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354 lines
17 KiB
XML
354 lines
17 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glMaterial">
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<refmeta>
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<refmetainfo>
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<copyright>
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<year>1991-2006</year>
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<holder>Silicon Graphics, Inc.</holder>
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</copyright>
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</refmetainfo>
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<refentrytitle>glMaterial</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glMaterial</refname>
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<refpurpose>specify material parameters for the lighting model</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glMaterialf</function></funcdef>
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<paramdef>GLenum <parameter>face</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>GLfloat <parameter>param</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glMateriali</function></funcdef>
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<paramdef>GLenum <parameter>face</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>GLint <parameter>param</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>face</parameter></term>
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<listitem>
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<para>
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Specifies which face or faces are being updated.
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Must be one of
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<constant>GL_FRONT</constant>,
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<constant>GL_BACK</constant>, or
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<constant>GL_FRONT_AND_BACK</constant>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>pname</parameter></term>
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<listitem>
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<para>
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Specifies the single-valued material parameter of the face or faces
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that is being updated.
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Must be <constant>GL_SHININESS</constant>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>param</parameter></term>
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<listitem>
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<para>
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Specifies the value that parameter <constant>GL_SHININESS</constant> will be set to.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glMaterialfv</function></funcdef>
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<paramdef>GLenum <parameter>face</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>const GLfloat * <parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glMaterialiv</function></funcdef>
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<paramdef>GLenum <parameter>face</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>const GLint * <parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>face</parameter></term>
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<listitem>
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<para>
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Specifies which face or faces are being updated.
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Must be one of
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<constant>GL_FRONT</constant>,
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<constant>GL_BACK</constant>, or
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<constant>GL_FRONT_AND_BACK</constant>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>pname</parameter></term>
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<listitem>
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<para>
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Specifies the material parameter of the face or faces that is being updated.
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Must be one of
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<constant>GL_AMBIENT</constant>,
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<constant>GL_DIFFUSE</constant>,
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<constant>GL_SPECULAR</constant>,
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<constant>GL_EMISSION</constant>,
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<constant>GL_SHININESS</constant>,
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<constant>GL_AMBIENT_AND_DIFFUSE</constant>, or
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<constant>GL_COLOR_INDEXES</constant>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>params</parameter></term>
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<listitem>
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<para>
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Specifies a pointer to the value or values that <parameter>pname</parameter> will be set to.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>
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<function>glMaterial</function> assigns values to material parameters.
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There are two matched sets of material parameters.
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One,
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the <emphasis>front-facing</emphasis> set,
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is used to shade points,
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lines,
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bitmaps,
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and all polygons
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(when two-sided lighting is disabled),
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or just front-facing polygons
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(when two-sided lighting is enabled).
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The other set,
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<emphasis>back-facing</emphasis>,
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is used to shade back-facing polygons only when two-sided lighting is enabled.
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Refer to the <citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry> reference page for details concerning one- and
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two-sided lighting calculations.
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</para>
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<para>
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<function>glMaterial</function> takes three arguments.
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The first,
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<parameter>face</parameter>,
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specifies whether the
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<constant>GL_FRONT</constant> materials, the
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<constant>GL_BACK</constant> materials, or both
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<constant>GL_FRONT_AND_BACK</constant> materials will be modified.
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The second,
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<parameter>pname</parameter>,
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specifies which of several parameters in one or both sets will be modified.
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The third,
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<parameter>params</parameter>,
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specifies what value or values will be assigned to the specified parameter.
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</para>
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<para>
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Material parameters are used in the lighting equation that is optionally
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applied to each vertex.
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The equation is discussed in the <citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry> reference page.
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The parameters that can be specified using <function>glMaterial</function>,
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and their interpretations by the lighting equation, are as follows:
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</para>
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<variablelist>
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<varlistentry>
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<term><constant>GL_AMBIENT</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the ambient RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial ambient reflectance for both front- and back-facing materials
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is (0.2, 0.2, 0.2, 1.0).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_DIFFUSE</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the diffuse RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial diffuse reflectance for both front- and back-facing materials
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is (0.8, 0.8, 0.8, 1.0).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SPECULAR</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the specular RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial specular reflectance for both front- and back-facing materials
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is (0, 0, 0, 1).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_EMISSION</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains four integer or floating-point values that specify
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the RGBA emitted light intensity of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to
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<inlineequation><mml:math>
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<!-- eqn: -1.0:-->
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<mml:mn>-1.0</mml:mn>
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</mml:math></inlineequation>.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial emission intensity for both front- and back-facing materials
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is (0, 0, 0, 1).
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SHININESS</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> is a single integer or floating-point value that specifies
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the RGBA specular exponent of the material.
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Integer and floating-point values are mapped directly.
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Only values in the range
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<inlineequation><mml:math>
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<!-- eqn: [0,128]:-->
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<mml:mfenced open="[" close="]">
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<mml:mn>0</mml:mn>
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<mml:mn>128</mml:mn>
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</mml:mfenced>
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</mml:math></inlineequation>
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are accepted.
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The initial specular exponent for both front- and back-facing materials
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is 0.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_AMBIENT_AND_DIFFUSE</constant></term>
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<listitem>
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<para>
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Equivalent to calling <function>glMaterial</function> twice with the same parameter values,
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once with <constant>GL_AMBIENT</constant> and once with <constant>GL_DIFFUSE</constant>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COLOR_INDEXES</constant></term>
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<listitem>
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<para>
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<parameter>params</parameter> contains three integer or floating-point values specifying
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the color indices for ambient,
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diffuse,
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and specular lighting.
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These three values,
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and <constant>GL_SHININESS</constant>,
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are the only material values used by the color index mode lighting equation.
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Refer to the <citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry> reference page for a discussion
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of color index lighting.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="notes"><title>Notes</title>
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<para>
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The material parameters can be updated at any time.
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In particular,
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<function>glMaterial</function> can be called between a call to <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry> and the corresponding
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call to <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.
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If only a single material parameter is to be changed per vertex,
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however,
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<citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry> is preferred over <function>glMaterial</function>
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(see <citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry>).
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</para>
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<para>
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While the ambient, diffuse, specular and emission material parameters
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all have alpha components, only the diffuse alpha component is used in
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the lighting computation.
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</para>
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</refsect1>
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<refsect1 id="errors"><title>Errors</title>
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<para>
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<constant>GL_INVALID_ENUM</constant> is generated if either <parameter>face</parameter> or <parameter>pname</parameter> is not
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an accepted value.
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</para>
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<para>
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<constant>GL_INVALID_VALUE</constant> is generated if a specular exponent outside the range
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<inlineequation><mml:math>
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<!-- eqn: [0,128]:-->
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<mml:mfenced open="[" close="]">
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<mml:mn>0</mml:mn>
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<mml:mn>128</mml:mn>
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</mml:mfenced>
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</mml:math></inlineequation>
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is specified.
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</para>
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</refsect1>
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<refsect1 id="associatedgets"><title>Associated Gets</title>
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<para>
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<citerefentry><refentrytitle>glGetMaterial</refentrytitle></citerefentry>
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</para>
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</refsect1>
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<refsect1 id="seealso"><title>See Also</title>
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<para>
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<citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glLight</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry>
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</para>
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</refsect1>
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<refsect1 id="Copyright"><title>Copyright</title>
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<para>
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Copyright <trademark class="copyright"></trademark> 1991-2006
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Silicon Graphics, Inc. This document is licensed under the SGI
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Free Software B License. For details, see
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<ulink url="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</ulink>.
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</para>
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</refsect1>
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</refentry>
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