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glLightf, glLighti, glLightfv, glLightiv - set light source parameters
void glLightf( GLenum light,
GLenum pname,
GLfloat param )
void glLighti( GLenum light,
GLenum pname,
GLint param )
- light
- Specifies a light. The number of lights depends on the implementation, but
at least eight lights are supported. They are identified by symbolic names
of the form GL_LIGHT
where 0 ≤
< GL_MAX_LIGHTS.
- pname
- Specifies a single-valued light source parameter for light.
GL_SPOT_EXPONENT, GL_SPOT_CUTOFF,
GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and
GL_QUADRATIC_ATTENUATION are accepted.
- param
- Specifies the value that parameter pname of light source
light will be set to.
void glLightfv( GLenum light,
GLenum pname,
const GLfloat *params )
void glLightiv( GLenum light,
GLenum pname,
const GLint *params )
- light
- Specifies a light. The number of lights depends on the implementation, but
at least eight lights are supported. They are identified by symbolic names
of the form GL_LIGHT
where 0 ≤
< GL_MAX_LIGHTS.
- pname
- Specifies a light source parameter for light. GL_AMBIENT,
GL_DIFFUSE, GL_SPECULAR, GL_POSITION,
GL_SPOT_CUTOFF, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT,
GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and
GL_QUADRATIC_ATTENUATION are accepted.
- params
- Specifies a pointer to the value or values that parameter pname of
light source light will be set to.
glLight sets the values of individual light source parameters.
light names the light and is a symbolic name of the form
GL_LIGHT
, where 0 ≤ i < GL_MAX_LIGHTS. pname specifies one of
ten light source parameters, again by symbolic name. params is either a
single value or a pointer to an array that contains the new values.
To enable and disable lighting calculation, call glEnable
and glDisable with argument GL_LIGHTING. Lighting is initially
disabled. When it is enabled, light sources that are enabled contribute to
the lighting calculation. Light source
is enabled and disabled using glEnable and glDisable with
argument GL_LIGHT
.
The ten light parameters are as follows:
- GL_AMBIENT
- params contains four integer or floating-point values that specify
the ambient RGBA intensity of the light. Integer values are mapped
linearly such that the most positive representable value maps to 1.0, and
the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are
clamped. The initial ambient light intensity is (0, 0, 0, 1).
- GL_DIFFUSE
- params contains four integer or floating-point values that specify
the diffuse RGBA intensity of the light. Integer values are mapped
linearly such that the most positive representable value maps to 1.0, and
the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are
clamped. The initial value for GL_LIGHT0 is (1, 1, 1, 1); for other
lights, the initial value is (0, 0, 0, 0).
- GL_SPECULAR
- params contains four integer or floating-point values that specify
the specular RGBA intensity of the light. Integer values are mapped
linearly such that the most positive representable value maps to 1.0, and
the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are
clamped. The initial value for GL_LIGHT0 is (1, 1, 1, 1); for other
lights, the initial value is (0, 0, 0, 0).
- GL_POSITION
- params contains four integer or floating-point values that specify
the position of the light in homogeneous object coordinates. Both integer
and floating-point values are mapped directly. Neither integer nor
floating-point values are clamped.
- The position is transformed by the modelview matrix when glLight is
called (just as if it were a point), and it is stored in eye coordinates.
If the
component of the position is 0, the light is treated as a directional
source. Diffuse and specular lighting calculations take the light's
direction, but not its actual position, into account, and attenuation is
disabled. Otherwise, diffuse and specular lighting calculations are based
on the actual location of the light in eye coordinates, and attenuation is
enabled. The initial position is (0, 0, 1, 0); thus, the initial light
source is directional, parallel to, and in the direction of the
axis.
- GL_SPOT_DIRECTION
- params contains three integer or floating-point values that specify
the direction of the light in homogeneous object coordinates. Both integer
and floating-point values are mapped directly. Neither integer nor
floating-point values are clamped.
- The spot direction is transformed by the inverse of the modelview matrix
when glLight is called (just as if it were a normal), and it is
stored in eye coordinates. It is significant only when
GL_SPOT_CUTOFF is not 180, which it is initially. The initial
direction is (0, 0, -1).
- GL_SPOT_EXPONENT
- params is a single integer or floating-point value that specifies
the intensity distribution of the light. Integer and floating-point values
are mapped directly. Only values in the range [0,128] are accepted.
- Effective light intensity is attenuated by the cosine of the angle between
the direction of the light and the direction from the light to the vertex
being lighted, raised to the power of the spot exponent. Thus, higher spot
exponents result in a more focused light source, regardless of the spot
cutoff angle (see GL_SPOT_CUTOFF, next paragraph). The initial spot
exponent is 0, resulting in uniform light distribution.
- GL_SPOT_CUTOFF
- params is a single integer or floating-point value that specifies
the maximum spread angle of a light source. Integer and floating-point
values are mapped directly. Only values in the range [0,90] and the
special value 180 are accepted. If the angle between the direction of the
light and the direction from the light to the vertex being lighted is
greater than the spot cutoff angle, the light is completely masked.
Otherwise, its intensity is controlled by the spot exponent and the
attenuation factors. The initial spot cutoff is 180, resulting in uniform
light distribution.
- GL_CONSTANT_ATTENUATION
- GL_LINEAR_ATTENUATION
- GL_QUADRATIC_ATTENUATION
- params is a single integer or floating-point value that specifies
one of the three light attenuation factors. Integer and floating-point
values are mapped directly. Only nonnegative values are accepted. If the
light is positional, rather than directional, its intensity is attenuated
by the reciprocal of the sum of the constant factor, the linear factor
times the distance between the light and the vertex being lighted, and the
quadratic factor times the square of the same distance. The initial
attenuation factors are (1, 0, 0), resulting in no attenuation.
It is always the case that GL_LIGHT
= GL_LIGHT0 +
.
GL_INVALID_ENUM is generated if either light or pname is
not an accepted value.
GL_INVALID_VALUE is generated if a spot exponent value is
specified outside the range [0,128], or if spot cutoff is specified outside
the range [0,90] (except for the special value 180), or if a negative
attenuation factor is specified.
GL_INVALID_OPERATION is generated if glLight is
executed between the execution of glBegin and the corresponding
execution of glEnd.
glGetLight
glIsEnabled with argument GL_LIGHTING
glColorMaterial, glLightModel, glMaterial
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