GLdc/gl-light.h

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/* KallistiGL for KallistiOS ##version##
libgl/gl-light.h
2014-09-29 02:40:41 +00:00
Copyright (C) 2013-2014 Josh Pearson
Dynamic Vertex Lighting.
By default, specular lighting is enabled.
For now, specular can be disabled by setting GL_ENABLE_SPECULAR
below when you build the library.
By default, specular lighting uses a fast POW implementation, at
sacrifice of accuracy. Change GL_ENABLE_FAST_POW to suit your needs.
*/
#ifndef GL_LIGHT_H
#define GL_LIGHT_H
#include "gl-sh4.h"
#define GL_ENABLE_SPECULAR 1
#define GL_ENABLE_FAST_POW 1
int _glKosSpotlight(void *glLight, void *vertex6f, void *Lvectorout);
float _glKosSpecular(void *vertex6f, void *eyepos, void *Lvectorin);
typedef struct {
float r, g, b, a;
} rgba;
typedef struct {
float Ke[4]; /* RGBA material emissive color # 0.0, 0.0, 0.0, 1.0 */
float Ka[4]; /* RGBA material ambient reflectance # 0.2, 0.2, 0.2, 1.0 */
float Kd[4]; /* RGBA material diffuse reflectance # 0.8, 0.8, 0.8, 1.0 */
float Ks[4]; /* RGBA material diffuse reflectance # 0.0, 0.0, 0.0, 1.0 */
float Shine; /* Material Specular Shine # 0.0f */
} glMaterial;
typedef struct {
float Pos[4]; /* XYZW Position of Light # 0.0, 0.0, 1.0, 0.0 */
float Dir[3]; /* Spot Light Direction # 0.0, 0.0, -1.0 */
float CutOff; /* Spot Light CutOff #-1.0f */
float Kc, /* Constant Attenuation # 1.0f */
Kl, /* Linear Attenuation # 0.0f */
Kq; /* Quadratic Attenuation # 0.0f */
float Exponent; /* Spot Light Exponent # 0.0f */
float Kd[4]; /* RGBA Diffuse Light Contribution # 1.0, 1.0, 1.0, 1.0 */
float Ks[4]; /* RGBA Specular Light Contribution # 1.0, 1.0, 1.0, 1.0 */
float Ka[4]; /* RGBA Ambient Light Contribution # 0.0, 0.0, 0.0, 1.0 */
} glLight;
#endif