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/* $Id: light.h,v 1.4 1997/04/01 04:09:16 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.3 * Copyright (C) 1995-1997 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: light.h,v $ * Revision 1.4 1997/04/01 04:09:16 brianp * removed shading functions * * Revision 1.3 1996/12/18 20:03:01 brianp * gl_set_material() now takes a bitmask instead of face and pname * added gl_material_bitmask() * * Revision 1.2 1996/12/07 10:21:58 brianp * added gl_set_material() * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #ifndef LIGHT_H #define LIGHT_H #include "types.h" 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( GLenum face, GLenum pname ); 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_material_shine_table( struct gl_material *m ); extern void gl_update_lighting( GLcontext *ctx ); #endif
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