-/* $Id: light.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+/**
+ * \file light.h
+ * Lighting.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2001 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
*/
+#ifndef LIGHT_H
+#define LIGHT_H
+#include "mtypes.h"
-#ifndef LIGHT_H
-#define LIGHT_H
+extern void GLAPIENTRY
+_mesa_ShadeModel( GLenum mode );
+#if _HAVE_FULL_GL
+extern void GLAPIENTRY
+_mesa_ColorMaterial( GLenum face, GLenum mode );
-#include "types.h"
+extern void GLAPIENTRY
+_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
-struct gl_shine_tab {
- struct gl_shine_tab *next, *prev;
- GLfloat tab[SHINE_TABLE_SIZE+1];
- GLfloat shininess;
- GLuint refcount;
-};
+extern void GLAPIENTRY
+_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
+extern void GLAPIENTRY
+_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
-extern void gl_ShadeModel( GLcontext *ctx, GLenum mode );
+extern void GLAPIENTRY
+_mesa_Lighti( GLenum light, GLenum pname, GLint param );
-extern void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode );
+extern void GLAPIENTRY
+_mesa_LightModelf( GLenum pname, GLfloat param );
-extern void gl_Lightfv( GLcontext *ctx,
- GLenum light, GLenum pname, const GLfloat *params,
- GLint nparams );
+extern void GLAPIENTRY
+_mesa_LightModelfv( GLenum pname, const GLfloat *params );
-extern void gl_LightModelfv( GLcontext *ctx,
- GLenum pname, const GLfloat *params );
+extern void GLAPIENTRY
+_mesa_LightModeli( GLenum pname, GLint param );
+extern void GLAPIENTRY
+_mesa_LightModeliv( GLenum pname, const GLint *params );
-extern GLuint gl_material_bitmask( GLcontext *ctx,
- GLenum face, GLenum pname,
- GLuint legal,
- const char * );
+extern void GLAPIENTRY
+_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
-extern void gl_set_material( GLcontext *ctx, GLuint bitmask,
- const GLfloat *params);
+extern void GLAPIENTRY
+_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
-extern void gl_Materialfv( GLcontext *ctx,
- GLenum face, GLenum pname, const GLfloat *params );
+extern void GLAPIENTRY
+_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
+extern void GLAPIENTRY
+_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
-extern void gl_GetLightfv( GLcontext *ctx,
- GLenum light, GLenum pname, GLfloat *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).
+ * Result should be a GLfloat.
+ */
+#define GET_SHINE_TAB_ENTRY( table, dp, result ) \
+do { \
+ struct gl_shine_tab *_tab = table; \
+ float f = (dp * (SHINE_TABLE_SIZE-1)); \
+ int k = (int) f; \
+ if (k > SHINE_TABLE_SIZE-2) \
+ result = (GLfloat) _mesa_pow( dp, _tab->shininess ); \
+ else \
+ result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \
+} while (0)
-extern void gl_GetLightiv( GLcontext *ctx,
- GLenum light, GLenum pname, GLint *params );
+extern GLuint _mesa_material_bitmask( GLcontext *ctx,
+ GLenum face, GLenum pname,
+ GLuint legal,
+ const char * );
-extern void gl_GetMaterialfv( GLcontext *ctx,
- GLenum face, GLenum pname, GLfloat *params );
+extern void _mesa_invalidate_spot_exp_table( struct gl_light *l );
-extern void gl_GetMaterialiv( GLcontext *ctx,
- GLenum face, GLenum pname, GLint *params );
+extern void _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i );
+extern void _mesa_validate_all_lighting_tables( GLcontext *ctx );
-extern void gl_compute_spot_exp_table( struct gl_light *l );
+extern void _mesa_update_lighting( GLcontext *ctx );
-extern void gl_compute_shine_table( GLcontext *ctx, GLuint i,
- GLfloat shininess );
+extern void _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state );
-extern void gl_update_lighting( GLcontext *ctx );
+extern void _mesa_update_material( GLcontext *ctx,
+ GLuint bitmask );
-extern void gl_compute_light_positions( GLcontext *ctx );
+extern void _mesa_copy_materials( struct gl_material *dst,
+ const struct gl_material *src,
+ GLuint bitmask );
-extern void gl_update_normal_transform( GLcontext *ctx );
+extern void _mesa_update_color_material( GLcontext *ctx,
+ const GLfloat rgba[4] );
-extern void gl_update_material( GLcontext *ctx,
- struct gl_material *m,
- GLuint bitmask );
+extern void _mesa_init_lighting( GLcontext *ctx );
-extern void gl_update_color_material( GLcontext *ctx, const GLubyte rgba[4] );
+extern void _mesa_free_lighting_data( GLcontext *ctx );
+extern void _mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag );
+#else
+#define _mesa_update_color_material( c, r ) ((void)0)
+#define _mesa_validate_all_lighting_tables( c ) ((void)0)
+#define _mesa_invalidate_spot_exp_table( l ) ((void)0)
+#define _mesa_material_bitmask( c, f, p, l, s ) 0
+#define _mesa_init_lighting( c ) ((void)0)
+#define _mesa_free_lighting_data( c ) ((void)0)
+#define _mesa_update_lighting( c ) ((void)0)
+#define _mesa_update_tnl_spaces( c, n ) ((void)0)
+#define GET_SHINE_TAB_ENTRY( table, dp, result ) ((result)=0)
#endif
+#endif