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-/**********************************************************************************************
-*
-* raylib lighting engine module - Lighting and materials management functions
-*
-* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line
-
-#if defined(LIGHTING_STANDALONE)
- #include "lighting.h"
-#else
- #include "raylib.h"
-#endif
-
-#include <string.h>
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-//...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definitions
-//----------------------------------------------------------------------------------
-//...
-
-//----------------------------------------------------------------------------------
-// Module Functions Declarations
-//----------------------------------------------------------------------------------
-
-// Lights functions
-void SetLightPosition(Light *light, Vector3 position)
-{
- light->position[0] = position.x;
- light->position[1] = position.y;
- light->position[2] = position.z;
-}
-
-void SetLightRotation(Light *light, Vector3 rotation)
-{
- light->rotation[0] = rotation.x;
- light->rotation[1] = rotation.y;
- light->rotation[2] = rotation.z;
-}
-
-void SetLightIntensity(Light *light, float intensity)
-{
- light->intensity[0] = intensity;
-}
-
-void SetLightAmbientColor(Light *light, Vector3 color)
-{
- light->ambientColor[0] = color.x;
- light->ambientColor[1] = color.y;
- light->ambientColor[2] = color.z;
-}
-
-void SetLightDiffuseColor(Light *light, Vector3 color)
-{
- light->diffuseColor[0] = color.x;
- light->diffuseColor[1] = color.y;
- light->diffuseColor[2] = color.z;
-}
-
-void SetLightSpecularColor(Light *light, Vector3 color)
-{
- light->specularColor[0] = color.x;
- light->specularColor[1] = color.y;
- light->specularColor[2] = color.z;
-}
-
-void SetLightSpecIntensity(Light *light, float specIntensity)
-{
- light->specularIntensity[0] = specIntensity;
-}
-
-// Materials functions
-void SetMaterialAmbientColor(Material *material, Vector3 color)
-{
- material->ambientColor[0] = color.x;
- material->ambientColor[1] = color.y;
- material->ambientColor[2] = color.z;
-}
-
-void SetMaterialDiffuseColor(Material *material, Vector3 color)
-{
- material->diffuseColor[0] = color.x;
- material->diffuseColor[1] = color.y;
- material->diffuseColor[2] = color.z;
-}
-
-void SetMaterialSpecularColor(Material *material, Vector3 color)
-{
- material->specularColor[0] = color.x;
- material->specularColor[1] = color.y;
- material->specularColor[2] = color.z;
-}
-
-void SetMaterialGlossiness(Material *material, float glossiness)
-{
- material->glossiness[0] = glossiness;
-}
-
-void SetMaterialNormalDepth(Material *material, float depth)
-{
- material->normalDepth[0] = depth;
-}