Move lighting system out of raylib

Lighting is implemented as a raylib example now
This commit is contained in:
Ray 2017-01-27 23:03:08 +01:00
parent 7b5f61ddf7
commit 37a64df7b9
5 changed files with 366 additions and 522 deletions

View file

@ -574,43 +574,6 @@ void DrawGizmo(Vector3 position)
rlPopMatrix();
}
// Draw light in 3D world
void DrawLight(Light light)
{
switch (light->type)
{
case LIGHT_POINT:
{
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
} break;
case LIGHT_DIRECTIONAL:
{
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
} break;
case LIGHT_SPOT:
{
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
Vector3 dir = VectorSubtract(light->target, light->position);
VectorNormalize(&dir);
DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
} break;
default: break;
}
}
// Load mesh from file
Mesh LoadMesh(const char *fileName)
{
@ -751,17 +714,6 @@ Material LoadDefaultMaterial(void)
return material;
}
// Load standard material (uses material attributes and lighting shader)
// NOTE: Standard shader supports multiple maps and lights
Material LoadStandardMaterial(void)
{
Material material = LoadDefaultMaterial();
material.shader = GetStandardShader();
return material;
}
// Unload material from memory
void UnloadMaterial(Material material)
{