summaryrefslogtreecommitdiff
path: root/src/mesa/main/light.h
blob: 4c2589fbf47d29980ce13074f8cff1b491ccbc8f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
/* $Id: light.h,v 1.5 2000/11/16 21:05:35 keithw 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 "types.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