glLightf, glLighti, glLightfv, glLightiv:
set light source parameters.
C Specification |
Parameters |
Description |
Notes |
Errors |
Associated Gets |
See Also
void glLightf(
GLenum light,
GLenum pname,
GLfloat param)
void glLighti(
GLenum light,
GLenum pname,
GLint param)
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_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.
- 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.
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 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 i is enabled and disabled using
glEnable and 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.
It is always the case that GL_LIGHTi =
GL_LIGHT0 + i.
- 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