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	Improved library consistency
Functions renamed to improve library consistency
This commit is contained in:
		| @@ -33,7 +33,7 @@ int main() | |||||||
|     Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |     Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | ||||||
|  |  | ||||||
|     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | ||||||
|     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map) | ||||||
|     SetModelTexture(&dwarf, texture);                                       // Bind texture to model |     SetModelTexture(&dwarf, texture);                                       // Bind texture to model | ||||||
|  |  | ||||||
|     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position |     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position | ||||||
| @@ -94,10 +94,12 @@ int main() | |||||||
|              |              | ||||||
|             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes) |             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes) | ||||||
|              |              | ||||||
|             SetCustomShader(shader); |             BeginShaderMode(shader); | ||||||
|  |              | ||||||
|                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) |                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | ||||||
|                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); |                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); | ||||||
|             SetDefaultShader(); |              | ||||||
|  |             EndShaderMode(); | ||||||
|              |              | ||||||
|             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | ||||||
|  |  | ||||||
|   | |||||||
| @@ -33,7 +33,7 @@ int main() | |||||||
|     Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |     Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | ||||||
|      |      | ||||||
|     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | ||||||
|     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map) | ||||||
|     SetModelTexture(&dwarf, texture);                                       // Bind texture to model |     SetModelTexture(&dwarf, texture);                                       // Bind texture to model | ||||||
|  |  | ||||||
|     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position |     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position | ||||||
| @@ -80,10 +80,12 @@ int main() | |||||||
|                  |                  | ||||||
|             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes) |             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes) | ||||||
|              |              | ||||||
|             SetCustomShader(shader); |             BeginShaderMode(shader); | ||||||
|  |              | ||||||
|                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) |                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | ||||||
|                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); |                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); | ||||||
|             SetDefaultShader(); |                  | ||||||
|  |             EndShaderMode(); | ||||||
|              |              | ||||||
|             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); | ||||||
|  |  | ||||||
|   | |||||||
| @@ -65,7 +65,7 @@ int main() | |||||||
|  |  | ||||||
|              |              | ||||||
|             // Activate our custom shader to be applied on next shapes/textures drawings |             // Activate our custom shader to be applied on next shapes/textures drawings | ||||||
|             SetCustomShader(shader); |             BeginShaderMode(shader); | ||||||
|              |              | ||||||
|                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); |                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); | ||||||
|  |  | ||||||
| @@ -74,7 +74,7 @@ int main() | |||||||
|                 DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); |                 DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); | ||||||
|  |  | ||||||
|             // Activate our default shader for next drawings |             // Activate our default shader for next drawings | ||||||
|             SetDefaultShader(); |             EndShaderMode(); | ||||||
|              |              | ||||||
|             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); |             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); | ||||||
|              |              | ||||||
| @@ -89,12 +89,12 @@ int main() | |||||||
|             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); |             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); | ||||||
|              |              | ||||||
|             // Activate our custom shader to be applied on next shapes/textures drawings |             // Activate our custom shader to be applied on next shapes/textures drawings | ||||||
|             SetCustomShader(shader); |             BeginShaderMode(shader); | ||||||
|  |  | ||||||
|                 DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader |                 DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader | ||||||
|              |              | ||||||
|             // Activate our default shader for next drawings |             // Activate our default shader for next drawings | ||||||
|             SetDefaultShader(); |             EndShaderMode(); | ||||||
|              |              | ||||||
|         EndDrawing(); |         EndDrawing(); | ||||||
|         //---------------------------------------------------------------------------------- |         //---------------------------------------------------------------------------------- | ||||||
|   | |||||||
| @@ -102,7 +102,7 @@ int main() | |||||||
|  |  | ||||||
|             ClearBackground(DARKGRAY); |             ClearBackground(DARKGRAY); | ||||||
|              |              | ||||||
|             SetBlendMode(blending); |             BeginBlendMode(blending); | ||||||
|  |  | ||||||
|                 // Draw active particles |                 // Draw active particles | ||||||
|                 for (int i = 0; i < MAX_PARTICLES; i++) |                 for (int i = 0; i < MAX_PARTICLES; i++) | ||||||
| @@ -113,9 +113,11 @@ int main() | |||||||
|                                                            Fade(mouseTail[i].color, mouseTail[i].alpha)); |                                                            Fade(mouseTail[i].color, mouseTail[i].alpha)); | ||||||
|                 } |                 } | ||||||
|              |              | ||||||
|             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, RAYWHITE); |             EndBlendMode(); | ||||||
|              |              | ||||||
|             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, RAYWHITE); |             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); | ||||||
|  |              | ||||||
|  |             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); | ||||||
|             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); |             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); | ||||||
|              |              | ||||||
|         EndDrawing(); |         EndDrawing(); | ||||||
|   | |||||||
| @@ -860,8 +860,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p | |||||||
| //------------------------------------------------------------------------------------ | //------------------------------------------------------------------------------------ | ||||||
| Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations | Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations | ||||||
| void UnloadShader(Shader shader);                                   // Unload a custom shader from memory | void UnloadShader(Shader shader);                                   // Unload a custom shader from memory | ||||||
| void SetDefaultShader(void);                                        // Set default shader to be used in batch draw |  | ||||||
| void SetCustomShader(Shader shader);                                // Set custom shader to be used in batch draw |  | ||||||
| Shader GetDefaultShader(void);                                      // Get default shader | Shader GetDefaultShader(void);                                      // Get default shader | ||||||
| Shader GetStandardShader(void);                                     // Get default shader | Shader GetStandardShader(void);                                     // Get default shader | ||||||
| Texture2D GetDefaultTexture(void);                                  // Get default texture | Texture2D GetDefaultTexture(void);                                  // Get default texture | ||||||
| @@ -871,7 +870,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S | |||||||
| void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int) | void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int) | ||||||
| void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4) | void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4) | ||||||
|  |  | ||||||
| void SetBlendMode(int mode);                                        // Set blending mode (alpha, additive, multiplied) | void BeginShaderMode(Shader shader);                                // Begin custom shader drawing | ||||||
|  | void EndShaderMode(void);                                           // End custom shader drawing (use default shader) | ||||||
|  | void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied) | ||||||
|  | void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending) | ||||||
|  |  | ||||||
| Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool | Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool | ||||||
| void DestroyLight(Light light);                                     // Destroy a light and take it out of the list | void DestroyLight(Light light);                                     // Destroy a light and take it out of the list | ||||||
|   | |||||||
							
								
								
									
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								src/rlgl.c
									
									
									
									
									
								
							
							
						
						
									
										18
									
								
								src/rlgl.c
									
									
									
									
									
								
							| @@ -2157,7 +2157,7 @@ void UnloadShader(Shader shader) | |||||||
| } | } | ||||||
|  |  | ||||||
| // Set custom shader to be used on batch draw | // Set custom shader to be used on batch draw | ||||||
| void SetCustomShader(Shader shader) | void BeginShaderMode(Shader shader) | ||||||
| { | { | ||||||
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | ||||||
|     if (currentShader.id != shader.id) |     if (currentShader.id != shader.id) | ||||||
| @@ -2169,10 +2169,10 @@ void SetCustomShader(Shader shader) | |||||||
| } | } | ||||||
|  |  | ||||||
| // Set default shader to be used in batch draw | // Set default shader to be used in batch draw | ||||||
| void SetDefaultShader(void) | void EndShaderMode(void) | ||||||
| { | { | ||||||
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | ||||||
|     SetCustomShader(defaultShader); |     BeginShaderMode(defaultShader); | ||||||
| #endif | #endif | ||||||
| } | } | ||||||
|  |  | ||||||
| @@ -2254,9 +2254,9 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) | |||||||
| #endif | #endif | ||||||
| } | } | ||||||
|  |  | ||||||
| // Set blending mode (alpha, additive, multiplied) | // Begin blending mode (alpha, additive, multiplied) | ||||||
| // NOTE: Only 3 blending modes predefined | // NOTE: Only 3 blending modes supported, default blend mode is alpha | ||||||
| void SetBlendMode(int mode) | void BeginBlendMode(int mode) | ||||||
| { | { | ||||||
|     if ((blendMode != mode) && (mode < 3)) |     if ((blendMode != mode) && (mode < 3)) | ||||||
|     { |     { | ||||||
| @@ -2274,6 +2274,12 @@ void SetBlendMode(int mode) | |||||||
|     } |     } | ||||||
| } | } | ||||||
|  |  | ||||||
|  | // End blending mode (reset to default: alpha blending) | ||||||
|  | void EndBlendMode(void) | ||||||
|  | { | ||||||
|  |     BeginBlendMode(BLEND_ALPHA); | ||||||
|  | } | ||||||
|  |  | ||||||
| // Create a new light, initialize it and add to pool | // Create a new light, initialize it and add to pool | ||||||
| Light CreateLight(int type, Vector3 position, Color diffuse) | Light CreateLight(int type, Vector3 position, Color diffuse) | ||||||
| { | { | ||||||
|   | |||||||
| @@ -317,9 +317,9 @@ void *rlglReadTexturePixels(Texture2D texture);                     // Read text | |||||||
| //------------------------------------------------------------------------------------ | //------------------------------------------------------------------------------------ | ||||||
| Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations | Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations | ||||||
| void UnloadShader(Shader shader);                                   // Unload a custom shader from memory | void UnloadShader(Shader shader);                                   // Unload a custom shader from memory | ||||||
| void SetCustomShader(Shader shader);                                // Set custom shader to be used in batch draw |  | ||||||
| void SetDefaultShader(void);                                        // Set default shader to be used in batch draw |  | ||||||
| Shader GetDefaultShader(void);                                      // Get default shader | Shader GetDefaultShader(void);                                      // Get default shader | ||||||
|  | Shader GetStandardShader(void);                                     // Get default shader | ||||||
| Texture2D GetDefaultTexture(void);                                  // Get default texture | Texture2D GetDefaultTexture(void);                                  // Get default texture | ||||||
|  |  | ||||||
| int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location | int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location | ||||||
| @@ -327,7 +327,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S | |||||||
| void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int) | void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int) | ||||||
| void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4) | void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4) | ||||||
|  |  | ||||||
| void SetBlendMode(int mode);                                        // Set blending mode (alpha, additive, multiplied) | void BeginShaderMode(Shader shader);                                // Begin custom shader drawing | ||||||
|  | void EndShaderMode(void);                                           // End custom shader drawing (use default shader) | ||||||
|  | void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied) | ||||||
|  | void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending) | ||||||
|  |  | ||||||
| Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool | Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool | ||||||
| void DestroyLight(Light light);                                     // Destroy a light and take it out of the list | void DestroyLight(Light light);                                     // Destroy a light and take it out of the list | ||||||
|   | |||||||
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