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mirror of 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
This commit is contained in:
ChrisDill 2021-05-11 08:18:53 +01:00
parent d342e5427f
commit 3c2f2b4064

View File

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