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Delete rlights.h

Ray 3 years ago
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b187d6ca16
1 changed files with 0 additions and 168 deletions
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      examples/models/rlights.h

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examples/models/rlights.h

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-/**********************************************************************************************
-*
-*   raylib.lights - Some useful functions to deal with lights data
-*
-*   CONFIGURATION:
-*
-*   #define RLIGHTS_IMPLEMENTATION
-*       Generates the implementation of the library into the included file.
-*       If not defined, the library is in header only mode and can be included in other headers 
-*       or source files without problems. But only ONE file should hold the implementation.
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
-*
-*   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 RLIGHTS_H
-#define RLIGHTS_H
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MAX_LIGHTS  4         // Max dynamic lights supported by shader
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Light data
-typedef struct {   
-    int type;
-    bool enabled;
-    Vector3 position;
-    Vector3 target;
-    Color color;
-    
-    // Shader locations
-    int enabledLoc;
-    int typeLoc;
-    int positionLoc;
-    int targetLoc;
-    int colorLoc;
-} Light;
-
-// Light type
-typedef enum {
-    LIGHT_DIRECTIONAL = 0,
-    LIGHT_POINT
-} LightType;
-
-#ifdef __cplusplus
-extern "C" {            // Prevents name mangling of functions
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader);   // Create a light and get shader locations
-void UpdateLightValues(Shader shader, Light light);         // Send light properties to shader
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RLIGHTS_H
-
-
-/***********************************************************************************
-*
-*   RLIGHTS IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(RLIGHTS_IMPLEMENTATION)
-
-#include "raylib.h"
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static int lightsCount = 0;    // Current amount of created lights
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-
-// Create a light and get shader locations
-Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
-{
-    Light light = { 0 };
-
-    if (lightsCount < MAX_LIGHTS)
-    {
-        light.enabled = true;
-        light.type = type;
-        light.position = position;
-        light.target = target;
-        light.color = color;
-
-        // NOTE: Lighting shader naming must be the provided ones
-        light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
-        light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
-        light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
-        light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
-        light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
-
-        UpdateLightValues(shader, light);
-        
-        lightsCount++;
-    }
-
-    return light;
-}
-
-// Send light properties to shader
-// NOTE: Light shader locations should be available 
-void UpdateLightValues(Shader shader, Light light)
-{
-    // Send to shader light enabled state and type
-    SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
-    SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
-
-    // Send to shader light position values
-    float position[3] = { light.position.x, light.position.y, light.position.z };
-    SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
-
-    // Send to shader light target position values
-    float target[3] = { light.target.x, light.target.y, light.target.z };
-    SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
-
-    // Send to shader light color values
-    float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, 
-                       (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
-    SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
-}
-
-#endif // RLIGHTS_IMPLEMENTATION