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authorRay <[email protected]>2017-01-27 23:03:08 +0100
committerRay <[email protected]>2017-01-27 23:03:08 +0100
commit37a64df7b9944d1d24872f07a7e713884b33432e (patch)
tree27be09012466a24e6996062a52fc557974ec7bab /src/raylib.h
parent7b5f61ddf782f53348184e3d6ecc9cfbb889f018 (diff)
downloadraylib-37a64df7b9944d1d24872f07a7e713884b33432e.tar.gz
raylib-37a64df7b9944d1d24872f07a7e713884b33432e.zip
Move lighting system out of raylib
Lighting is implemented as a raylib example now
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h26
1 files changed, 0 insertions, 26 deletions
diff --git a/src/raylib.h b/src/raylib.h
index a47d3c59..f8f17eec 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -12,7 +12,6 @@
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
-* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* Audio loading and playing with streaming support and mixing channels [audio]
* VR stereo rendering support with configurable HMD device parameters
@@ -466,25 +465,6 @@ typedef struct Model {
Material material; // Shader and textures data
} Model;
-// Light type
-typedef struct LightData {
- unsigned int id; // Light unique id
- bool enabled; // Light enabled
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-
- Vector3 position; // Light position
- Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
-
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
-
- float coneAngle; // Light cone max angle: LIGHT_SPOT
-} LightData, *Light;
-
-// Light types
-typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
-
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position; // Ray position (origin)
@@ -876,7 +856,6 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
-RLAPI void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------
@@ -894,7 +873,6 @@ RLAPI void UnloadModel(Model model);
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
-RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@@ -930,7 +908,6 @@ RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Loa
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetDefaultShader(void); // Get default shader
-RLAPI Shader GetStandardShader(void); // Get standard shader
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -946,9 +923,6 @@ RLAPI void EndShaderMode(void); // End
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
-RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
-
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1