A lighting parameter is of one of five types: color, position, direction, real, or boolean. A color parameter consists of four floating-point elements, one for each of R, G, B, and A, in that order. There are no restrictions on the allowable values for these parameters. A position parameter consists of four floating-point coordinates (x, y, z, and w) that specify a position in object coordinates (w may, in some cases, be zero, indicating a point at infinity in the direction given by x, y, and z). A direction parameter consists of three floating-point coordinates (x, y, and z) that specify a direction in object coordinates. A real parameter is one floating-point value. The various values and their types are summarized in Table 2.7. The result of a lighting computation is undefined if a value for a parameter is specified that is outside the range given for that parameter in the table.
Table 2.7: Summary of lighting parameters.
The range of individual color components is .
There are n light sources, indexed by . (n is an implementation dependent maximum that must be at least 8.) Note that the default values for and differ for i=0 and i>0.
Before specifying the way that lighting computes colors, we introduce operators and notation that simplify the expressions involved. If and are colors without alpha where and , then define . Addition of colors is accomplished by addition of the components. Multiplication of colors by a scalar means multiplying each component by that scalar. If and are directions, then define
(Directions are taken to have three coordinates.) If and are (homogeneous, with four coordinates) points then let be the unit vector that points from to . Note that if has a zero w coordinate and has non-zero w coordinate, then is the unit vector corresponding to the direction specified by the x, y, and z coordinates of ; if has a zero w coordinate and has a non-zero w coordinate then is the unit vector that is the negative of that corresponding to the direction specified by . If both and have zero w coordinates, then is the unit vector obtained by normalizing the direction corresponding to .
If is an arbitrary direction, then let be the unit vector in 's direction. Let be the distance between and . Finally, let be the point corresponding to the vertex being lit, and be the corresponding normal. Let be the eyepoint ( in eye coordinates).
The color produced by lighting a vertex is given by
where
All computations are carried out in eye coordinates.
The value of A produced by lighting is the alpha value associated with . Results of lighting are undefined if the coordinate (w in eye coordinates) of is zero.
Lighting may operate in two-sided mode (), in which a front color is computed with one set of material parameters (the front material) and a back color is computed with a second set of material parameters (the back material). This second computation replaces with . If , then the back color and front color are both assigned the color computed using the front material with .
The selection between back color and front color depends on the primitive of which the vertex being lit is a part. If the primitive is a point or a line segment, the front color is always selected. If it is a polygon, then the selection is based on the sign of the (clipped or unclipped) polygon's signed area computed in window coordinates. One way to compute this area is
where and are the x and y window coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for purposes of this computation) and is . The interpretation of the sign of this value is controlled with
Setting dir to CCW (corresponding to counter-clockwise orientation of the projected polygon in window coordinates) indicates that if , then the color of each vertex of the polygon becomes the back color computed for that vertex while if a > 0, then the front color is selected. If dir is CW, then a is replaced by -a in the above inequalities. This requires one bit of state; initially, it indicates CCW.