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authorKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
committerKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/main/light.h
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/main/light.h')
-rw-r--r--src/mesa/main/light.h28
1 files changed, 18 insertions, 10 deletions
diff --git a/src/mesa/main/light.h b/src/mesa/main/light.h
index 78178f982b8..4c2589fbf47 100644
--- a/src/mesa/main/light.h
+++ b/src/mesa/main/light.h
@@ -1,4 +1,4 @@
-/* $Id: light.h,v 1.4 2000/10/28 18:34:48 brianp Exp $ */
+/* $Id: light.h,v 1.5 2000/11/16 21:05:35 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -31,13 +31,6 @@
#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
_mesa_ShadeModel( GLenum mode );
@@ -94,6 +87,23 @@ 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,
@@ -112,8 +122,6 @@ 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,
const struct gl_material src[2],
GLuint bitmask );