Lines Matching refs:Light
67 const struct gl_material *mat = &ctx->Light.Material;
101 /* state[1] is the light number */
103 /* state[2] is the light attribute */
106 COPY_4V(value, ctx->Light.Light[ln].Ambient);
109 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
112 COPY_4V(value, ctx->Light.Light[ln].Specular);
115 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
118 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
119 value[1] = ctx->Light.Light[ln].LinearAttenuation;
120 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
121 value[3] = ctx->Light.Light[ln].SpotExponent;
124 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
125 value[3] = ctx->Light.Light[ln]._CosCutoff;
128 value[0] = ctx->Light.Light[ln].SpotCutoff;
136 * light.EyePosition.w should be 0 for infinite lights.
138 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
146 _mesa_problem(ctx, "Invalid light state in fetch_state");
151 COPY_4V(value, ctx->Light.Model.Ambient);
158 value[i] = ctx->Light.Model.Ambient[i]
159 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
160 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
162 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
168 value[i] = ctx->Light.Model.Ambient[i]
169 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
170 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
172 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
184 value[i] = ctx->Light.Light[ln].Ambient[i] *
185 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
188 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
192 value[i] = ctx->Light.Light[ln].Diffuse[i] *
193 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
196 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
200 value[i] = ctx->Light.Light[ln].Specular[i] *
201 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
204 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
440 if(ctx->Light._ClampVertexColor &&
511 /* here, state[2] is the light number */
514 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
515 value[3] = ctx->Light.Light[ln]._CosCutoff;
522 COPY_4V(value, ctx->Light.Light[ln]._Position);
529 COPY_4V(value, ctx->Light.Light[ln]._Position);
540 * light.EyePosition.w should be 0 for infinite lights.
542 COPY_3V(p, ctx->Light.Light[ln]._Position);
752 append(dst, "light");
902 append(dst, "light.position.normalized");
965 append_index(str, state[1]); /* light number [i]. */
980 append_index(str, state[1]); /* light number [i]. */