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https://github.com/raylib-cs/raylib-cs
synced 2025-04-05 11:19:39 -04:00
Fix enum naming
- Add missing prefixes to enums to match raylib. - Add aliases for a few enum types
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@ -640,88 +640,94 @@ namespace Raylib_cs
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/// <summary>Material map index</summary>
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/// <summary>Material map index</summary>
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public enum MaterialMapIndex
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public enum MaterialMapIndex
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{
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{
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MAP_ALBEDO = 0, // MAP_DIFFUSE
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MATERIAL_MAP_ALBEDO = 0, // MAP_DIFFUSE
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MAP_METALNESS = 1, // MAP_SPECULAR
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MATERIAL_MAP_METALNESS = 1, // MAP_SPECULAR
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MAP_NORMAL = 2,
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MATERIAL_MAP_NORMAL = 2,
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MAP_ROUGHNESS = 3,
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MATERIAL_MAP_ROUGHNESS = 3,
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MAP_OCCLUSION,
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MATERIAL_MAP_OCCLUSION,
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MAP_EMISSION,
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MATERIAL_MAP_EMISSION,
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MAP_HEIGHT,
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MATERIAL_MAP_HEIGHT,
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MATERIAL_MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_BRDF
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MATERIAL_MAP_BRDF,
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MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
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MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
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}
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}
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/// <summary>Shader location index</summary>
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/// <summary>Shader location index</summary>
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public enum ShaderLocationIndex
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public enum ShaderLocationIndex
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{
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{
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LOC_VERTEX_POSITION = 0,
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SHADER_LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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SHADER_LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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SHADER_LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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SHADER_LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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SHADER_LOC_VERTEX_COLOR,
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LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_MVP,
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LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_MODEL,
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LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_VIEW,
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LOC_MATRIX_PROJECTION,
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SHADER_LOC_MATRIX_PROJECTION,
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LOC_VECTOR_VIEW,
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SHADER_LOC_VECTOR_VIEW,
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LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_DIFFUSE,
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LOC_COLOR_SPECULAR,
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SHADER_LOC_COLOR_SPECULAR,
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LOC_COLOR_AMBIENT,
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SHADER_LOC_COLOR_AMBIENT,
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
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SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
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SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
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LOC_MAP_NORMAL,
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SHADER_LOC_MAP_NORMAL,
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LOC_MAP_ROUGHNESS,
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SHADER_LOC_MAP_ROUGHNESS,
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LOC_MAP_OCCLUSION,
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SHADER_LOC_MAP_OCCLUSION,
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LOC_MAP_EMISSION,
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SHADER_LOC_MAP_EMISSION,
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LOC_MAP_HEIGHT,
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SHADER_LOC_MAP_HEIGHT,
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LOC_MAP_CUBEMAP,
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SHADER_LOC_MAP_CUBEMAP,
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LOC_MAP_IRRADIANCE,
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SHADER_LOC_MAP_IRRADIANCE,
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LOC_MAP_PREFILTER,
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SHADER_LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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SHADER_LOC_MAP_BRDF,
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SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO,
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SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS,
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}
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}
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/// <summary>Shader uniform data type</summary>
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/// <summary>Shader uniform data type</summary>
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public enum ShaderUniformDataType
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public enum ShaderUniformDataType
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{
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{
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UNIFORM_FLOAT = 0,
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SHADER_UNIFORM_FLOAT = 0,
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UNIFORM_VEC2,
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SHADER_UNIFORM_VEC2,
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UNIFORM_VEC3,
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SHADER_UNIFORM_VEC3,
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UNIFORM_VEC4,
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SHADER_UNIFORM_VEC4,
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UNIFORM_INT,
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SHADER_UNIFORM_INT,
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UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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SHADER_UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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SHADER_UNIFORM_SAMPLER2D
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}
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}
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/// <summary>Pixel formats
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/// <summary>Pixel formats
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/// NOTE: Support depends on OpenGL version and platform</summary>
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/// NOTE: Support depends on OpenGL version and platform</summary>
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public enum PixelFormat
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public enum PixelFormat
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{
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{
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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UNCOMPRESSED_R5G6B5, // 16 bpp
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PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
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UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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}
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}
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/// <summary>Texture parameters: filter mode
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/// <summary>Texture parameters: filter mode
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@ -729,21 +735,21 @@ namespace Raylib_cs
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/// NOTE 2: Filter is accordingly set for minification and magnification</summary>
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/// NOTE 2: Filter is accordingly set for minification and magnification</summary>
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public enum TextureFilter
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public enum TextureFilter
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{
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{
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FILTER_POINT = 0, // No filter, just pixel aproximation
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TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
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FILTER_BILINEAR, // Linear filtering
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TEXTURE_FILTER_BILINEAR, // Linear filtering
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
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TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
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FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
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TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
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FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
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TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
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FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
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TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
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}
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}
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/// <summary>Texture parameters: wrap mode</summary>
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/// <summary>Texture parameters: wrap mode</summary>
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public enum TextureWrap
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public enum TextureWrap
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{
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{
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WRAP_REPEAT = 0, // Repeats texture in tiled mode
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TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
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WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
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TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
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WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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}
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}
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/// <summary>Cubemap layouts</summary>
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/// <summary>Cubemap layouts</summary>
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@ -773,7 +779,7 @@ namespace Raylib_cs
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BLEND_MULTIPLIED, // Blend textures multiplying colors
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BLEND_MULTIPLIED, // Blend textures multiplying colors
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BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
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BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
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}
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}
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/// <summary>Gestures
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/// <summary>Gestures
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