glLightModel — set the lighting model parameters
void glLightModelf( | GLenum | pname, |
GLfloat | param) ; |
void glLightModeli( | GLenum | pname, |
GLint | param) ; |
pname
Specifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER
,
GL_LIGHT_MODEL_COLOR_CONTROL
, and
GL_LIGHT_MODEL_TWO_SIDE
are accepted.
param
Specifies the value that param
will be set to.
void glLightModelfv( | GLenum | pname, |
const GLfloat * | params) ; |
void glLightModeliv( | GLenum | pname, |
const GLint * | params) ; |
pname
Specifies a lighting model parameter.
GL_LIGHT_MODEL_AMBIENT
,
GL_LIGHT_MODEL_COLOR_CONTROL
,
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
GL_LIGHT_MODEL_COLOR_CONTROL
params
must be either GL_SEPARATE_SPECULAR_COLOR
or
GL_SINGLE_COLOR
.
GL_SINGLE_COLOR
specifies that a single color is generated from the
lighting computation for a vertex. GL_SEPARATE_SPECULAR_COLOR
specifies that the specular color computation of lighting be stored
separately from the remainder of the lighting computation. The specular
color is summed into the generated fragment's color after the application
of texture mapping (if enabled). The initial value is GL_SINGLE_COLOR
.
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_ENUM
is generated if pname
is
GL_LIGHT_MODEL_COLOR_CONTROL
and params
is not one of
GL_SINGLE_COLOR
or GL_SEPARATE_SPECULAR_COLOR
.
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_COLOR_CONTROL
glGet with argument GL_LIGHT_MODEL_LOCAL_VIEWER
glGet with argument GL_LIGHT_MODEL_TWO_SIDE
glIsEnabled with argument GL_LIGHTING
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.