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-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 );