aboutsummaryrefslogtreecommitdiff
path: root/src/lighting.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/lighting.h')
-rw-r--r--src/lighting.h87
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