Remove some unrelated code that was accidentally included in previous commits.

This commit is contained in:
Alex Szpakowski
2020-01-19 19:03:46 -04:00
parent 25d9ae2ba0
commit afcb467fa7
2 changed files with 0 additions and 101 deletions
-71
View File
@@ -558,77 +558,6 @@ private:
int quadIndex;
};
struct Emitter
{
// Pointer to the beginning of the allocated memory.
Particle *pMem;
// Pointer to a free particle.
Particle *pFree;
// Pointer to the start of the linked list.
Particle *pHead;
// Pointer to the end of the linked list.
Particle *pTail;
// Whether the particle emitter is active.
bool active;
// Insert mode of new particles.
InsertMode insertMode;
// The number of active particles.
uint32 activeParticles;
// The emission rate (particles/sec).
float emissionRate;
// Used to determine when a particle should be emitted.
float emitCounter;
// The relative position of the particle emitter.
love::Vector2 position;
love::Vector2 prevPosition;
// Emission area spread.
AreaSpreadDistribution emissionAreaDistribution;
love::Vector2 emissionArea;
float emissionAreaAngle;
bool directionRelativeToEmissionCenter;
// The lifetime of the particle emitter (-1 means infinite) and the life it has left.
float lifetime;
float life;
// The particle life.
float particleLifeMin;
float particleLifeMax;
// The direction (and spread) the particles will be emitted in. Measured in radians.
float direction;
float spread;
// The speed.
float speedMin;
float speedMax;
// Acceleration along the x and y axes.
love::Vector2 linearAccelerationMin;
love::Vector2 linearAccelerationMax;
// Acceleration towards the emitter's center
float radialAccelerationMin;
float radialAccelerationMax;
// Acceleration perpendicular to the particle's direction.
float tangentialAccelerationMin;
float tangentialAccelerationMax;
float linearDampingMin;
float linearDampingMax;
};
void resetOffset();
void createBuffers(size_t size);
@@ -380,36 +380,6 @@ local function isPixelCode(code)
end
end
local function includeShader(path, dir, global)
end
local function preprocessIncludes(code, dir, level)
local output = {}
local linecount = 0
for line in code:gmatch("[^\r\n]+") do
linecount = linecount + 1
if line:match("^%s*#include") then
local localpath = line:match("^%s*#include%s*\"(.*)\"")
local globalpath = line:match("^%s*#include%s*<(.*)>")
--local
if localpath then
--table_insert(output, )
elseif globalpath then
else
end
else
table_insert(output, line)
end
end
return table_concat(output, "\n")
end
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
local vertexcode, pixelcode
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"