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Lines Matching refs:lighting

68         c->lighting.lights[i].ambient.a = 0x10000;  in ogles_init_light()
69 c->lighting.lights[i].position.z = 0x10000; in ogles_init_light()
70 c->lighting.lights[i].spotDir.z = -0x10000; in ogles_init_light()
71 c->lighting.lights[i].spotCutoff = gglIntToFixed(180); in ogles_init_light()
72 c->lighting.lights[i].attenuation[0] = 0x10000; in ogles_init_light()
74 init_white(c->lighting.lights[0].diffuse); in ogles_init_light()
75 init_white(c->lighting.lights[0].specular); in ogles_init_light()
77 c->lighting.front.ambient.r = in ogles_init_light()
78 c->lighting.front.ambient.g = in ogles_init_light()
79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f); in ogles_init_light()
80 c->lighting.front.ambient.a = 0x10000; in ogles_init_light()
81 c->lighting.front.diffuse.r = in ogles_init_light()
82 c->lighting.front.diffuse.g = in ogles_init_light()
83 c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); in ogles_init_light()
84 c->lighting.front.diffuse.a = 0x10000; in ogles_init_light()
85 c->lighting.front.specular.a = 0x10000; in ogles_init_light()
86 c->lighting.front.emission.a = 0x10000; in ogles_init_light()
88 c->lighting.lightModel.ambient.r = in ogles_init_light()
89 c->lighting.lightModel.ambient.g = in ogles_init_light()
90 c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f); in ogles_init_light()
91 c->lighting.lightModel.ambient.a = 0x10000; in ogles_init_light()
93 c->lighting.colorMaterial.face = GL_FRONT_AND_BACK; in ogles_init_light()
94 c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE; in ogles_init_light()
105 c->lighting.shadeModel = GL_SMOOTH; in ogles_init_light()
200 #pragma mark lighting equations
205 if (ggl_likely(!c->lighting.enable)) { in light_picker()
206 c->lighting.lightVertex = lightVertexNop; in light_picker()
209 if (c->lighting.colorMaterial.enable) { in light_picker()
210 c->lighting.lightVertex = lightVertexMaterial; in light_picker()
212 c->lighting.lightVertex = lightVertex; in light_picker()
218 uint32_t en = c->lighting.enabledLights; in validate_light_mvi()
223 light_t& l = c->lighting.lights[i]; in validate_light_mvi()
235 &c->lighting.objViewer, &eyeViewer); in validate_light_mvi()
236 vnorm3(c->lighting.objViewer.v, c->lighting.objViewer.v); in validate_light_mvi()
238 c->lighting.objViewer = eyeViewer; in validate_light_mvi()
245 if (!c->lighting.colorMaterial.enable) { in validate_light()
246 material_t& material = c->lighting.front; in validate_light()
247 uint32_t en = c->lighting.enabledLights; in validate_light()
251 light_t& l = c->lighting.lights[i]; in validate_light()
267 vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, in validate_light()
268 c->lighting.lightModel.ambient.v, in validate_light()
271 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; in validate_light()
280 c->lighting.lightVertex = lightVertexValidate; in invalidate_lighting()
297 c->lighting.lightVertex(c, v); in lightVertexValidateMVI()
304 c->lighting.lightVertex(c, v); in lightVertexValidate()
315 material_t& material = c->lighting.front; in lightVertexMaterial()
319 uint32_t en = c->lighting.enabledLights; in lightVertexMaterial()
323 light_t& l = c->lighting.lights[i]; in lightVertexMaterial()
334 vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, in lightVertexMaterial()
335 c->lighting.lightModel.ambient.v, in lightVertexMaterial()
338 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; in lightVertexMaterial()
347 vec4_t r = c->lighting.implicitSceneEmissionAndAmbient; in lightVertex()
348 const vec4_t objViewer = c->lighting.objViewer; in lightVertex()
350 uint32_t en = c->lighting.enabledLights; in lightVertex()
369 const material_t& material = c->lighting.front; in lightVertex()
370 const int twoSide = c->lighting.lightModel.twoSide; in lightVertex()
375 const light_t& l = c->lighting.lights[i]; in lightVertex()
458 c->lighting.lightModel.twoSide = param ? GL_TRUE : GL_FALSE; in lightModelx()
469 light_t& light = c->lighting.lights[i-GL_LIGHT0]; in lightx()
523 light_t& light = c->lighting.lights[i-GL_LIGHT0]; in lightxv()
574 c->lighting.front.shininess = param; in materialx()
629 #pragma mark lighting APIs
639 c->lighting.shadeModel = mode; in glShadeModel()
667 c->lighting.lightModel.ambient.r = gglFloatToFixed(params[0]); in glLightModelfv()
668 c->lighting.lightModel.ambient.g = gglFloatToFixed(params[1]); in glLightModelfv()
669 c->lighting.lightModel.ambient.b = gglFloatToFixed(params[2]); in glLightModelfv()
670 c->lighting.lightModel.ambient.a = gglFloatToFixed(params[3]); in glLightModelfv()
687 c->lighting.lightModel.ambient.r = params[0]; in glLightModelxv()
688 c->lighting.lightModel.ambient.g = params[1]; in glLightModelxv()
689 c->lighting.lightModel.ambient.b = params[2]; in glLightModelxv()
690 c->lighting.lightModel.ambient.a = params[3]; in glLightModelxv()
768 case GL_AMBIENT: what = c->lighting.front.ambient.v; break; in glMaterialfv()
769 case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break; in glMaterialfv()
770 case GL_SPECULAR: what = c->lighting.front.specular.v; break; in glMaterialfv()
771 case GL_EMISSION: what = c->lighting.front.emission.v; break; in glMaterialfv()
773 what = c->lighting.front.ambient.v; in glMaterialfv()
774 other = c->lighting.front.diffuse.v; in glMaterialfv()
777 c->lighting.front.shininess = gglFloatToFixed(params[0]); in glMaterialfv()
808 case GL_AMBIENT: what = c->lighting.front.ambient.v; break; in glMaterialxv()
809 case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break; in glMaterialxv()
810 case GL_SPECULAR: what = c->lighting.front.specular.v; break; in glMaterialxv()
811 case GL_EMISSION: what = c->lighting.front.emission.v; break; in glMaterialxv()
813 what = c->lighting.front.ambient.v; in glMaterialxv()
814 other = c->lighting.front.diffuse.v; in glMaterialxv()
817 c->lighting.front.shininess = gglFloatToFixed(params[0]); in glMaterialxv()