glLightModelf, glLightModeli, glLightModelfv,
glLightModeliv: set the lighting model parameters.
C Specification |
Parameters |
Description |
Errors |
Associated Gets |
See Also
void glLightModelf(
GLenum pname,
GLfloat param)
void glLightModeli(
GLenum pname,
GLint param)
void glLightModelfv(
GLenum pname,
const GLfloat *params)
void glLightModeliv(
GLenum pname,
const GLint *params)
- pname
- Specifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
- param
- Specifies the value that param will be set to.
- pname
- Specifies a lighting model parameter.
GL_LIGHT_MODEL_AMBIENT,
GL_LIGHT_MODEL_LOCAL_VIEWER, and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
- params
- Specifies a pointer to the value or values that params
will be set to.
glLightModel sets the lighting model parameter.
pname names a parameter and params gives the
new value. There are three lighting model parameters:
- GL_LIGHT_MODEL_AMBIENT
- params contains four integer or floating-point values that
specify the ambient RGBA intensity of the entire scene. 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 scene intensity is (0.2, 0.2, 0.2, 1.0).
- GL_LIGHT_MODEL_LOCAL_VIEWER
- params is a single integer or floating-point value that
specifies how specular reflection angles are computed. If
params is 0 (or 0.0), specular reflection angles take the
view direction to be parallel to and in the direction of the Z axis, regardless of the location of
the vertex in eye coordinates. Otherwise, specular reflections are
computed from the origin of the eye coordinate system. The initial value
is 0.
- GL_LIGHT_MODEL_TWO_SIDE
- params is a single integer or floating-point value that
specifies whether one- or two-sided lighting calculations are done for
polygons. It has no effect on the lighting calculations for points,
lines, or bitmaps. If params is 0 (or 0.0), one-sided
lighting is specified, and only the front material
parameters are used in the lighting equation. Otherwise, two-sided
lighting is specified. In this case, vertices of back-facing polygons are
lighted using the back material parameters, and have their
normals reversed before the lighting equation is evaluated. Vertices of
front-facing polygons are always lighted using the front
material parameters, with no change to their normals. The initial value is
0.
In RGBA mode, the lighted color of a vertex is the sum of the material
emission intensity, the product of the material ambient reflectance and the
lighting model full-scene ambient intensity, and the contribution of each
enabled light source. Each light source contributes the sum of three terms:
ambient, diffuse, and specular. The ambient light source contribution is the
product of the material ambient reflectance and the light's ambient intensity.
The diffuse light source contribution is the product of the material diffuse
reflectance, the light's diffuse intensity, and the dot product of the
vertex's normal with the normalized vector from the vertex to the light
source. The specular light source contribution is the product of the material
specular reflectance, the light's specular intensity, and the dot product of
the normalized vertex-to-eye and vertex-to-light vectors, raised to the power
of the shininess of the material. All three light source contributions are
attenuated equally based on the distance from the vertex to the light source
and on light source direction, spread exponent, and spread cutoff angle. All
dot products are replaced with 0 if they evaluate to a negative value.
The alpha component of the resulting lighted color is set to the alpha value
of the material diffuse reflectance.
In color index mode, the value of the lighted index of a vertex ranges from
the ambient to the specular values passed to glMaterial using
GL_COLOR_INDEXES. Diffuse and specular coefficients, computed
with a (.30, .59, .11) weighting of the lights' colors, the
shininess of the material, and the same reflection and attenuation equations
as in the RGBA case, determine how much above ambient the resulting index is.
- GL_INVALID_ENUM is generated if pname is
not an accepted value.
- GL_INVALID_OPERATION is generated if glLightModel is executed between the
execution of glBegin and the
corresponding execution of glEnd.
glGet with argument
GL_LIGHT_MODEL_AMBIENT
glGet with argument
GL_LIGHT_MODEL_LOCAL_VIEWER
glGet with argument
GL_LIGHT_MODEL_TWO_SIDE
glIsEnabled with argument
GL_LIGHTING
glLight,
glMaterial