فهرست منبع

WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency

Some enums values have been renamed to be more consistent and also provide a more detailed description:
 - ShaderLocationIndex:    LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
 - ShaderUniformDataType:  UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
 - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
Ray 4 سال پیش
والد
کامیت
01e28263be
33فایلهای تغییر یافته به همراه687 افزوده شده و 685 حذف شده
  1. 1 1
      examples/models/models_cubicmap.c
  2. 1 1
      examples/models/models_first_person_maze.c
  3. 1 1
      examples/models/models_heightmap.c
  4. 3 3
      examples/models/models_loading.c
  5. 44 44
      examples/models/models_material_pbr.c
  6. 1 1
      examples/models/models_mesh_generation.c
  7. 1 1
      examples/models/models_mesh_picking.c
  8. 11 11
      examples/models/models_skybox.c
  9. 3 3
      examples/models/models_yaw_pitch_roll.c
  10. 5 5
      examples/models/rlights.h
  11. 5 5
      examples/shaders/rlights.h
  12. 7 7
      examples/shaders/shaders_basic_lighting.c
  13. 2 2
      examples/shaders/shaders_custom_uniform.c
  14. 9 9
      examples/shaders/shaders_fog.c
  15. 4 4
      examples/shaders/shaders_hot_reloading.c
  16. 8 8
      examples/shaders/shaders_julia_set.c
  17. 1 1
      examples/shaders/shaders_model_shader.c
  18. 1 1
      examples/shaders/shaders_palette_switch.c
  19. 1 1
      examples/shaders/shaders_postprocessing.c
  20. 5 5
      examples/shaders/shaders_raymarching.c
  21. 6 6
      examples/shaders/shaders_rlgl_mesh_instanced.c
  22. 8 8
      examples/shaders/shaders_simple_mask.c
  23. 5 5
      examples/shaders/shaders_spotlight.c
  24. 2 2
      examples/shaders/shaders_texture_drawing.c
  25. 8 8
      examples/shaders/shaders_texture_waves.c
  26. 1 1
      examples/textures/textures_image_processing.c
  27. 2 2
      examples/textures/textures_raw_data.c
  28. 2 2
      src/core.c
  29. 35 35
      src/models.c
  30. 79 77
      src/raylib.h
  31. 265 265
      src/rlgl.h
  32. 8 8
      src/text.c
  33. 152 152
      src/textures.c

+ 1 - 1
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
 

+ 1 - 1
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);

+ 1 - 1
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

+ 3 - 3
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;
                 }
             }
 

+ 44 - 44
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);
     //--------------------------------------------------------------------------------------------------------
 

+ 1 - 1
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 };

+ 1 - 1
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

+ 11 - 11
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
 

+ 3 - 3
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);

+ 5 - 5
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

+ 5 - 5
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

+ 7 - 7
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

+ 2 - 2
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
         //----------------------------------------------------------------------------------

+ 9 - 9
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

+ 4 - 4
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;

+ 8 - 8
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);
         }
         //----------------------------------------------------------------------------------
 

+ 1 - 1
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
 

+ 1 - 1
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

+ 1 - 1
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
 

+ 5 - 5
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);
         }
         //----------------------------------------------------------------------------------
 

+ 6 - 6
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++)

+ 8 - 8
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);

+ 5 - 5
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

+ 2 - 2
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

+ 8 - 8
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, &ampX, UNIFORM_FLOAT);
-    SetShaderValue(shader, ampYLoc, &ampY, 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, &ampX, SHADER_UNIFORM_FLOAT);
+    SetShaderValue(shader, ampYLoc, &ampY, 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

+ 1 - 1
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);

+ 2 - 2
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
     };        
     

+ 2 - 2
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)

+ 35 - 35
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);
                 }
             }

+ 79 - 77
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

+ 265 - 265
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, "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, "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, 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;

+ 8 - 8
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
         };
 

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 152 - 152
src/textures.c


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