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