Kaynağa Gözat

Renamed some functions

- Renamed Begin3dMode() --> BeginMode3D()
- Renamed Begin2dMode() --> BeginMode2D()
- Renamed End3dMode() --> EndMode3D()
- Renamed End2dMode() --> EndMode2D()
Ray San 7 yıl önce
ebeveyn
işleme
6045062a05

+ 2 - 2
examples/core/core_2d_camera.c

@@ -97,7 +97,7 @@ int main()
         
             ClearBackground(RAYWHITE);
         
-            Begin2dMode(camera);
+            BeginMode2D(camera);
 
                 DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
                 
@@ -108,7 +108,7 @@ int main()
                 DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
                 DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
                 
-            End2dMode();
+            EndMode2D();
             
             DrawText("SCREEN AREA", 640, 10, 20, RED);
             

+ 2 - 2
examples/core/core_3d_camera_first_person.c

@@ -61,7 +61,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
                 DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE);     // Draw a blue wall
@@ -75,7 +75,7 @@ int main()
                     DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
                 }
 
-            End3dMode();
+            EndMode3D();
             
             DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines( 10, 10, 220, 70, BLUE);

+ 2 - 2
examples/core/core_3d_camera_free.c

@@ -50,14 +50,14 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                 DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
             
             DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines( 10, 10, 320, 133, BLUE);

+ 2 - 2
examples/core/core_3d_mode.c

@@ -46,14 +46,14 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                 DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
 
             DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
 

+ 2 - 2
examples/core/core_3d_picking.c

@@ -63,7 +63,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 if (collision)
                 {
@@ -81,7 +81,7 @@ int main()
                 DrawRay(ray, MAROON);
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
 
             DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
 

+ 2 - 2
examples/core/core_vr_simulator.c

@@ -57,14 +57,14 @@ int main()
             
             BeginVrDrawing();
 
-                Begin3dMode(camera);
+                BeginMode3D(camera);
 
                     DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                     DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
                     DrawGrid(40, 1.0f);
 
-                End3dMode();
+                EndMode3D();
             
             EndVrDrawing();
 

+ 2 - 2
examples/core/core_world_screen.c

@@ -54,14 +54,14 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                 DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
             
             DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
             DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);

+ 2 - 2
examples/models/models_billboard.c

@@ -51,13 +51,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
             
                 DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
                 
                 DrawGrid(10, 1.0f);        // Draw a grid
 
-            End3dMode();
+            EndMode3D();
 
             DrawFPS(10, 10);
 

+ 2 - 2
examples/models/models_box_collisions.c

@@ -87,7 +87,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 // Draw enemy-box
                 DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
@@ -102,7 +102,7 @@ int main()
 
                 DrawGrid(10, 1.0f);        // Draw a grid
 
-            End3dMode();
+            EndMode3D();
             
             DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
 

+ 2 - 2
examples/models/models_cubicmap.c

@@ -56,11 +56,11 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(model, mapPosition, 1.0f, WHITE);
 
-            End3dMode();
+            EndMode3D();
             
             DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
             DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);

+ 2 - 2
examples/models/models_geometric_shapes.c

@@ -45,7 +45,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
                 DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
@@ -63,7 +63,7 @@ int main()
 
                 DrawGrid(10, 1.0f);        // Draw a grid
 
-            End3dMode();
+            EndMode3D();
 
             DrawFPS(10, 10);
 

+ 2 - 2
examples/models/models_heightmap.c

@@ -53,13 +53,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(model, mapPosition, 1.0f, RED);
 
                 DrawGrid(20, 1.0f);
 
-            End3dMode();
+            EndMode3D();
             
             DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
             DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);

+ 2 - 2
examples/models/models_material_pbr.c

@@ -73,13 +73,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(model, Vector3Zero(), 1.0f, WHITE);
                 
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
 
             DrawFPS(10, 10);
 

+ 2 - 2
examples/models/models_mesh_generation.c

@@ -72,13 +72,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(models[currentModel], position, 1.0f, WHITE);
 
                 DrawGrid(10, 1.0);
 
-            End3dMode();
+            EndMode3D();
             
             DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));

+ 2 - 2
examples/models/models_mesh_picking.c

@@ -120,7 +120,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 // Draw the tower
                 DrawModel(tower, towerPos, 1.0, WHITE);
@@ -151,7 +151,7 @@ int main()
                 
                 DrawGrid(100, 1.0f);
 
-            End3dMode();
+            EndMode3D();
             
             // Draw some debug GUI text
             DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);

+ 2 - 2
examples/models/models_obj_loading.c

@@ -50,7 +50,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
@@ -58,7 +58,7 @@ int main()
 
                 DrawGizmo(position);        // Draw gizmo
 
-            End3dMode();
+            EndMode3D();
             
             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
 

+ 2 - 2
examples/models/models_orthographic_projection.c

@@ -57,7 +57,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
                 DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
@@ -75,7 +75,7 @@ int main()
 
                 DrawGrid(10, 1.0f);        // Draw a grid
 
-            End3dMode();
+            EndMode3D();
 
             DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
 

+ 2 - 2
examples/models/models_skybox.c

@@ -60,13 +60,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
                 
                 DrawGrid(10, 1.0f);
 
-            End3dMode();
+            EndMode3D();
 
             DrawFPS(10, 10);
 

+ 2 - 2
examples/models/models_yaw_pitch_roll.c

@@ -137,12 +137,12 @@ int main()
             EndTextureMode();
 
             // Draw 3D model (recomended to draw 3D always before 2D)
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE);   // Draw 3d model with texture
                 DrawGrid(10, 10.0f);
 
-            End3dMode();
+            EndMode3D();
 
             // Draw 2D GUI stuff
             DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);

+ 2 - 2
examples/others/oculus_rift.c

@@ -151,14 +151,14 @@ int main()
             if (vrDeviceReady) BeginOculusDrawing();
             else BeginVrDrawing();
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                 DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
                 DrawGrid(40, 1.0f);
 
-            End3dMode();
+            EndMode3D();
             
             if (vrDeviceReady) EndOculusDrawing();
             else EndVrDrawing();

+ 2 - 2
examples/others/standard_lighting.c

@@ -159,7 +159,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
                 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
                 
@@ -169,7 +169,7 @@ int main()
 
                 DrawGrid(10, 1.0f);     // Draw a grid
 
-            End3dMode();
+            EndMode3D();
             
             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
             

+ 2 - 2
examples/shaders/shaders_custom_uniform.c

@@ -85,13 +85,13 @@ int main()
             
             BeginTextureMode(target);   // Enable drawing to texture
 
-                Begin3dMode(camera);
+                BeginMode3D(camera);
 
                     DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
                     DrawGrid(10, 1.0f);     // Draw a grid
 
-                End3dMode();
+                EndMode3D();
                 
                 DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
             

+ 2 - 2
examples/shaders/shaders_model_shader.c

@@ -66,13 +66,13 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            Begin3dMode(camera);
+            BeginMode3D(camera);
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
                 DrawGrid(10, 1.0f);     // Draw a grid
 
-            End3dMode();
+            EndMode3D();
             
             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
             

+ 2 - 2
examples/shaders/shaders_postprocessing.c

@@ -130,13 +130,13 @@ int main()
 
             BeginTextureMode(target);   // Enable drawing to texture
             
-                Begin3dMode(camera);
+                BeginMode3D(camera);
 
                     DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
                     DrawGrid(10, 1.0f);     // Draw a grid
 
-                End3dMode();
+                EndMode3D();
                 
             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes)
             

+ 6 - 6
src/core.c

@@ -117,7 +117,7 @@
 #include <stdlib.h>         // Required for: malloc(), free(), rand(), atexit()
 #include <stdint.h>         // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
 #include <time.h>           // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
-#include <math.h>           // Required for: tan() [Used in Begin3dMode() to set perspective]
+#include <math.h>           // Required for: tan() [Used in BeginMode3D() to set perspective]
 #include <string.h>         // Required for: strrchr(), strcmp()
 //#include <errno.h>          // Macros for reporting and retrieving error conditions through error codes
 #include <ctype.h>          // Required for: tolower() [Used in IsFileExtension()]
@@ -888,7 +888,7 @@ void EndDrawing(void)
 }
 
 // Initialize 2D mode with custom camera (2D)
-void Begin2dMode(Camera2D camera)
+void BeginMode2D(Camera2D camera)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
 
@@ -906,7 +906,7 @@ void Begin2dMode(Camera2D camera)
 }
 
 // Ends 2D mode with custom camera
-void End2dMode(void)
+void EndMode2D(void)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
 
@@ -914,7 +914,7 @@ void End2dMode(void)
 }
 
 // Initializes 3D mode with custom camera (3D)
-void Begin3dMode(Camera camera)
+void BeginMode3D(Camera3D camera)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
     
@@ -954,7 +954,7 @@ void Begin3dMode(Camera camera)
 }
 
 // Ends 3D mode and returns to default 2D orthographic mode
-void End3dMode(void)
+void EndMode3D(void)
 {
     rlglDraw();                         // Process internal buffers (update + draw)
 
@@ -2912,7 +2912,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
     rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
     rlClearScreenBuffers();                     // Clear screen buffers (color and depth)
 
-    // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
+    // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
     // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
     // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
     screenWidth = width;

+ 5 - 5
src/raylib.h

@@ -6,7 +6,7 @@
 *       - Written in plain C code (C99) in PascalCase/camelCase notation
 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-*       - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
+*       - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
 *       - Flexible Materials system, supporting classic maps and PBR maps
@@ -728,10 +728,10 @@ RLAPI void DisableCursor(void);                                   // Disables cu
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
-RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
-RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
-RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginMode2D(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera);                          // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 

+ 1 - 1
src/rlgl.c

@@ -1947,7 +1947,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
     if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
 
     // At this point the modelview matrix just contains the view matrix (camera)
-    // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
+    // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
     Matrix matView = modelview;         // View matrix (camera)
     Matrix matProjection = projection;  // Projection matrix (perspective)