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/* $Id: light.h,v 1.1 2003-02-28 11:42:03 pj Exp $ */
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/*
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 * Mesa 3-D graphics library
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 * Version:  3.5
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 *
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 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#ifndef LIGHT_H
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#define LIGHT_H
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#include "mtypes.h"
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extern void
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_mesa_ShadeModel( GLenum mode );
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extern void
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_mesa_ColorMaterial( GLenum face, GLenum mode );
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extern void
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_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
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extern void
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_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
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extern void
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_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
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extern void
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_mesa_Lighti( GLenum light, GLenum pname, GLint param );
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extern void
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_mesa_LightModelf( GLenum pname, GLfloat param );
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extern void
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_mesa_LightModelfv( GLenum pname, const GLfloat *params );
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extern void
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_mesa_LightModeli( GLenum pname, GLint param );
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extern void
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_mesa_LightModeliv( GLenum pname, const GLint *params );
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extern void
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_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
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extern void
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_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
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extern void
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_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
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extern void
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_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
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/* Lerp between adjacent values in the f(x) lookup table, giving a
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 * continuous function, with adequeate overall accuracy.  (Though
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 * still pretty good compared to a straight lookup).
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 * Result should be a GLfloat.
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 */
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#define GET_SHINE_TAB_ENTRY( table, dp, result )                        \
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do {                                                                    \
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   struct gl_shine_tab *_tab = table;                                   \
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   float f = (dp * (SHINE_TABLE_SIZE-1));                               \
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   int k = (int) f;                                                     \
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   if (k > SHINE_TABLE_SIZE-2)                                          \
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      result = (GLfloat) _mesa_pow( dp, _tab->shininess );              \
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   else                                                                 \
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      result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]);      \
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} while (0)
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extern GLuint _mesa_material_bitmask( GLcontext *ctx,
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                                      GLenum face, GLenum pname,
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                                      GLuint legal,
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                                      const char * );
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extern void _mesa_invalidate_spot_exp_table( struct gl_light *l );
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extern void _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i );
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extern void _mesa_validate_all_lighting_tables( GLcontext *ctx );
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extern void _mesa_update_lighting( GLcontext *ctx );
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extern void _mesa_compute_light_positions( GLcontext *ctx );
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extern void _mesa_update_material( GLcontext *ctx,
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                                   const struct gl_material src[2],
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                                   GLuint bitmask );
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extern void _mesa_copy_material_pairs( struct gl_material dst[2],
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                                       const struct gl_material src[2],
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                                       GLuint bitmask );
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extern void _mesa_update_color_material( GLcontext *ctx,
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                                         const GLfloat rgba[4] );
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#endif