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/* Id: light.h,v 1.2 1999/02/26 08:52:34 martin Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
/*
* Log: light.h,v $
* Revision 1.2 1999/02/26 08:52:34 martin
* Updated Mesa to the official version checked into the Mesa cvs archive
* Cleaned up the XMesa interface
* Fixed support for standalone Mesa
* Removed several unused files in the lib/GL/mesa/src subdirectory
* Moved glcore.h back to include/GL/internal/glcore.h
*
* Revision 3.2 1999/02/14 03:46:34 brianp
* new copyright
*
* Revision 3.1 1998/10/29 02:28:13 brianp
* incorporated Keith Whitwell's transformation optimizations
*
* Revision 3.0 1998/01/31 20:54:56 brianp
* initial rev
*
*/
#ifndef LIGHT_H
#define LIGHT_H
#include "types.h"
extern void gl_ShadeModel( GLcontext *ctx, GLenum mode );
extern void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode );
extern void gl_Lightfv( GLcontext *ctx,
GLenum light, GLenum pname, const GLfloat *params,
GLint nparams );
extern void gl_LightModelfv( GLcontext *ctx,
GLenum pname, const GLfloat *params );
extern GLuint gl_material_bitmask( GLenum face, GLenum pname );
extern void gl_set_material( GLcontext *ctx, GLuint bitmask,
const GLfloat *params);
extern void gl_Materialfv( GLcontext *ctx,
GLenum face, GLenum pname, const GLfloat *params );
extern void gl_GetLightfv( GLcontext *ctx,
GLenum light, GLenum pname, GLfloat *params );
extern void gl_GetLightiv( GLcontext *ctx,
GLenum light, GLenum pname, GLint *params );
extern void gl_GetMaterialfv( GLcontext *ctx,
GLenum face, GLenum pname, GLfloat *params );
extern void gl_GetMaterialiv( GLcontext *ctx,
GLenum face, GLenum pname, GLint *params );
extern void gl_compute_spot_exp_table( struct gl_light *l );
extern void gl_compute_material_shine_table( struct gl_material *m );
extern void gl_update_lighting( GLcontext *ctx );
extern void gl_compute_light_positions( GLcontext *ctx );
extern void gl_update_shade_context( GLcontext *ctx,
struct gl_shade_context *sc );
#endif
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