diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 3377aeaf5..59fc8307c 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -28,7 +28,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 1.8f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 60.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; // Generates some random columns float heights[MAX_COLUMNS] = { 0 }; diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c index 5053fd63a..f469d121d 100644 --- a/examples/core/core_3d_camera_free.c +++ b/examples/core/core_3d_camera_free.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core/core_3d_camera_mode.c b/examples/core/core_3d_camera_mode.c index eae6c888c..48bac9d72 100644 --- a/examples/core/core_3d_camera_mode.c +++ b/examples/core/core_3d_camera_mode.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c index 1360f006d..99b681e33 100644 --- a/examples/core/core_3d_picking.c +++ b/examples/core/core_3d_picking.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index cd7777e6d..a7ea8247d 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -32,7 +32,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); Model model = LoadModelFromMesh(mesh); diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 8d24983cc..8d0247f83 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -66,7 +66,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 60.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera type + camera.projection = CAMERA_PERSPECTIVE; // Camera type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index be1a96b9d..d951c9220 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector2 cubeScreenPosition = { 0.0f, 0.0f }; diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index a80c8c968..778e347e6 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -37,7 +37,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 597e9a609..0a7e878ba 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c index 39477927c..c1feb8027 100644 --- a/examples/models/models_geometric_shapes.c +++ b/examples/models/models_geometric_shapes.c @@ -26,7 +26,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_gltf_animation.c b/examples/models/models_gltf_animation.c index 0efced5e6..8bd812d61 100644 --- a/examples/models/models_gltf_animation.c +++ b/examples/models/models_gltf_animation.c @@ -37,7 +37,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and // basic data diff --git a/examples/models/models_gltf_model.c b/examples/models/models_gltf_model.c index 2e9e84563..3940315a9 100644 --- a/examples/models/models_gltf_model.c +++ b/examples/models/models_gltf_model.c @@ -37,7 +37,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Model model[7]; diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index 951aee5d4..2af80c976 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -35,7 +35,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Model model = LoadModel("resources/models/castle.obj"); // Load model Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 4155a6b11..fb3f95698 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -46,7 +46,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type // Load model and PBR material Model model = LoadModel("resources/pbr/trooper.obj"); diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 417101892..8ade0b060 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -31,7 +31,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Ray ray = { 0 }; // Picking ray diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c index 8c9b5b1c5..7dd5fde25 100644 --- a/examples/models/models_orthographic_projection.c +++ b/examples/models/models_orthographic_projection.c @@ -40,15 +40,15 @@ int main(void) //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) { - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.projection == CAMERA_PERSPECTIVE) { camera.fovy = WIDTH_ORTHOGRAPHIC; - camera.type = CAMERA_ORTHOGRAPHIC; + camera.projection = CAMERA_ORTHOGRAPHIC; } else { camera.fovy = FOVY_PERSPECTIVE; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; } } //---------------------------------------------------------------------------------- @@ -81,8 +81,8 @@ int main(void) DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY); - if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK); - else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK); + if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK); + else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK); DrawFPS(10, 10); diff --git a/projects/VSCode/main.c b/projects/VSCode/main.c index 88f356eac..835b4b08f 100644 --- a/projects/VSCode/main.c +++ b/projects/VSCode/main.c @@ -35,7 +35,7 @@ int main() camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 60.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; SetCameraMode(camera, CAMERA_ORBITAL); diff --git a/projects/VSCode_tcc_win/main.c b/projects/VSCode_tcc_win/main.c index 7a68a373e..ed1bbcfd5 100644 --- a/projects/VSCode_tcc_win/main.c +++ b/projects/VSCode_tcc_win/main.c @@ -36,7 +36,7 @@ int main() camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 60.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; SetCameraMode(camera, CAMERA_ORBITAL); diff --git a/src/core.c b/src/core.c index d01032ac7..6e427ef39 100644 --- a/src/core.c +++ b/src/core.c @@ -1914,10 +1914,10 @@ void BeginMode3D(Camera3D camera) float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; double top = 0; - if (camera.type == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); - else if (camera.type == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0; + if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); + else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0; - rlFrustum(-right, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + rlFrustum(-top*aspect, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); // NOTE: zNear and zFar values are important when computing depth buffer values @@ -2026,12 +2026,12 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) Matrix matProj = MatrixIdentity(); - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - else if (camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.projection == CAMERA_ORTHOGRAPHIC) { float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; double top = camera.fovy/2.0; @@ -2053,8 +2053,8 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) // Calculate normalized direction vector Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); - if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; - else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; + if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position; + else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; // Apply calculated vectors to ray ray.direction = direction; @@ -2110,12 +2110,12 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh // Calculate projection matrix (from perspective instead of frustum Matrix matProj = MatrixIdentity(); - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - else if (camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.projection == CAMERA_ORTHOGRAPHIC) { float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; double top = camera.fovy/2.0; diff --git a/src/raylib.h b/src/raylib.h index 3efaf039c..ae1b494e0 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -293,7 +293,7 @@ typedef struct Camera3D { Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - int type; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D