#ifndef LIGHT_H
#define LIGHT_H
#include "mtypes.h"
extern void
_mesa_ShadeModel( GLenum mode );
extern void
_mesa_ColorMaterial( GLenum face, GLenum mode );
extern void
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
extern void
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
extern void
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
extern void
_mesa_Lighti( GLenum light, GLenum pname, GLint param );
extern void
_mesa_LightModelf( GLenum pname, GLfloat param );
extern void
_mesa_LightModelfv( GLenum pname, const GLfloat *params );
extern void
_mesa_LightModeli( GLenum pname, GLint param );
extern void
_mesa_LightModeliv( GLenum pname, const GLint *params );
extern void
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
extern void
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
extern void
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
extern void
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
#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 GLuint _mesa_material_bitmask( GLcontext *ctx,
GLenum face, GLenum pname,
GLuint legal,
const char * );
extern void _mesa_invalidate_spot_exp_table( struct gl_light *l );
extern void _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i );
extern void _mesa_validate_all_lighting_tables( GLcontext *ctx );
extern void _mesa_update_lighting( GLcontext *ctx );
extern void _mesa_compute_light_positions( GLcontext *ctx );
extern void _mesa_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask );
extern void _mesa_copy_material_pairs( struct gl_material dst[2],
const struct gl_material src[2],
GLuint bitmask );
extern void _mesa_update_color_material( GLcontext *ctx,
const GLfloat rgba[4] );
#endif