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8<TITLE>GXInitSpecularDirv</TITLE>
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11<H1 align="left">GXInitSpecularDirv</H1>
12
13<H2>Syntax</H2>
14<dl><dd><pre class="construction">
15#include &lt;revolution/gx.h&gt;
16
17#define GXInitSpecularDirv(lo,vec) \
18 (GXInitSpecularDir((lo), *(f32*)(vec), *((f32*)(vec)+1), *((f32*)(vec)+2))
19</pre></dd></dl>
20
21<H2>Arguments</H2>
22<TABLE class="arguments" border="1" >
23  <TBODY>
24    <TR>
25<TH>lo</TH>
26<TD>Pointer to a light object.</TD>
27    </TR>
28    <TR>
29<TH>vec</TH>
30<TD>Direction vector. You may use an <CODE>f32</CODE>-type array or structure.</TD>
31    </TR>
32  </TBODY>
33</TABLE>
34
35<H2>Return Values</H2>
36<P>None.</P>
37
38<H2>Description</H2>
39<P>This macro function sets the direction of a specular light in the light object using a vector.&nbsp;This direction is used when the light object is used as a specular light. The memory for the light object must be allocated by the application. This function does not load any hardware registers.&nbsp;To load a light object into a hardware light, use the <A href="GXLoadLightObjImm.html"><CODE>GXLoadLightObjImm</CODE></A> or <A href="GXLoadLightObjIndx.html"><CODE>GXLoadLightObjIndx</CODE></A> function.</P>
40<P>The coordinate space of the light normal should be consistent with a vertex normal transformed by a normal matrix. In other words, it should be transformed to view space. The direction vector must be normalized.</P>
41<P>The half-angle vector, necessary for specular lighting, is automatically calculated from the input light direction (<SPAN class="argument">nx</SPAN>, <SPAN class="argument">ny</SPAN>, <SPAN class="argument">nz</SPAN>) by assuming the view vector as (0, 0, 1). If you specify the input direction vector as (0, 0, 1), the half-angle vector becomes zero (no lighting effect) because the two vector directions are identical.</P>
42<P><B>Note:</B> This function must be used if the light object is used as specular light.&nbsp;You can activate a channel for specular lighting by setting the <code><a href="../Enumerated_Types/GXAttnFn.html">GXAttnFn</a></code> argument in <code><a href="GXSetChanCtrl.html">GXSetChanCtrl</a></code> to <code><a href="../Enumerated_Types/GXAttnFn.html">GX_AF_SPEC</a></code>.&nbsp;Do use the <A href="GXInitLightDir.html"><CODE>GXInitLightDir</CODE></A> or <A href="GXInitLightPos.html"><CODE>GXInitLightPos</CODE></A> function to set a light object which will be used as a specular light. These functions will destroy any data set by the <A href="GXInitSpecularDir.html"><CODE>GXInitSpecularDir</CODE></A> function.</P>
43<P>In contrast to diffuse lights (including spotlights) that are considered local lights, a specular light is a parallel light (the specular light is so far away that all light rays oare perceived as parallel); only directional information can be specified. If you use a light object which is set by this function for diffuse light, it acts as a (pseudo) parallel diffuse light.</P>
44
45<H2>Example</H2>
46<P>You may set an array of <CODE>f32</CODE> values as the <SPAN class="argument">vec</SPAN> vector.</P>
47<dl><dd><CODE>// Using an array<BR> f32&nbsp; dir[3] = { 1.0f, 0.0f, 0.0f };<BR> GXLightObj&nbsp; myLightObj;<BR> <BR> GXInitSpecularDirv( &amp;myLightObj, dir );</CODE></dd></dl>
48<P>You can also use a structure which contains three <CODE>f32</CODE> members (like the matrix-vector library's <CODE>Vec</CODE> type).</P>
49<dl><dd><CODE>// Using a structure<br> typedef structure<br> {<br> &nbsp;&nbsp;&nbsp; f32&nbsp; x, y, z;<br> } Vec;<br> <br> Vec&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; dir = { 1.0F, 0.0F, 0.0F };<br> GXLightObj&nbsp; myLightObj;<br> <br> GXInitSpecularDirv( &amp;myLightObj, &amp;dir );</CODE></dd></dl>
50
51<H2>See Also</H2>
52<P class="reference">
53<A href="GXInitSpecularDir.html">GXInitSpecularDir</A>,
54<A href="GXLightObjInitFlow.html">GXLightObj Initialization Flow</A>
55</P>
56
57<H2>Revision History</H2>
58<P>
592006/03/01 Initial version.<br>
60</P>
61
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