2014-08-29 19:56:23 +00:00
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/* KallistiGL for KallistiOS ##version##
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libgl/gl-light.h
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2014-09-29 02:40:41 +00:00
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Copyright (C) 2013-2014 Josh Pearson
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2014-08-29 19:56:23 +00:00
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Dynamic Vertex Lighting.
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By default, specular lighting is enabled.
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For now, specular can be disabled by setting GL_ENABLE_SPECULAR
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below when you build the library.
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By default, specular lighting uses a fast POW implementation, at
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sacrifice of accuracy. Change GL_ENABLE_FAST_POW to suit your needs.
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*/
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#ifndef GL_LIGHT_H
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#define GL_LIGHT_H
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#include "gl-sh4.h"
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#define GL_ENABLE_SPECULAR 1
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#define GL_ENABLE_FAST_POW 1
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int _glKosSpotlight(void *glLight, void *vertex6f, void *Lvectorout);
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float _glKosSpecular(void *vertex6f, void *eyepos, void *Lvectorin);
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typedef struct {
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float r, g, b, a;
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} rgba;
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typedef struct {
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float Ke[4]; /* RGBA material emissive color # 0.0, 0.0, 0.0, 1.0 */
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float Ka[4]; /* RGBA material ambient reflectance # 0.2, 0.2, 0.2, 1.0 */
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float Kd[4]; /* RGBA material diffuse reflectance # 0.8, 0.8, 0.8, 1.0 */
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float Ks[4]; /* RGBA material diffuse reflectance # 0.0, 0.0, 0.0, 1.0 */
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float Shine; /* Material Specular Shine # 0.0f */
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} glMaterial;
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typedef struct {
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float Pos[4]; /* XYZW Position of Light # 0.0, 0.0, 1.0, 0.0 */
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float Dir[3]; /* Spot Light Direction # 0.0, 0.0, -1.0 */
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float CutOff; /* Spot Light CutOff #-1.0f */
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float Kc, /* Constant Attenuation # 1.0f */
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Kl, /* Linear Attenuation # 0.0f */
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Kq; /* Quadratic Attenuation # 0.0f */
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float Exponent; /* Spot Light Exponent # 0.0f */
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float Kd[4]; /* RGBA Diffuse Light Contribution # 1.0, 1.0, 1.0, 1.0 */
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float Ks[4]; /* RGBA Specular Light Contribution # 1.0, 1.0, 1.0, 1.0 */
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float Ka[4]; /* RGBA Ambient Light Contribution # 0.0, 0.0, 0.0, 1.0 */
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} glLight;
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#endif
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