reactos/dll/opengl/mesa/light.h
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

93 lines
2.6 KiB
C

/* $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