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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:00:26 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:00:26 +1000
commitb03bde3d412148cd573f5f14012cdd270f309947 (patch)
tree848af582079a60787cc5a5f8138e7ca6d508f2ee /src/scene.c
parent48a703e52490cb52fd32e54e3e37f7e70462a267 (diff)
starting work on immediate mode drawing
Diffstat (limited to 'src/scene.c')
-rw-r--r--src/scene.c57
1 files changed, 0 insertions, 57 deletions
diff --git a/src/scene.c b/src/scene.c
deleted file mode 100644
index f6f5fb7..0000000
--- a/src/scene.c
+++ /dev/null
@@ -1,57 +0,0 @@
-#include "scene.h"
-#include "camera.h"
-#include "core.h"
-#include "log.h"
-#include "maths.h"
-#include "render_types.h"
-
-extern Core g_core;
-
-// void scene_init(scene *s) {
-// memset(s, 0, sizeof(scene));
-// s->renderables = render_entity_darray_new(10);
-// // default camera position - moved slightly along Z axis looking at 0,0,0
-// Vec3 cam_pos = vec3_create(0, 0, -5);
-// s->camera = Camera_Create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0));
-// }
-// void scene_free(scene *s) { render_entity_darray_free(s->renderables); }
-
-// void scene_set_dir_light(directional_light light) { g_core.default_scene.dir_light = light; }
-// void scene_add_point_light(point_light light) {
-// scene s = g_core.default_scene;
-// if (s.point_lights_count == 4) {
-// WARN("Already 4 point lights, we can't add more.");
-// } else {
-// s.point_lights[s.point_lights_count] = light;
-// s.point_lights_count++;
-// }
-// }
-// void scene_add_model(model_handle model, transform3d transform) {
-// render_entity renderable = { .model = model, .tf = transform };
-// render_entity_darray_push(g_core.default_scene.renderables, renderable);
-// }
-
-// bool scene_remove_model(model_handle model) {
-// scene s = g_core.default_scene;
-// for (u32 i = 0; i <= s.renderables->len; i++) {
-// if (s.renderables->data[i].model.raw == model.raw) {
-// // TODO: add remove function to darray
-// }
-// }
-// return true;
-// }
-
-// void scene_set_model_transform(model_handle model, transform3d new_transform) {
-// scene s = g_core.default_scene;
-// for (u32 i = 0; i <= s.renderables->len; i++) {
-// if (s.renderables->data[i].model.raw == model.raw) {
-// s.renderables->data[i].tf = new_transform;
-// }
-// }
-// }
-
-// void scene_set_camera(vec3 pos, vec3 front) {
-// scene s = g_core.default_scene;
-// s.camera.position = pos;
-// s.camera.front = front;
-// }