glLight
NAME
glLightf, glLighti, glLightfv, glLightiv - set light source
parameters
C SPECIFICATION
void glLightf(GLenum light,
GLenum pname,
GLfloat param)
void glLighti(GLenum light,
GLenum pname,
GLint param)
PARAMETERS
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_LIGHTi where
0 < i < 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.
|
C SPECIFICATION
void glLightfv( GLenum light,
GLenum pname,
const GLfloat *params)
void glLightiv(GLenum light,
GLenum pname,
const GLint *params)
PARAMETERS
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_LIGHTi where
0 < i < 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.
|
DESCRIPTION
glLight sets the values of individual light source
parameters. light names the light and is a symbolic name of
the form GL_LIGHTi, 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
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 i is enabled and disabled using
glDisable
with argument GL_LIGHTi.
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 w 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 -z
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.
NOTES
It is always the case that GL_LIGHTi = GL_LIGHT0 + i.
ERRORS
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.
ASSOCIATED GETS
glGetLight
glIsEnabled with argument GL_LIGHTING
SEE ALSO
glColorMaterial,
glLightModel,
glMaterial