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glMaterialf, glMateriali, glMaterialfv, glMaterialiv - specify material
parameters for the lighting model
void glMaterialf( GLenum
face,
GLenum pname,
GLfloat param )
void glMateriali( GLenum face,
GLenum pname,
GLint param )
- face
- Specifies which face or faces are being updated. Must be
one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
- pname
- Specifies the single-valued
material parameter of the face or faces that is being updated. Must be GL_SHININESS.
- param
- Specifies the value that parameter GL_SHININESS will be set to.
void glMaterialfv( GLenum face,
GLenum pname,
const GLfloat *params )
void glMaterialiv( GLenum face,
GLenum pname,
const GLint *params )
- face
- Specifies which face or faces are being updated. Must be
one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
- pname
- Specifies the material
parameter of the face or faces that is being updated. Must be one of GL_AMBIENT,
GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE,
or GL_COLOR_INDEXES.
- params
- Specifies a pointer to the value or values
that pname will be set to.
glMaterial assigns values to material
parameters. There are two matched sets of material parameters. One, the front-facing
set, is used to shade points, lines, bitmaps, and all polygons (when two-sided
lighting is disabled), or just front-facing polygons (when two-sided lighting
is enabled). The other set, back-facing, is used to shade back-facing polygons
only when two-sided lighting is enabled. Refer to the glLightModel reference
page for details concerning one- and two-sided lighting calculations.
glMaterial
takes three arguments. The first, face, specifies whether the GL_FRONT materials,
the GL_BACK materials, or both GL_FRONT_AND_BACK materials will be modified.
The second, pname, specifies which of several parameters in one or both
sets will be modified. The third, params, specifies what value or values
will be assigned to the specified parameter.
Material parameters are used
in the lighting equation that is optionally applied to each vertex. The
equation is discussed in the glLightModel reference page. The parameters
that can be specified using glMaterial, and their interpretations by the
lighting equation, are as follows:
- GL_AMBIENT
- params contains four integer
or floating-point values that specify the ambient RGBA reflectance of the
material. 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 reflectance for both
front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).
- GL_DIFFUSE
- params contains
four integer or floating-point values that specify the diffuse RGBA reflectance
of the material. 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 diffuse reflectance for both
front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).
- GL_SPECULAR
- params contains
four integer or floating-point values that specify the specular RGBA reflectance
of the material. 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 specular reflectance for both
front- and back-facing materials is (0, 0, 0, 1).
- GL_EMISSION
- params contains
four integer or floating-point values that specify the RGBA emitted light
intensity of the material. 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 emission
intensity for both front- and back-facing materials is (0, 0, 0, 1).
- GL_SHININESS
- params is a single integer or floating-point value that specifies the RGBA
specular exponent of the material. Integer and floating-point values are
mapped directly. Only values in the range [0,128] are accepted. The initial
specular exponent for both front- and back-facing materials is 0.
- GL_AMBIENT_AND_DIFFUSE
- Equivalent to calling glMaterial twice with the same parameter values,
once with GL_AMBIENT and once with GL_DIFFUSE.
- GL_COLOR_INDEXES
- params contains
three integer or floating-point values specifying the color indices for
ambient, diffuse, and specular lighting. These three values, and GL_SHININESS,
are the only material values used by the color index mode lighting equation.
Refer to the glLightModel reference page for a discussion of color index
lighting.
The material parameters can be updated at any time. In particular,
glMaterial can be called between a call to glBegin and the corresponding
call to glEnd. If only a single material parameter is to be changed per
vertex, however, glColorMaterial is preferred over glMaterial (see glColorMaterial).
While the ambient, diffuse, specular and emission material parameters all
have alpha components, only the diffuse alpha component is used in the
lighting computation.
GL_INVALID_ENUM is generated if either face
or pname is not an accepted value.
GL_INVALID_VALUE is generated if a specular
exponent outside the range [0,128] is specified.
glGetMaterial
glColorMaterial(3G)
, glLight(3G)
, glLightModel(3G)
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