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Remove lighting system from rlgl standalone header
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@@ -859,7 +859,7 @@ void SetMusicPitch(Music music, float pitch)
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// Set music loop count (loop repeats)
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// Set music loop count (loop repeats)
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// NOTE: If set to -1, means infinite loop
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// NOTE: If set to -1, means infinite loop
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void SetMusicLoopCount(Music music, float count);
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void SetMusicLoopCount(Music music, float count)
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{
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{
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music->loopCount = count;
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music->loopCount = count;
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}
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}
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@@ -109,6 +109,7 @@ extern "C" { // Prevents name mangling of functions
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void InitAudioDevice(void); // Initialize audio device and context
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context
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void CloseAudioDevice(void); // Close the audio device and context
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bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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void SetMasterVolume(float volume); // Set master volume (listener)
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Wave LoadWave(const char *fileName); // Load wave data from file
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Wave LoadWave(const char *fileName); // Load wave data from file
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Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
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Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
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@@ -138,6 +139,7 @@ void ResumeMusicStream(Music music); // Resume playin
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bool IsMusicPlaying(Music music); // Check if music is playing
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bool IsMusicPlaying(Music music); // Check if music is playing
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void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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22
src/rlgl.h
22
src/rlgl.h
@@ -251,25 +251,6 @@ typedef unsigned char byte;
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float fovy; // Camera field-of-view apperture in Y (degrees)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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} Camera;
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
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float intensity; // Light intensity level
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float coneAngle; // Light cone max angle: LIGHT_SPOT
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} LightData, *Light;
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// Light types
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typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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// Texture parameters: filter mode
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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// NOTE 2: Filter is accordingly set for minification and magnification
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@@ -415,9 +396,6 @@ void EndShaderMode(void); // End custo
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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void TraceLog(int msgType, const char *text, ...);
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void TraceLog(int msgType, const char *text, ...);
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float *MatrixToFloat(Matrix mat);
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float *MatrixToFloat(Matrix mat);
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