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| author | Ray <[email protected]> | 2017-01-27 23:03:08 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-01-27 23:03:08 +0100 |
| commit | 37a64df7b9944d1d24872f07a7e713884b33432e (patch) | |
| tree | 27be09012466a24e6996062a52fc557974ec7bab /src/raylib.h | |
| parent | 7b5f61ddf782f53348184e3d6ecc9cfbb889f018 (diff) | |
| download | raylib-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.h | 26 |
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 |
