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📄 fgllightmodel.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglLightModelf,</STRONG> <STRONG>fglLightModeli,</STRONG> <STRONG>fglLightModelfv,</STRONG>	  <STRONG>fglLightModeliv</STRONG> - set	the lighting model parameters     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglLightModelf</STRONG>( INTEGER*4 <EM>pname</EM>,				     REAL*4 <EM>param</EM> )	  SUBROUTINE <STRONG>fglLightModeli</STRONG>( INTEGER*4 <EM>pname</EM>,				     INTEGER*4 <EM>param</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>pname</EM>	  Specifies a single-valued lighting model parameter.		  <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG> and		  <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG> are accepted.	  <EM>param</EM>	  Specifies the	value that <EM>param</EM> will be set to.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglLightModelfv</STRONG>( INTEGER*4	<EM>pname</EM>,				      CHARACTER*8 <EM>params</EM> )	  SUBROUTINE <STRONG>fglLightModeliv</STRONG>( INTEGER*4	<EM>pname</EM>,				      CHARACTER*8 <EM>params</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>pname</EM>	       Specifies a lighting model parameter.	       <STRONG>GL_LIGHT_MODEL_AMBIENT</STRONG>, <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG>,	       and <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG> are accepted.	  <EM>params</EM>	       Specifies a pointer to the value	or values that <EM>params</EM>	       will be set to.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglLightModel</STRONG>	sets the lighting model	parameter.  <EM>pname</EM>	  names	a parameter and	<EM>params</EM> gives the new value.  There are	  three	lighting model parameters:	  <STRONG>GL_LIGHT_MODEL_AMBIENT</STRONG>		    <EM>params</EM> 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).	  <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG>		    <EM>params</EM> is a	single integer or floating-point value		    that specifies how specular	reflection angles are		    computed.  If <EM>params</EM> is 0 (or 0.0),	specular		    reflection angles take the view direction to be		    parallel to	and in the direction of	the -<EM>z</EM> 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.	  <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG>		    <EM>params</EM> 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 <EM>params</EM> is 0 (or 0.0), one-		    sided lighting is specified, and only the <EM>front</EM>		    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 <EM>back</EM>	material		    parameters,	and have their normals reversed	before		    the	lighting equation is evaluated.	 Vertices of		    front-facing polygons are always lighted using the		    <EM>front</EM> 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 <STRONG>fglMaterial</STRONG> using <STRONG>GL_COLOR_INDEXES</STRONG>.  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.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>pname</EM>	is not an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglLightModel</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_LIGHT_MODEL_AMBIENT</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG>	  <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_LIGHTING</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglLight</STRONG>, <STRONG>fglMaterial</STRONG></PRE></BODY></HTML>

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