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/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef LIGHT_H
#define LIGHT_H
#include "mtypes.h"
extern void
_mesa_ShadeModel( GLenum mode );
extern void
_mesa_ColorMaterial( GLenum face, GLenum mode );
extern void
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
extern void
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
extern void
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
extern void
_mesa_Lighti( GLenum light, GLenum pname, GLint param );
extern void
_mesa_LightModelf( GLenum pname, GLfloat param );
extern void
_mesa_LightModelfv( GLenum pname, const GLfloat *params );
extern void
_mesa_LightModeli( GLenum pname, GLint param );
extern void
_mesa_LightModeliv( GLenum pname, const GLint *params );
extern void
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
extern void
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
extern void
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
extern void
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
/* Lerp between adjacent values in the f(x) lookup table, giving a
* continuous function, with adequeate overall accuracy. (Though
* still pretty good compared to a straight lookup).
* Result should be a GLfloat.
*/
#define GET_SHINE_TAB_ENTRY( table, dp, result ) \
do { \
struct gl_shine_tab *_tab = table; \
float f = (dp * (SHINE_TABLE_SIZE-1)); \
int k = (int) f; \
if (k > SHINE_TABLE_SIZE-2) \
result = (GLfloat) pow( dp, _tab->shininess ); \
else \
result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \
} while (0)
extern GLuint _mesa_material_bitmask( GLcontext *ctx,
GLenum face, GLenum pname,
GLuint legal,
const char * );
extern void _mesa_invalidate_spot_exp_table( struct gl_light *l );
extern void _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i );
extern void _mesa_validate_all_lighting_tables( GLcontext *ctx );
extern void _mesa_update_lighting( GLcontext *ctx );
extern void _mesa_compute_light_positions( GLcontext *ctx );
extern void _mesa_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask );
extern void _mesa_copy_material_pairs( struct gl_material dst[2],
const struct gl_material src[2],
GLuint bitmask );
extern void _mesa_update_color_material( GLcontext *ctx,
const GLfloat rgba[4] );
#endif
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