/* $Id: light.h,v 1.1.1.1 1999/08/19 00:55:41 jtg 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. */ #ifndef LIGHT_H #define LIGHT_H #include "types.h" struct gl_shine_tab { struct gl_shine_tab *next, *prev; GLfloat tab[SHINE_TABLE_SIZE+1]; GLfloat shininess; GLuint refcount; }; 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( 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_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_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_normal_transform( GLcontext *ctx ); extern void gl_update_material( GLcontext *ctx, struct gl_material *m, GLuint bitmask ); extern void gl_update_color_material( GLcontext *ctx, const GLubyte rgba[4] ); #endif