Remove lighting system from rlgl standalone header

This commit is contained in:
Ray San 2017-02-08 20:02:40 +01:00
parent 1f6eb1fc61
commit 836c1636a2
3 changed files with 3 additions and 23 deletions

View File

@ -859,7 +859,7 @@ void SetMusicPitch(Music music, float pitch)
// Set music loop count (loop repeats)
// NOTE: If set to -1, means infinite loop
void SetMusicLoopCount(Music music, float count);
void SetMusicLoopCount(Music music, float count)
{
music->loopCount = count;
}

View File

@ -109,6 +109,7 @@ extern "C" { // Prevents name mangling of functions
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
void SetMasterVolume(float volume); // Set master volume (listener)
Wave LoadWave(const char *fileName); // Load wave data from file
Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
@ -138,6 +139,7 @@ void ResumeMusicStream(Music music); // Resume playin
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)

View File

@ -251,25 +251,6 @@ typedef unsigned char byte;
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
@ -415,9 +396,6 @@ void EndShaderMode(void); // End custo
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);