/* $Id: light.h,v 1.6 2000/11/22 07:32:17 joukj Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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_Materialf( GLenum face, GLenum pname, GLfloat param ); extern void _mesa_Materialfv( GLenum face, GLenum pname, const GLfloat *params ); extern void _mesa_Materiali( GLenum face, GLenum pname, GLint param ); extern void _mesa_Materialiv( GLenum face, 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). */ #define GET_SHINE_TAB_ENTRY( table, dp, result ) \ do { \ struct gl_shine_tab *_tab = table; \ if (dp>1.0) \ result = pow( dp, _tab->shininess ); \ else { \ float f = (dp * (SHINE_TABLE_SIZE-1)); \ int k = (int) f; \ result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \ } \ } while (0) extern GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, GLuint legal, const char * ); extern void gl_set_material( GLcontext *ctx, GLuint bitmask, const GLfloat *params); extern void gl_compute_spot_exp_table( struct gl_light *l ); extern void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ); extern void gl_update_lighting( GLcontext *ctx ); extern void gl_compute_light_positions( GLcontext *ctx ); extern void gl_update_material( GLcontext *ctx, const struct gl_material src[2], GLuint bitmask ); extern void gl_update_color_material( GLcontext *ctx, const GLchan rgba[4] ); #endif