From 8b3d166e3966e14d6d8ed53bf6540e0a03837291 Mon Sep 17 00:00:00 2001 From: CrackedPixel <5776225+CrackedPixel@users.noreply.github.com> Date: Wed, 7 Aug 2024 20:43:16 -0500 Subject: [PATCH] change rendertexture2d to rendertexture --- examples/core/core_smooth_pixelperfect.c | 2 +- examples/core/core_vr_simulator.c | 2 +- examples/core/core_window_letterbox.c | 2 +- examples/shaders/shaders_custom_uniform.c | 4 ++-- examples/shaders/shaders_eratosthenes.c | 2 +- examples/shaders/shaders_hybrid_render.c | 12 ++++++------ examples/shaders/shaders_julia_set.c | 6 +++--- examples/shaders/shaders_postprocessing.c | 4 ++-- examples/shaders/shaders_shadowmap.c | 12 ++++++------ examples/shaders/shaders_write_depth.c | 12 ++++++------ examples/textures/textures_fog_of_war.c | 2 +- examples/textures/textures_mouse_painting.c | 4 ++-- 12 files changed, 32 insertions(+), 32 deletions(-) diff --git a/examples/core/core_smooth_pixelperfect.c b/examples/core/core_smooth_pixelperfect.c index d76557651..b0ac64fe7 100644 --- a/examples/core/core_smooth_pixelperfect.c +++ b/examples/core/core_smooth_pixelperfect.c @@ -41,7 +41,7 @@ int main(void) Camera2D screenSpaceCamera = { 0 }; // Smoothing camera screenSpaceCamera.zoom = 1.0f; - RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects. + RenderTexture target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects. Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f }; Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f }; diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index c98fce931..cb6a7b2aa 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -82,7 +82,7 @@ int main(void) // Initialize framebuffer for stereo rendering // NOTE: Screen size should match HMD aspect ratio - RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution); + RenderTexture target = LoadRenderTexture(device.hResolution, device.vResolution); // The target's height is flipped (in the source Rectangle), due to OpenGL reasons Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height }; diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index ded782431..ce098fe2e 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -37,7 +37,7 @@ int main(void) int gameScreenHeight = 480; // Render texture initialization, used to hold the rendering result so we can easily resize it - RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); + RenderTexture target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use Color colors[10] = { 0 }; diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 9d991bd1a..8861895fe 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -64,8 +64,8 @@ int main(void) float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 }; - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + // Create a RenderTexture to be used for render to texture + RenderTexture target = LoadRenderTexture(screenWidth, screenHeight); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c index 21b7ea8f9..5a475df71 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes.c @@ -45,7 +45,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes"); - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + RenderTexture target = LoadRenderTexture(screenWidth, screenHeight); // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c index 5bf2e49a8..f70126840 100644 --- a/examples/shaders/shaders_hybrid_render.c +++ b/examples/shaders/shaders_hybrid_render.c @@ -28,9 +28,9 @@ // Declare custom functions required for the example //------------------------------------------------------------------------------------ // Load custom render texture, create a writable depth texture buffer -static RenderTexture2D LoadRenderTextureDepthTex(int width, int height); +static RenderTexture LoadRenderTextureDepthTex(int width, int height); // Unload render texture from GPU memory (VRAM) -static void UnloadRenderTextureDepthTex(RenderTexture2D target); +static void UnloadRenderTextureDepthTex(RenderTexture target); //------------------------------------------------------------------------------------ // Declare custom Structs @@ -72,7 +72,7 @@ int main(void) SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2); // Use Customized function to create writable depth texture buffer - RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); + RenderTexture target = LoadRenderTextureDepthTex(screenWidth, screenHeight); // Define the camera to look into our 3d world Camera camera = { @@ -154,9 +154,9 @@ int main(void) // Define custom functions required for the example //------------------------------------------------------------------------------------ // Load custom render texture, create a writable depth texture buffer -RenderTexture2D LoadRenderTextureDepthTex(int width, int height) +RenderTexture LoadRenderTextureDepthTex(int width, int height) { - RenderTexture2D target = { 0 }; + RenderTexture target = { 0 }; target.id = rlLoadFramebuffer(); // Load an empty framebuffer @@ -193,7 +193,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height) } // Unload render texture from GPU memory (VRAM) -void UnloadRenderTextureDepthTex(RenderTexture2D target) +void UnloadRenderTextureDepthTex(RenderTexture target) { if (target.id > 0) { diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index 93a3436a8..b420295ac 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -57,8 +57,8 @@ int main(void) // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); + // Create a RenderTexture to be used for render to texture + RenderTexture target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); // c constant to use in z^2 + c float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] }; @@ -173,7 +173,7 @@ int main(void) // NOTE: We do not invert texture on Y, already considered inside shader BeginShaderMode(shader); // WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered - // when rendering the RenderTexture2D to fit in the HighDPI scaled Window + // when rendering the RenderTexture to fit in the HighDPI scaled Window DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE); EndShaderMode(); diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 54ffae931..7b34c1f1d 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -109,8 +109,8 @@ int main(void) int currentShader = FX_GRAYSCALE; - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + // Create a RenderTexture to be used for render to texture + RenderTexture target = LoadRenderTexture(screenWidth, screenHeight); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_shadowmap.c b/examples/shaders/shaders_shadowmap.c index 96c42d12f..dd8608020 100644 --- a/examples/shaders/shaders_shadowmap.c +++ b/examples/shaders/shaders_shadowmap.c @@ -23,8 +23,8 @@ #define SHADOWMAP_RESOLUTION 1024 -RenderTexture2D LoadShadowmapRenderTexture(int width, int height); -void UnloadShadowmapRenderTexture(RenderTexture2D target); +RenderTexture LoadShadowmapRenderTexture(int width, int height); +void UnloadShadowmapRenderTexture(RenderTexture target); void DrawScene(Model cube, Model robot); //------------------------------------------------------------------------------------ @@ -78,7 +78,7 @@ int main(void) int animCount = 0; ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); - RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); + RenderTexture shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); // For the shadowmapping algorithm, we will be rendering everything from the light's point of view Camera3D lightCam = (Camera3D){ 0 }; lightCam.position = Vector3Scale(lightDir, -15.0f); @@ -199,9 +199,9 @@ int main(void) return 0; } -RenderTexture2D LoadShadowmapRenderTexture(int width, int height) +RenderTexture LoadShadowmapRenderTexture(int width, int height) { - RenderTexture2D target = { 0 }; + RenderTexture target = { 0 }; target.id = rlLoadFramebuffer(); // Load an empty framebuffer target.texture.width = width; @@ -233,7 +233,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height) } // Unload shadowmap render texture from GPU memory (VRAM) -void UnloadShadowmapRenderTexture(RenderTexture2D target) +void UnloadShadowmapRenderTexture(RenderTexture target) { if (target.id > 0) { diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c index 531a7bfa6..f0cf8445e 100644 --- a/examples/shaders/shaders_write_depth.c +++ b/examples/shaders/shaders_write_depth.c @@ -27,10 +27,10 @@ // Declare custom functions required for the example //------------------------------------------------------------------------------------ // Load custom render texture, create a writable depth texture buffer -static RenderTexture2D LoadRenderTextureDepthTex(int width, int height); +static RenderTexture LoadRenderTextureDepthTex(int width, int height); // Unload render texture from GPU memory (VRAM) -static void UnloadRenderTextureDepthTex(RenderTexture2D target); +static void UnloadRenderTextureDepthTex(RenderTexture target); //------------------------------------------------------------------------------------ // Program main entry point @@ -48,7 +48,7 @@ int main(void) Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION)); // Use Customized function to create writable depth texture buffer - RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); + RenderTexture target = LoadRenderTextureDepthTex(screenWidth, screenHeight); // Define the camera to look into our 3d world Camera camera = { @@ -113,9 +113,9 @@ int main(void) // Define custom functions required for the example //------------------------------------------------------------------------------------ // Load custom render texture, create a writable depth texture buffer -RenderTexture2D LoadRenderTextureDepthTex(int width, int height) +RenderTexture LoadRenderTextureDepthTex(int width, int height) { - RenderTexture2D target = { 0 }; + RenderTexture target = { 0 }; target.id = rlLoadFramebuffer(); // Load an empty framebuffer @@ -152,7 +152,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height) } // Unload render texture from GPU memory (VRAM) -void UnloadRenderTextureDepthTex(RenderTexture2D target) +void UnloadRenderTextureDepthTex(RenderTexture target) { if (target.id > 0) { diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index 2f72c0d6d..a8f679388 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -61,7 +61,7 @@ int main(void) // Render texture to render fog of war // NOTE: To get an automatic smooth-fog effect we use a render texture to render fog // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering - RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY); + RenderTexture fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY); SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR); SetTargetFPS(60); // Set our game to run at 60 frames-per-second diff --git a/examples/textures/textures_mouse_painting.c b/examples/textures/textures_mouse_painting.c index 27bbc74e9..dcb861c61 100644 --- a/examples/textures/textures_mouse_painting.c +++ b/examples/textures/textures_mouse_painting.c @@ -57,8 +57,8 @@ int main(void) bool showSaveMessage = false; int saveMessageCounter = 0; - // Create a RenderTexture2D to use as a canvas - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + // Create a RenderTexture to use as a canvas + RenderTexture target = LoadRenderTexture(screenWidth, screenHeight); // Clear render texture before entering the game loop BeginTextureMode(target);