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📄 light.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/** * \file light.h * Lighting. *//* * Mesa 3-D graphics library * 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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */#ifndef LIGHT_H#define LIGHT_H#include "mtypes.h"extern void GLAPIENTRY_mesa_ShadeModel( GLenum mode );#if _HAVE_FULL_GLextern void GLAPIENTRY_mesa_ColorMaterial( GLenum face, GLenum mode );extern void GLAPIENTRY_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );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 GLAPIENTRY_mesa_Lighti( GLenum light, GLenum pname, GLint param );extern void GLAPIENTRY_mesa_LightModelf( GLenum pname, GLfloat param );extern void GLAPIENTRY_mesa_LightModelfv( 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 void GLAPIENTRY_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );extern void GLAPIENTRY_mesa_GetLightiv( GLenum light, GLenum pname, GLint *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_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const 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 < 0 /* gcc may cast an overflow float value to negative int value*/ \	|| 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_update_tnl_spaces( GLcontext *ctx, GLuint new_state );extern void _mesa_update_material( GLcontext *ctx,                                   GLuint bitmask );extern void _mesa_copy_materials( struct gl_material *dst,				  const struct gl_material *src,				  GLuint bitmask );extern void _mesa_update_color_material( GLcontext *ctx,                                         const GLfloat rgba[4] );extern void _mesa_init_lighting( GLcontext *ctx );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

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