445 lines
22 KiB
XML
445 lines
22 KiB
XML
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glLight">
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<refmeta>
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<refmetainfo>
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<copyright>
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<year>1991-2006</year>
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<holder>Silicon Graphics, Inc.</holder>
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</copyright>
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</refmetainfo>
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<refentrytitle>glLight</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glLight</refname>
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<refpurpose>set light source parameters</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glLightf</function></funcdef>
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<paramdef>GLenum <parameter>light</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>GLfloat <parameter>param</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glLighti</function></funcdef>
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<paramdef>GLenum <parameter>light</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>GLint <parameter>param</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<!-- eqn: ignoring delim $$ -->
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>light</parameter></term>
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<listitem>
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<para>
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Specifies a light.
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The number of lights depends on the implementation,
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but at least eight lights are supported.
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They are identified by symbolic names of the form <constant>GL_LIGHT</constant>
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>,
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where i ranges from 0 to the value of <constant>GL_MAX_LIGHTS</constant> - 1.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>pname</parameter></term>
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<listitem>
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<para>
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Specifies a single-valued light source parameter for <parameter>light</parameter>.
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<constant>GL_SPOT_EXPONENT</constant>,
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<constant>GL_SPOT_CUTOFF</constant>,
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<constant>GL_CONSTANT_ATTENUATION</constant>,
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<constant>GL_LINEAR_ATTENUATION</constant>, and
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<constant>GL_QUADRATIC_ATTENUATION</constant> are accepted.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>param</parameter></term>
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<listitem>
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<para>
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Specifies the value that parameter <parameter>pname</parameter> of light source <parameter>light</parameter>
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will be set to.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glLightfv</function></funcdef>
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<paramdef>GLenum <parameter>light</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>const GLfloat * <parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glLightiv</function></funcdef>
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<paramdef>GLenum <parameter>light</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>const GLint * <parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>light</parameter></term>
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<listitem>
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<para>
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Specifies a light.
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The number of lights depends on the implementation, but
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at least eight lights are supported.
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They are identified by symbolic names of the form <constant>GL_LIGHT</constant>
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>,
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where i ranges from 0 to the value of <constant>GL_MAX_LIGHTS</constant> - 1.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>pname</parameter></term>
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<listitem>
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<para>
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Specifies a light source parameter for <parameter>light</parameter>.
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<constant>GL_AMBIENT</constant>,
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<constant>GL_DIFFUSE</constant>,
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<constant>GL_SPECULAR</constant>,
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<constant>GL_POSITION</constant>,
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<constant>GL_SPOT_CUTOFF</constant>,
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<constant>GL_SPOT_DIRECTION</constant>,
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<constant>GL_SPOT_EXPONENT</constant>,
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<constant>GL_CONSTANT_ATTENUATION</constant>,
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<constant>GL_LINEAR_ATTENUATION</constant>, and
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<constant>GL_QUADRATIC_ATTENUATION</constant> are accepted.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>params</parameter></term>
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<listitem>
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<para>
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Specifies a pointer to the value or values that parameter <parameter>pname</parameter>
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of light source <parameter>light</parameter> will be set to.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>
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<function>glLight</function> sets the values of individual light source parameters.
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<parameter>light</parameter> names the light and is a symbolic name of the form <constant>GL_LIGHT</constant>
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>,
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where i ranges from 0 to the value of <constant>GL_MAX_LIGHTS</constant> - 1.
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<parameter>pname</parameter> specifies one of ten light source parameters,
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again by symbolic name.
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<parameter>params</parameter> is either a single value or a pointer to an array that contains
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the new values.
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</para>
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<para>
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To enable and disable lighting calculation, call <citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry>
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and <citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry> with argument <constant>GL_LIGHTING</constant>. Lighting is
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initially disabled.
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When it is enabled,
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light sources that are enabled contribute to the lighting calculation.
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Light source
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>
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is enabled and disabled using <citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry> and
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<citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry> with argument <constant>GL_LIGHT</constant>
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>.
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</para>
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<para>
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The ten light parameters are as follows:
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</para>
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<variablelist>
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<varlistentry>
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<term><constant>GL_AMBIENT</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the ambient RGBA intensity of the light.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial ambient light intensity is (0, 0, 0, 1).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_DIFFUSE</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the diffuse RGBA intensity of the light.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial value
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for <constant>GL_LIGHT0</constant> is (1, 1, 1, 1); for other lights, the
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initial value is (0, 0, 0, 1).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SPECULAR</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the specular RGBA intensity of the light.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial value
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for <constant>GL_LIGHT0</constant> is (1, 1, 1, 1); for other lights, the
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initial value is (0, 0, 0, 1).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_POSITION</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the position of the light in homogeneous object coordinates.
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Both integer and floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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</para>
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<para>
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The position is transformed by the modelview matrix when
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<function>glLight</function> is called (just as if it were a point),
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and it is stored in eye coordinates.
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If the
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<inlineequation><mml:math><mml:mi mathvariant="italic">w</mml:mi></mml:math></inlineequation>
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component of the position is 0,
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the light is treated as a directional source.
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Diffuse and specular lighting calculations take the light's direction,
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but not its actual position,
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into account,
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and attenuation is disabled.
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Otherwise,
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diffuse and specular lighting calculations are based on the actual location
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of the light in eye coordinates,
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and attenuation is enabled.
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The initial position is (0, 0, 1, 0);
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thus, the initial light source is directional,
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parallel to, and in the direction of the
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<inlineequation><mml:math>
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<!-- eqn: -z:-->
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<mml:mrow>
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<mml:mo>-</mml:mo>
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<mml:mi mathvariant="italic">z</mml:mi>
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</mml:mrow>
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</mml:math></inlineequation>
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axis.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SPOT_DIRECTION</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains three integer or floating-point values that specify
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the direction of the light in homogeneous object coordinates.
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Both integer and floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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</para>
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<para>
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The spot direction is transformed by the upper 3x3 of the modelview matrix when
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<function>glLight</function> is called,
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and it is stored in eye coordinates.
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It is significant only when <constant>GL_SPOT_CUTOFF</constant> is not 180,
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which it is initially.
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The initial direction is
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<inlineequation><mml:math>
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<!-- eqn: (0, 0, -1):-->
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<mml:mfenced open="(" close=")">
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<mml:mn>0</mml:mn>
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<mml:mn>0</mml:mn>
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<mml:mn>-1</mml:mn>
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</mml:mfenced>
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</mml:math></inlineequation>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SPOT_EXPONENT</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> is a single integer or floating-point value that specifies
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the intensity distribution of the light.
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Integer and floating-point values are mapped directly.
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Only values in the range
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<inlineequation><mml:math>
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<!-- eqn: [0,128]:-->
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<mml:mfenced open="[" close="]">
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<mml:mn>0</mml:mn>
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<mml:mn>128</mml:mn>
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</mml:mfenced>
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</mml:math></inlineequation>
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are accepted.
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</para>
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<para>
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Effective light intensity is attenuated by the cosine of the angle between
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the direction of the light and the direction from the light to the vertex
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being lighted,
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raised to the power of the spot exponent.
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Thus, higher spot exponents result in a more focused light source,
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regardless of the spot cutoff angle (see <constant>GL_SPOT_CUTOFF</constant>, next paragraph).
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The initial spot exponent is 0,
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resulting in uniform light distribution.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SPOT_CUTOFF</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> is a single integer or floating-point value that specifies
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the maximum spread angle of a light source.
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Integer and floating-point values are mapped directly.
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Only values in the range
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<inlineequation><mml:math>
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<!-- eqn: [0,90]:-->
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<mml:mfenced open="[" close="]">
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<mml:mn>0</mml:mn>
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<mml:mn>90</mml:mn>
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</mml:mfenced>
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</mml:math></inlineequation>
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and the special value 180
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are accepted.
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If the angle between the direction of the light and the direction from the
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light to the vertex being lighted is greater than the spot cutoff angle,
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the light is completely masked.
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Otherwise, its intensity is controlled by the spot exponent and the
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attenuation factors.
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The initial spot cutoff is 180,
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resulting in uniform light distribution.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_CONSTANT_ATTENUATION</constant></term>
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<listitem>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_LINEAR_ATTENUATION</constant></term>
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<listitem>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_QUADRATIC_ATTENUATION</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> is a single integer or floating-point value that specifies
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one of the three light attenuation factors.
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Integer and floating-point values are mapped directly.
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Only nonnegative values are accepted.
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If the light is positional,
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rather than directional,
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its intensity is attenuated by the reciprocal of the sum of the constant
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factor, the linear factor times the distance between the light
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and the vertex being lighted,
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and the quadratic factor times the square of the same distance.
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The initial attenuation factors are (1, 0, 0),
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resulting in no attenuation.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="notes"><title>Notes</title>
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<para>
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It is always the case that <constant>GL_LIGHT</constant>
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>
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= <constant>GL_LIGHT0</constant> +
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<inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>.
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</para>
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</refsect1>
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<refsect1 id="errors"><title>Errors</title>
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<para>
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<constant>GL_INVALID_ENUM</constant> is generated if either <parameter>light</parameter> or <parameter>pname</parameter>
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is not an accepted value.
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</para>
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<para>
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|
<constant>GL_INVALID_VALUE</constant> is generated if a spot exponent value is specified
|
||
|
outside the range
|
||
|
<inlineequation><mml:math>
|
||
|
<!-- eqn: [0,128]:-->
|
||
|
<mml:mfenced open="[" close="]">
|
||
|
<mml:mn>0</mml:mn>
|
||
|
<mml:mn>128</mml:mn>
|
||
|
</mml:mfenced>
|
||
|
</mml:math></inlineequation>,
|
||
|
or if spot cutoff is specified outside the range
|
||
|
<inlineequation><mml:math>
|
||
|
<!-- eqn: [0,90]:-->
|
||
|
<mml:mfenced open="[" close="]">
|
||
|
<mml:mn>0</mml:mn>
|
||
|
<mml:mn>90</mml:mn>
|
||
|
</mml:mfenced>
|
||
|
</mml:math></inlineequation>
|
||
|
(except for the
|
||
|
special value 180),
|
||
|
or if a negative attenuation factor is specified.
|
||
|
</para>
|
||
|
<para>
|
||
|
<constant>GL_INVALID_OPERATION</constant> is generated if <function>glLight</function> is executed between
|
||
|
the execution of
|
||
|
<citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry> and the corresponding execution of <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.
|
||
|
</para>
|
||
|
</refsect1>
|
||
|
<refsect1 id="associatedgets"><title>Associated Gets</title>
|
||
|
<para>
|
||
|
<citerefentry><refentrytitle>glGetLight</refentrytitle></citerefentry>
|
||
|
</para>
|
||
|
<para>
|
||
|
<citerefentry><refentrytitle>glIsEnabled</refentrytitle></citerefentry> with argument <constant>GL_LIGHTING</constant>
|
||
|
</para>
|
||
|
</refsect1>
|
||
|
<refsect1 id="seealso"><title>See Also</title>
|
||
|
<para>
|
||
|
<citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry>,
|
||
|
<citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry>,
|
||
|
<citerefentry><refentrytitle>glMaterial</refentrytitle></citerefentry>
|
||
|
</para>
|
||
|
</refsect1>
|
||
|
<refsect1 id="Copyright"><title>Copyright</title>
|
||
|
<para>
|
||
|
Copyright <trademark class="copyright"></trademark> 1991-2006
|
||
|
Silicon Graphics, Inc. This document is licensed under the SGI
|
||
|
Free Software B License. For details, see
|
||
|
<ulink url="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</ulink>.
|
||
|
</para>
|
||
|
</refsect1>
|
||
|
</refentry>
|