2003-2004
Silicon Graphics, Inc.
glGetLight
3G
glGetLight
glGetLightfv
glGetLightxv
return light source parameter values
C Specification
void glGetLightfv
GLenum light
GLenum pname
GLfloat * params
void glGetLightxv
GLenum light
GLenum pname
GLfixed * params
Parameters
light
Specifies a light source. The number of possible
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.
Accepted symbolic names are
GL_AMBIENT,
GL_DIFFUSE,
GL_SPECULAR,
GL_POSITION,
GL_SPOT_DIRECTION,
GL_SPOT_EXPONENT,
GL_SPOT_CUTOFF,
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION, and
GL_QUADRATIC_ATTENUATION.
params
Returns the requested data.
Description
glGetLight
returns in params the value or values of a light
source parameter.
light names the light and is a symbolic
name of the form
GL_LIGHTi for
0<i<
GL_MAX_LIGHTS
where GL_MAX_LIGHTS is an
implementation dependent constant that
is greater than or equal to eight.
pname specifies one of
ten light source parameters, again by symbolic name.
The ten light parameters are defined:
GL_AMBIENT
params
returns four fixed-point or floating-point values that
specify the ambient RGBA intensity of the light. Both
fixed-point and floating-point values are mapped
directly. Neither fixed-point nor floating-point values
are clamped.
The initial ambient light intensity is (0, 0, 0, 1).
GL_DIFFUSE
params
returns four fixed-point or floating-point values that
specify the diffuse RGBA intensity of the light. Both
fixed-point and floating-point values are mapped
directly. Neither fixed-point 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
returns four fixed-point or floating-point values that
specify the specular RGBA intensity of the light. Both
fixed-point and floating-point values are mapped
directly. Neither fixed-point 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 returns four fixed-point or floating-point values representing the
position of the light source.
Both fixed-point and floating-point values are mapped
directly.
The returned values are those maintained in eye coordinates.
They will not be equal to the values specified using glLight,
unless the modelview matrix was identity at the time glLight was
called. The initial value is (0, 0, 1, 0).
GL_SPOT_DIRECTION
params
returns three fixed-point or floating-point values that
specify the direction of the light in homogeneous object
coordinates. Both fixed-point and floating-point values
are mapped directly. Neither fixed-point nor
floating-point values are clamped.
The initial direction is (0, 0, -1).
GL_SPOT_EXPONENT
params
returns a single fixed-point or floating-point value that
specifies the intensity distribution of the light.
Fixed-point and floating-point values are mapped
directly. Only values in the range [0, 128] are
accepted.
The initial spot exponent is 0.
GL_SPOT_CUTOFF
params
returns a single fixed-point or floating-point value that
specifies the maximum spread angle of a light source.
Fixed-point 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.
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION,
GL_QUADRATIC_ATTENUATION
params
returns a single fixed-point or floating-point value that
specifies one of the three light attenuation factors.
Fixed-point 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).
Notes
It is always the case that
GL_LIGHTi=
GL_LIGHT0+i.
If an error is generated, no change is made to the contents
of params.
Errors
GL_INVALID_ENUM is generated if
light or pname
is not an accepted value.
See Also
glLight
Copyright
Copyright 2003-2004
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
https://khronos.org/registry/OpenGL-Refpages/LICENSES/LicenseRef-FreeB.txt.