED_R5G6B5; + else if ((rBpp == 5) && (gBpp == 5) && (bBpp == 5) && (aBpp == 1)) image->format = PIXELFORMAT_UNCOMPRESSED_R5G5B5A1; + else if ((rBpp == 4) && (gBpp == 4) && (bBpp == 4) && (aBpp == 4)) image->format = PIXELFORMAT_UNCOMPRESSED_R4G4B4A4; else { image->format = 0; @@ -1668,7 +1668,7 @@ void ImageFlipVertical(Image *image) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { int bytesPerPixel = GetPixelDataSize(1, 1, image->format); @@ -1692,7 +1692,7 @@ void ImageFlipHorizontal(Image *image) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { int bytesPerPixel = GetPixelDataSize(1, 1, image->format); @@ -1737,7 +1737,7 @@ void ImageRotateCW(Image *image) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { int bytesPerPixel = GetPixelDataSize(1, 1, image->format); @@ -1769,7 +1769,7 @@ void ImageRotateCCW(Image *image) if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if (image->mipmaps > 1) TRACELOG(LOG_WARNING, "Image manipulation only applied to base mipmap level"); - if (image->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); + if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats"); else { int bytesPerPixel = GetPixelDataSize(1, 1, image->format); @@ -1828,7 +1828,7 @@ void ImageColorTint(Image *image, Color color) RL_FREE(image->data); image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -1855,7 +1855,7 @@ void ImageColorInvert(Image *image) RL_FREE(image->data); image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -1863,7 +1863,7 @@ void ImageColorInvert(Image *image) // Modify image color: grayscale void ImageColorGrayscale(Image *image) { - ImageFormat(image, UNCOMPRESSED_GRAYSCALE); + ImageFormat(image, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE); } // Modify image color: contrast @@ -1919,7 +1919,7 @@ void ImageColorContrast(Image *image, float contrast) RL_FREE(image->data); image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -1963,7 +1963,7 @@ void ImageColorBrightness(Image *image, int brightness) RL_FREE(image->data); image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -1997,7 +1997,7 @@ void ImageColorReplace(Image *image, Color color, Color replace) RL_FREE(image->data); image->data = pixels; - image->format = UNCOMPRESSED_R8G8B8A8; + image->format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; ImageFormat(image, format); } @@ -2011,18 +2011,18 @@ Color *LoadImageColors(Image image) Color *pixels = (Color *)RL_MALLOC(image.width*image.height*sizeof(Color)); - if (image.format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats"); + if (image.format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats"); else { - if ((image.format == UNCOMPRESSED_R32) || - (image.format == UNCOMPRESSED_R32G32B32) || - (image.format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "IMAGE: Pixel format converted from 32bit to 8bit per channel"); + if ((image.format == PIXELFORMAT_UNCOMPRESSED_R32) || + (image.format == PIXELFORMAT_UNCOMPRESSED_R32G32B32) || + (image.format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "IMAGE: Pixel format converted from 32bit to 8bit per channel"); for (int i = 0, k = 0; i < image.width*image.height; i++) { switch (image.format) { - case UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: { pixels[i].r = ((unsigned char *)image.data)[i]; pixels[i].g = ((unsigned char *)image.data)[i]; @@ -2030,7 +2030,7 @@ Color *LoadImageColors(Image image) pixels[i].a = 255; } break; - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { pixels[i].r = ((unsigned char *)image.data)[k]; pixels[i].g = ((unsigned char *)image.data)[k]; @@ -2039,7 +2039,7 @@ Color *LoadImageColors(Image image) k += 2; } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2049,7 +2049,7 @@ Color *LoadImageColors(Image image) pixels[i].a = (unsigned char)((pixel & 0b0000000000000001)*255); } break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2059,7 +2059,7 @@ Color *LoadImageColors(Image image) pixels[i].a = 255; } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2069,7 +2069,7 @@ Color *LoadImageColors(Image image) pixels[i].a = (unsigned char)((float)(pixel & 0b0000000000001111)*(255/15)); } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { pixels[i].r = ((unsigned char *)image.data)[k]; pixels[i].g = ((unsigned char *)image.data)[k + 1]; @@ -2078,7 +2078,7 @@ Color *LoadImageColors(Image image) k += 4; } break; - case UNCOMPRESSED_R8G8B8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: { pixels[i].r = (unsigned char)((unsigned char *)image.data)[k]; pixels[i].g = (unsigned char)((unsigned char *)image.data)[k + 1]; @@ -2087,7 +2087,7 @@ Color *LoadImageColors(Image image) k += 3; } break; - case UNCOMPRESSED_R32: + case PIXELFORMAT_UNCOMPRESSED_R32: { pixels[i].r = (unsigned char)(((float *)image.data)[k]*255.0f); pixels[i].g = 0; @@ -2095,7 +2095,7 @@ Color *LoadImageColors(Image image) pixels[i].a = 255; } break; - case UNCOMPRESSED_R32G32B32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: { pixels[i].r = (unsigned char)(((float *)image.data)[k]*255.0f); pixels[i].g = (unsigned char)(((float *)image.data)[k + 1]*255.0f); @@ -2104,7 +2104,7 @@ Color *LoadImageColors(Image image) k += 3; } break; - case UNCOMPRESSED_R32G32B32A32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { pixels[i].r = (unsigned char)(((float *)image.data)[k]*255.0f); pixels[i].g = (unsigned char)(((float *)image.data)[k]*255.0f); @@ -2194,14 +2194,14 @@ static Vector4 *LoadImageDataNormalized(Image image) { Vector4 *pixels = (Vector4 *)RL_MALLOC(image.width*image.height*sizeof(Vector4)); - if (image.format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats"); + if (image.format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats"); else { for (int i = 0, k = 0; i < image.width*image.height; i++) { switch (image.format) { - case UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: { pixels[i].x = (float)((unsigned char *)image.data)[i]/255.0f; pixels[i].y = (float)((unsigned char *)image.data)[i]/255.0f; @@ -2209,7 +2209,7 @@ static Vector4 *LoadImageDataNormalized(Image image) pixels[i].w = 1.0f; } break; - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { pixels[i].x = (float)((unsigned char *)image.data)[k]/255.0f; pixels[i].y = (float)((unsigned char *)image.data)[k]/255.0f; @@ -2218,7 +2218,7 @@ static Vector4 *LoadImageDataNormalized(Image image) k += 2; } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2228,7 +2228,7 @@ static Vector4 *LoadImageDataNormalized(Image image) pixels[i].w = ((pixel & 0b0000000000000001) == 0)? 0.0f : 1.0f; } break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2238,7 +2238,7 @@ static Vector4 *LoadImageDataNormalized(Image image) pixels[i].w = 1.0f; } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { unsigned short pixel = ((unsigned short *)image.data)[i]; @@ -2248,7 +2248,7 @@ static Vector4 *LoadImageDataNormalized(Image image) pixels[i].w = (float)(pixel & 0b0000000000001111)*(1.0f/15); } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { pixels[i].x = (float)((unsigned char *)image.data)[k]/255.0f; pixels[i].y = (float)((unsigned char *)image.data)[k + 1]/255.0f; @@ -2257,7 +2257,7 @@ static Vector4 *LoadImageDataNormalized(Image image) k += 4; } break; - case UNCOMPRESSED_R8G8B8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: { pixels[i].x = (float)((unsigned char *)image.data)[k]/255.0f; pixels[i].y = (float)((unsigned char *)image.data)[k + 1]/255.0f; @@ -2266,7 +2266,7 @@ static Vector4 *LoadImageDataNormalized(Image image) k += 3; } break; - case UNCOMPRESSED_R32: + case PIXELFORMAT_UNCOMPRESSED_R32: { pixels[i].x = ((float *)image.data)[k]; pixels[i].y = 0.0f; @@ -2274,7 +2274,7 @@ static Vector4 *LoadImageDataNormalized(Image image) pixels[i].w = 1.0f; } break; - case UNCOMPRESSED_R32G32B32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: { pixels[i].x = ((float *)image.data)[k]; pixels[i].y = ((float *)image.data)[k + 1]; @@ -2283,7 +2283,7 @@ static Vector4 *LoadImageDataNormalized(Image image) k += 3; } break; - case UNCOMPRESSED_R32G32B32A32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { pixels[i].x = ((float *)image.data)[k]; pixels[i].y = ((float *)image.data)[k + 1]; @@ -2359,7 +2359,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) switch (dst->format) { - case UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: { // NOTE: Calculate grayscale equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -2368,7 +2368,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((unsigned char *)dst->data)[y*dst->width + x] = gray; } break; - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { // NOTE: Calculate grayscale equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -2378,7 +2378,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((unsigned char *)dst->data)[(y*dst->width + x)*2 + 1] = color.a; } break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { // NOTE: Calculate R5G6B5 equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -2390,7 +2390,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((unsigned short *)dst->data)[y*dst->width + x] = (unsigned short)r << 11 | (unsigned short)g << 5 | (unsigned short)b; } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { // NOTE: Calculate R5G5B5A1 equivalent color Vector4 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f, (float)color.a/255.0f }; @@ -2398,12 +2398,12 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) unsigned char r = (unsigned char)(round(coln.x*31.0f)); unsigned char g = (unsigned char)(round(coln.y*31.0f)); unsigned char b = (unsigned char)(round(coln.z*31.0f)); - unsigned char a = (coln.w > ((float)UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0;; + unsigned char a = (coln.w > ((float)PIXELFORMAT_UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0;; ((unsigned short *)dst->data)[y*dst->width + x] = (unsigned short)r << 11 | (unsigned short)g << 6 | (unsigned short)b << 1 | (unsigned short)a; } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { // NOTE: Calculate R5G5B5A1 equivalent color Vector4 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f, (float)color.a/255.0f }; @@ -2416,14 +2416,14 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((unsigned short *)dst->data)[y*dst->width + x] = (unsigned short)r << 12 | (unsigned short)g << 8 | (unsigned short)b << 4 | (unsigned short)a; } break; - case UNCOMPRESSED_R8G8B8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: { ((unsigned char *)dst->data)[(y*dst->width + x)*3] = color.r; ((unsigned char *)dst->data)[(y*dst->width + x)*3 + 1] = color.g; ((unsigned char *)dst->data)[(y*dst->width + x)*3 + 2] = color.b; } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { ((unsigned char *)dst->data)[(y*dst->width + x)*4] = color.r; ((unsigned char *)dst->data)[(y*dst->width + x)*4 + 1] = color.g; @@ -2431,7 +2431,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((unsigned char *)dst->data)[(y*dst->width + x)*4 + 3] = color.a; } break; - case UNCOMPRESSED_R32: + case PIXELFORMAT_UNCOMPRESSED_R32: { // NOTE: Calculate grayscale equivalent color (normalized to 32bit) Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -2439,7 +2439,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((float *)dst->data)[y*dst->width + x] = coln.x*0.299f + coln.y*0.587f + coln.z*0.114f; } break; - case UNCOMPRESSED_R32G32B32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: { // NOTE: Calculate R32G32B32 equivalent color (normalized to 32bit) Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -2448,7 +2448,7 @@ void ImageDrawPixel(Image *dst, int x, int y, Color color) ((float *)dst->data)[(y*dst->width + x)*3 + 1] = coln.y; ((float *)dst->data)[(y*dst->width + x)*3 + 2] = coln.z; } break; - case UNCOMPRESSED_R32G32B32A32: + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { // NOTE: Calculate R32G32B32A32 equivalent color (normalized to 32bit) Vector4 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f, (float)color.a/255.0f }; @@ -2578,7 +2578,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color (src.data == NULL) || (src.width == 0) || (src.height == 0)) return; if (dst->mipmaps > 1) TRACELOG(LOG_WARNING, "Image drawing only applied to base mipmap level"); - if (dst->format >= COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image drawing not supported for compressed formats"); + if (dst->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image drawing not supported for compressed formats"); else { Image srcMod = { 0 }; // Source copy (in case it was required) @@ -2638,7 +2638,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color bool blendRequired = true; // Fast path: Avoid blend if source has no alpha to blend - if ((tint.a == 255) && ((srcPtr->format == UNCOMPRESSED_GRAYSCALE) || (srcPtr->format == UNCOMPRESSED_R8G8B8) || (srcPtr->format == UNCOMPRESSED_R5G6B5))) blendRequired = false; + if ((tint.a == 255) && ((srcPtr->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) || (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8) || (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R5G6B5))) blendRequired = false; int strideDst = GetPixelDataSize(dst->width, 1, dst->format); int bytesPerPixelDst = strideDst/(dst->width); @@ -2838,10 +2838,10 @@ RenderTexture2D LoadRenderTexture(int width, int height) rlEnableFramebuffer(target.id); // Create color texture (default to RGBA) - target.texture.id = rlLoadTexture(NULL, width, height, UNCOMPRESSED_R8G8B8A8, 1); + target.texture.id = rlLoadTexture(NULL, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); target.texture.width = width; target.texture.height = height; - target.texture.format = UNCOMPRESSED_R8G8B8A8; + target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; target.texture.mipmaps = 1; // Create depth renderbuffer/texture @@ -2910,7 +2910,7 @@ Image GetTextureData(Texture2D texture) { Image image = { 0 }; - if (texture.format < COMPRESSED_DXT1_RGB) + if (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB) { image.data = rlReadTexturePixels(texture); @@ -2925,7 +2925,7 @@ Image GetTextureData(Texture2D texture) // NOTE: Data retrieved on OpenGL ES 2.0 should be RGBA, // coming from FBO color buffer attachment, but it seems // original texture format is retrieved on RPI... - image.format = UNCOMPRESSED_R8G8B8A8; + image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; #endif TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Pixel data retrieved successfully", texture.id); } @@ -2944,7 +2944,7 @@ Image GetScreenData(void) image.width = GetScreenWidth(); image.height = GetScreenHeight(); image.mipmaps = 1; - image.format = UNCOMPRESSED_R8G8B8A8; + image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; image.data = rlReadScreenPixels(image.width, image.height); return image; @@ -3646,9 +3646,9 @@ Color GetPixelColor(void *srcPtr, int format) switch (format) { - case UNCOMPRESSED_GRAYSCALE: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], 255 }; break; - case UNCOMPRESSED_GRAY_ALPHA: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1] }; break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], 255 }; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1] }; break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { col.r = (unsigned char)((((unsigned short *)srcPtr)[0] >> 11)*255/31); col.g = (unsigned char)(((((unsigned short *)srcPtr)[0] >> 5) & 0b0000000000111111)*255/63); @@ -3656,7 +3656,7 @@ Color GetPixelColor(void *srcPtr, int format) col.a = 255; } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { col.r = (unsigned char)((((unsigned short *)srcPtr)[0] >> 11)*255/31); col.g = (unsigned char)(((((unsigned short *)srcPtr)[0] >> 6) & 0b0000000000011111)*255/31); @@ -3664,7 +3664,7 @@ Color GetPixelColor(void *srcPtr, int format) col.a = (((unsigned short *)srcPtr)[0] & 0b0000000000000001)? 255 : 0; } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { col.r = (unsigned char)((((unsigned short *)srcPtr)[0] >> 12)*255/15); col.g = (unsigned char)(((((unsigned short *)srcPtr)[0] >> 8) & 0b0000000000001111)*255/15); @@ -3672,11 +3672,11 @@ Color GetPixelColor(void *srcPtr, int format) col.a = (unsigned char)((((unsigned short *)srcPtr)[0] & 0b0000000000001111)*255/15); } break; - case UNCOMPRESSED_R8G8B8A8: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1], ((unsigned char *)srcPtr)[2], ((unsigned char *)srcPtr)[3] }; break; - case UNCOMPRESSED_R8G8B8: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1], ((unsigned char *)srcPtr)[2], 255 }; break; - // TODO: case UNCOMPRESSED_R32: break; - // TODO: case UNCOMPRESSED_R32G32B32: break; - // TODO: case UNCOMPRESSED_R32G32B32A32: break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1], ((unsigned char *)srcPtr)[2], ((unsigned char *)srcPtr)[3] }; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: col = (Color){ ((unsigned char *)srcPtr)[0], ((unsigned char *)srcPtr)[1], ((unsigned char *)srcPtr)[2], 255 }; break; + // TODO: case PIXELFORMAT_UNCOMPRESSED_R32: break; + // TODO: case PIXELFORMAT_UNCOMPRESSED_R32G32B32: break; + // TODO: case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: break; default: break; } @@ -3688,7 +3688,7 @@ void SetPixelColor(void *dstPtr, Color color, int format) { switch (format) { - case UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: { // NOTE: Calculate grayscale equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -3697,7 +3697,7 @@ void SetPixelColor(void *dstPtr, Color color, int format) ((unsigned char *)dstPtr)[0] = gray; } break; - case UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: { // NOTE: Calculate grayscale equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -3707,7 +3707,7 @@ void SetPixelColor(void *dstPtr, Color color, int format) ((unsigned char *)dstPtr)[1] = color.a; } break; - case UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: { // NOTE: Calculate R5G6B5 equivalent color Vector3 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; @@ -3719,7 +3719,7 @@ void SetPixelColor(void *dstPtr, Color color, int format) ((unsigned short *)dstPtr)[0] = (unsigned short)r << 11 | (unsigned short)g << 5 | (unsigned short)b; } break; - case UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: { // NOTE: Calculate R5G5B5A1 equivalent color Vector4 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f, (float)color.a/255.0f }; @@ -3727,12 +3727,12 @@ void SetPixelColor(void *dstPtr, Color color, int format) unsigned char r = (unsigned char)(round(coln.x*31.0f)); unsigned char g = (unsigned char)(round(coln.y*31.0f)); unsigned char b = (unsigned char)(round(coln.z*31.0f)); - unsigned char a = (coln.w > ((float)UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0;; + unsigned char a = (coln.w > ((float)PIXELFORMAT_UNCOMPRESSED_R5G5B5A1_ALPHA_THRESHOLD/255.0f))? 1 : 0;; ((unsigned short *)dstPtr)[0] = (unsigned short)r << 11 | (unsigned short)g << 6 | (unsigned short)b << 1 | (unsigned short)a; } break; - case UNCOMPRESSED_R4G4B4A4: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: { // NOTE: Calculate R5G5B5A1 equivalent color Vector4 coln = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f, (float)color.a/255.0f }; @@ -3745,14 +3745,14 @@ void SetPixelColor(void *dstPtr, Color color, int format) ((unsigned short *)dstPtr)[0] = (unsigned short)r << 12 | (unsigned short)g << 8 | (unsigned short)b << 4 | (unsigned short)a; } break; - case UNCOMPRESSED_R8G8B8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: { ((unsigned char *)dstPtr)[0] = color.r; ((unsigned char *)dstPtr)[1] = color.g; ((unsigned char *)dstPtr)[2] = color.b; } break; - case UNCOMPRESSED_R8G8B8A8: + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: { ((unsigned char *)dstPtr)[0] = color.r; ((unsigned char *)dstPtr)[1] = color.g; @@ -3773,27 +3773,27 @@ int GetPixelDataSize(int width, int height, int format) switch (format) { - case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case UNCOMPRESSED_GRAY_ALPHA: - case UNCOMPRESSED_R5G6B5: - case UNCOMPRESSED_R5G5B5A1: - case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case UNCOMPRESSED_R8G8B8: bpp = 24; break; - case UNCOMPRESSED_R32: bpp = 32; break; - case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; - case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; - case COMPRESSED_DXT1_RGB: - case COMPRESSED_DXT1_RGBA: - case COMPRESSED_ETC1_RGB: - case COMPRESSED_ETC2_RGB: - case COMPRESSED_PVRT_RGB: - case COMPRESSED_PVRT_RGBA: bpp = 4; break; - case COMPRESSED_DXT3_RGBA: - case COMPRESSED_DXT5_RGBA: - case COMPRESSED_ETC2_EAC_RGBA: - case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case PIXELFORMAT_COMPRESSED_DXT1_RGB: + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: + case PIXELFORMAT_COMPRESSED_ETC1_RGB: + case PIXELFORMAT_COMPRESSED_ETC2_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: + case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: + case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; default: break; } @@ -3803,8 +3803,8 @@ int GetPixelDataSize(int width, int height, int format) // if texture is smaller, minimum dataSize is 8 or 16 if ((width < 4) && (height < 4)) { - if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8; - else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; + else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; } return dataSize; @@ -3902,7 +3902,7 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) memcpy(image.data, fileDataPtr, dataSize); - image.format = UNCOMPRESSED_R5G6B5; + image.format = PIXELFORMAT_UNCOMPRESSED_R5G6B5; } else if (ddsHeader->ddspf.flags == 0x41) // with alpha channel { @@ -3923,7 +3923,7 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) ((unsigned short *)image.data)[i] += alpha; } - image.format = UNCOMPRESSED_R5G5B5A1; + image.format = PIXELFORMAT_UNCOMPRESSED_R5G5B5A1; } else if (ddsHeader->ddspf.aBitMask == 0xf000) // 4bit alpha { @@ -3942,7 +3942,7 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) ((unsigned short *)image.data)[i] += alpha; } - image.format = UNCOMPRESSED_R4G4B4A4; + image.format = PIXELFORMAT_UNCOMPRESSED_R4G4B4A4; } } } @@ -3953,7 +3953,7 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) memcpy(image.data, fileDataPtr, dataSize); - image.format = UNCOMPRESSED_R8G8B8; + image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8; } else if (ddsHeader->ddspf.flags == 0x41 && ddsHeader->ddspf.rgbBitCount == 32) // DDS_RGBA, no compressed { @@ -3974,7 +3974,7 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) ((unsigned char *)image.data)[i + 2] = blue; } - image.format = UNCOMPRESSED_R8G8B8A8; + image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; } else if (((ddsHeader->ddspf.flags == 0x04) || (ddsHeader->ddspf.flags == 0x05)) && (ddsHeader->ddspf.fourCC > 0)) // Compressed { @@ -3992,11 +3992,11 @@ static Image LoadDDS(const unsigned char *fileData, unsigned int fileSize) { case FOURCC_DXT1: { - if (ddsHeader->ddspf.flags == 0x04) image.format = COMPRESSED_DXT1_RGB; - else image.format = COMPRESSED_DXT1_RGBA; + if (ddsHeader->ddspf.flags == 0x04) image.format = PIXELFORMAT_COMPRESSED_DXT1_RGB; + else image.format = PIXELFORMAT_COMPRESSED_DXT1_RGBA; } break; - case FOURCC_DXT3: image.format = COMPRESSED_DXT3_RGBA; break; - case FOURCC_DXT5: image.format = COMPRESSED_DXT5_RGBA; break; + case FOURCC_DXT3: image.format = PIXELFORMAT_COMPRESSED_DXT3_RGBA; break; + case FOURCC_DXT5: image.format = PIXELFORMAT_COMPRESSED_DXT5_RGBA; break; default: break; } } @@ -4079,9 +4079,9 @@ static Image LoadPKM(const unsigned char *fileData, unsigned int fileSize) memcpy(image.data, fileDataPtr, dataSize); - if (pkmHeader->format == 0) image.format = COMPRESSED_ETC1_RGB; - else if (pkmHeader->format == 1) image.format = COMPRESSED_ETC2_RGB; - else if (pkmHeader->format == 3) image.format = COMPRESSED_ETC2_EAC_RGBA; + if (pkmHeader->format == 0) image.format = PIXELFORMAT_COMPRESSED_ETC1_RGB; + else if (pkmHeader->format == 1) image.format = PIXELFORMAT_COMPRESSED_ETC2_RGB; + else if (pkmHeader->format == 3) image.format = PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA; } } @@ -4162,9 +4162,9 @@ static Image LoadKTX(const unsigned char *fileData, unsigned int fileSize) memcpy(image.data, fileDataPtr, dataSize); - if (ktxHeader->glInternalFormat == 0x8D64) image.format = COMPRESSED_ETC1_RGB; - else if (ktxHeader->glInternalFormat == 0x9274) image.format = COMPRESSED_ETC2_RGB; - else if (ktxHeader->glInternalFormat == 0x9278) image.format = COMPRESSED_ETC2_EAC_RGBA; + if (ktxHeader->glInternalFormat == 0x8D64) image.format = PIXELFORMAT_COMPRESSED_ETC1_RGB; + else if (ktxHeader->glInternalFormat == 0x9274) image.format = PIXELFORMAT_COMPRESSED_ETC2_RGB; + else if (ktxHeader->glInternalFormat == 0x9278) image.format = PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA; } } @@ -4358,24 +4358,24 @@ static Image LoadPVR(const unsigned char *fileData, unsigned int fileSize) image.mipmaps = pvrHeader->numMipmaps; // Check data format - if (((pvrHeader->channels[0] == 'l') && (pvrHeader->channels[1] == 0)) && (pvrHeader->channelDepth[0] == 8)) image.format = UNCOMPRESSED_GRAYSCALE; - else if (((pvrHeader->channels[0] == 'l') && (pvrHeader->channels[1] == 'a')) && ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8))) image.format = UNCOMPRESSED_GRAY_ALPHA; + if (((pvrHeader->channels[0] == 'l') && (pvrHeader->channels[1] == 0)) && (pvrHeader->channelDepth[0] == 8)) image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; + else if (((pvrHeader->channels[0] == 'l') && (pvrHeader->channels[1] == 'a')) && ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8))) image.format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA; else if ((pvrHeader->channels[0] == 'r') && (pvrHeader->channels[1] == 'g') && (pvrHeader->channels[2] == 'b')) { if (pvrHeader->channels[3] == 'a') { - if ((pvrHeader->channelDepth[0] == 5) && (pvrHeader->channelDepth[1] == 5) && (pvrHeader->channelDepth[2] == 5) && (pvrHeader->channelDepth[3] == 1)) image.format = UNCOMPRESSED_R5G5B5A1; - else if ((pvrHeader->channelDepth[0] == 4) && (pvrHeader->channelDepth[1] == 4) && (pvrHeader->channelDepth[2] == 4) && (pvrHeader->channelDepth[3] == 4)) image.format = UNCOMPRESSED_R4G4B4A4; - else if ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8) && (pvrHeader->channelDepth[2] == 8) && (pvrHeader->channelDepth[3] == 8)) image.format = UNCOMPRESSED_R8G8B8A8; + if ((pvrHeader->channelDepth[0] == 5) && (pvrHeader->channelDepth[1] == 5) && (pvrHeader->channelDepth[2] == 5) && (pvrHeader->channelDepth[3] == 1)) image.format = PIXELFORMAT_UNCOMPRESSED_R5G5B5A1; + else if ((pvrHeader->channelDepth[0] == 4) && (pvrHeader->channelDepth[1] == 4) && (pvrHeader->channelDepth[2] == 4) && (pvrHeader->channelDepth[3] == 4)) image.format = PIXELFORMAT_UNCOMPRESSED_R4G4B4A4; + else if ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8) && (pvrHeader->channelDepth[2] == 8) && (pvrHeader->channelDepth[3] == 8)) image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; } else if (pvrHeader->channels[3] == 0) { - if ((pvrHeader->channelDepth[0] == 5) && (pvrHeader->channelDepth[1] == 6) && (pvrHeader->channelDepth[2] == 5)) image.format = UNCOMPRESSED_R5G6B5; - else if ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8) && (pvrHeader->channelDepth[2] == 8)) image.format = UNCOMPRESSED_R8G8B8; + if ((pvrHeader->channelDepth[0] == 5) && (pvrHeader->channelDepth[1] == 6) && (pvrHeader->channelDepth[2] == 5)) image.format = PIXELFORMAT_UNCOMPRESSED_R5G6B5; + else if ((pvrHeader->channelDepth[0] == 8) && (pvrHeader->channelDepth[1] == 8) && (pvrHeader->channelDepth[2] == 8)) image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8; } } - else if (pvrHeader->channels[0] == 2) image.format = COMPRESSED_PVRT_RGB; - else if (pvrHeader->channels[0] == 3) image.format = COMPRESSED_PVRT_RGBA; + else if (pvrHeader->channels[0] == 2) image.format = PIXELFORMAT_COMPRESSED_PVRT_RGB; + else if (pvrHeader->channels[0] == 3) image.format = PIXELFORMAT_COMPRESSED_PVRT_RGBA; fileDataPtr += pvrHeader->metaDataSize; // Skip meta data header @@ -4383,15 +4383,15 @@ static Image LoadPVR(const unsigned char *fileData, unsigned int fileSize) int bpp = 0; switch (image.format) { - case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case UNCOMPRESSED_GRAY_ALPHA: - case UNCOMPRESSED_R5G5B5A1: - case UNCOMPRESSED_R5G6B5: - case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case UNCOMPRESSED_R8G8B8: bpp = 24; break; - case COMPRESSED_PVRT_RGB: - case COMPRESSED_PVRT_RGBA: bpp = 4; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case PIXELFORMAT_COMPRESSED_PVRT_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; default: break; } @@ -4470,8 +4470,8 @@ static Image LoadASTC(const unsigned char *fileData, unsigned int fileSize) memcpy(image.data, fileDataPtr, dataSize); - if (bpp == 8) image.format = COMPRESSED_ASTC_4x4_RGBA; - else if (bpp == 2) image.format = COMPRESSED_ASTC_8x8_RGBA; + if (bpp == 8) image.format = PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA; + else if (bpp == 2) image.format = PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA; } else TRACELOG(LOG_WARNING, "IMAGE: ASTC block size configuration not supported"); }