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Diffstat (limited to 'src/lighting.h')
| -rw-r--r-- | src/lighting.h | 87 |
1 files changed, 0 insertions, 87 deletions
diff --git a/src/lighting.h b/src/lighting.h deleted file mode 100644 index e1fc4e50..00000000 --- a/src/lighting.h +++ /dev/null @@ -1,87 +0,0 @@ -/******************************************************************************************* -* -* 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. -* -**********************************************************************************************/ - -#ifndef LIGHTING_H -#define LIGHTING_H - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Below types are required for LIGHTING_STANDALONE usage -//---------------------------------------------------------------------------------- -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Light type -typedef struct Light { - float position[3]; - float rotation[3]; - float intensity[1]; - float ambientColor[3]; - float diffuseColor[3]; - float specularColor[3]; - float specularIntensity[1]; -} Light; - -// Material type -typedef struct Material { - float ambientColor[3]; - float diffuseColor[3]; - float specularColor[3]; - float glossiness[1]; - float normalDepth[1]; -} Material; - -//---------------------------------------------------------------------------------- -// Module Functions Definitions -// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() -//---------------------------------------------------------------------------------- -// Lights functions -void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer -void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer -void SetLightIntensity(Light *light, float intensity); // Set light intensity value -void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) -void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) -void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) -void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) - -// Materials functions -void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) -void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) -void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) -void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) -void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) - -#ifdef __cplusplus -} -#endif - -#endif // LIGHTING_H |
