52 lines
1.9 KiB
C
Executable File
52 lines
1.9 KiB
C
Executable File
/* KallistiGL for KallistiOS ##version##
|
|
|
|
libgl/gl-light.h
|
|
Copyright (C) 2013-2014 Josh "PH3NOM" 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
|