summaryrefslogtreecommitdiff
path: root/src/scene.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/scene.h')
-rw-r--r--src/scene.h44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/scene.h b/src/scene.h
index 5ac7542..e414ea8 100644
--- a/src/scene.h
+++ b/src/scene.h
@@ -14,20 +14,20 @@
#include "maths_types.h"
#include "render_types.h"
-typedef struct scene {
- // camera
- camera camera;
- // lights
- directional_light dir_light;
- point_light point_lights[4];
- size_t point_lights_count;
- // geometry
- render_entity_darray* renderables;
- // TODO: tree - transform_hierarchy
-} scene;
-
-void scene_init(scene* s);
-void scene_free(scene* s);
+// typedef struct scene {
+// // camera
+// Camera camera;
+// // lights
+// DirectionalLight dir_light;
+// PointLight point_lights[4];
+// size_t point_lights_count;
+// // geometry
+// render_entity_darray* renderables;
+// // TODO: tree - transform_hierarchy
+// } scene;
+
+// void scene_init(scene* s);
+// void scene_free(scene* s);
// Simplified API - no scene pointer; gets and sets global scene
@@ -36,16 +36,16 @@ void scene_free(scene* s);
/* vec3 ambient; */
/* vec3 diffuse; */
/* vec3 specular; */
-void scene_set_dir_light(directional_light light);
-void _scene_set_dir_light(vec3 ambient, vec3 diffuse, vec3 specular, vec3 direction);
+// void scene_set_dir_light(directional_light light);
+// void _scene_set_dir_light(vec3 ambient, vec3 diffuse, vec3 specular, vec3 direction);
-void scene_add_point_light(point_light light);
-void scene_add_model(model_handle model, transform3d transform);
-bool scene_remove_model(model_handle model);
+// void scene_add_point_light(point_light light);
+// void scene_add_model(model_handle model, transform3d transform);
+// bool scene_remove_model(model_handle model);
-// Getter & Setters
-void scene_set_model_transform(model_handle model, transform3d new_transform);
-void scene_set_camera(vec3 pos, vec3 front);
+// // Getter & Setters
+// void scene_set_model_transform(model_handle model, transform3d new_transform);
+// void scene_set_camera(vec3 pos, vec3 front);
/* // There can only be one heightmap terrain at a time right now. */
/* bool scene_add_heightmap(scene* s /\* TODO *\/); */