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8<TITLE>GXInitLightAttn</TITLE>
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11<H1 align="left">GXInitLightAttn</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15  <PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE>
16  <DD>
17  <PRE><CODE>void GXInitLightAttn(
18    <A href="../Structures/GXLightObj.html">GXLightObj</A>* lt_obj,
19    f32         a0,
20    f32         a1,
21    f32         a2,
22    f32         k0,
23    f32         k1,
24    f32         k2 );</CODE></PRE>
25</DL>
26<H2>Arguments</H2>
27<TABLE border="1" cellpadding="3" cellspacing="0.1">
28  <TBODY>
29    <TR>
30<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>lt_obj</FONT></STRONG></EM></TD>
31<TD width="520">pointer to a light object</TD>
32    </TR>
33    <TR>
34<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>a0</FONT></STRONG></EM></TD>
35<TD width="520">angular attenuation coefficient</TD>
36    </TR>
37    <TR>
38<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>a1</FONT></STRONG></EM></TD>
39<TD width="520">angular attenuation coefficient</TD>
40    </TR>
41    <TR>
42<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>a2</FONT></STRONG></EM></TD>
43<TD width="520">angular attenuation coefficient</TD>
44    </TR>
45    <TR>
46<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>k0</FONT></STRONG></EM></TD>
47<TD width="520">distance attenuation coefficient</TD>
48    </TR>
49    <TR>
50<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>k1</FONT></STRONG></EM></TD>
51<TD width="520">distance attenuation coefficient</TD>
52    </TR>
53    <TR>
54<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>k2</FONT></STRONG></EM></TD>
55<TD width="520">distance attenuation coefficient</TD>
56    </TR>
57  </TBODY>
58</TABLE>
59<H2>Return Values</H2>
60<P>None.</P>
61<H2>Description</H2>
62<P>This function sets coefficients used in the lighting attenuation calculation for a given light object.&nbsp;The application must allocate the memory for the light object.&nbsp;The arguments <code>a0</code>, <code>a1</code> and <code>a2</code> are used for angular (spotlight) attenuation.&nbsp;The coefficients <code>k0</code>, <code>k1</code> and <code>k2</code> are used for distance attenuation.&nbsp;The attenuation function is:</P>
63<P><CITE><EM>atten = <U>clamp0(<STRONG> a2</STRONG> * aattn^2 +</U></EM><U> <EM><STRONG>a1</STRONG></EM> * <EM>aattn +</EM> <EM><STRONG>a0</STRONG></EM> )</U><BR> <EM><STRONG>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;k2</STRONG></EM> <EM>* d^2 +</EM> <EM><STRONG>k1</STRONG></EM> * <EM>d +</EM> <STRONG><EM>k0</EM></STRONG></CITE></P>
64<P>where <em>aattn</em> is the cosine of the angle between the light direction and the vector from the light position to the vertex, and <em>d</em> is the distance from the light position to the vertex when the channel attenuation function is <code>GX_AF_SPOT</code>.&nbsp;The light color will be multiplied by the <CODE>atten</CODE> coefficient when the attenuation function for the color channel referencing this light is set to <code>GX_AF_SPOT</code> (see <a href="GXSetChanCtrl.html"><code>GXSetChanCtrl</code></a>).</P>
65<P>All coefficients are represented with a 20-bit floating point format (1-bit sign, 8-bit exponent, and 11-bit significand) in the hardware, as for other arguments associated with vertex lighting. Be aware of possible rounding errors as a result.</P>
66<P>The function <a href="GXInitLightSpot.html"><code>GXInitLightSpot</code></a> is a convenient way to set the angle attenuation coefficients based on several spotlight types. The function <a href="GXInitLightDistAttn.html"><code>GXInitLightDistAtten</code></a> is a handy way to set the distance attenuation coefficients using one of the several common attenuation functions.</P>
67<P>When the channel attenuation function is set to <code>GX_AF_SPEC</code>, the <CODE>aattn</CODE> and <CODE>d</CODE> arguments are equal to the dot product of the visual space vertex normal and the half-angle vector set by <a href="GXInitSpecularDir.html"><code>GXInitSpecularDir</code></a>.</P>
68<P>The macro <a href="GXInitLightShininess.html"><code>GXInitLightShininess</code></a> can be easily used to set attenuation parameters for specular lights.</P>
69<P>Be aware that this function does not load any hardware registers directly.&nbsp;To load a light object into a hardware light, use <a href="GXLoadLightObjImm.html"><code>GXLoadLightObjImm</code></a> or <a href="GXLoadLightObjIndx.html"><code>GXLoadLightObjIndx</code></a>.</P>
70<H2>See Also</H2>
71<P><CODE><A href="GXInitLightAttnA.html">GXInitLightAttnA</A><BR> <A href="GXInitLightAttnK.html">GXInitLightAttnK</A><BR> <A href="GXInitLightSpot.html">GXInitLightSpot</A><BR> <A href="GXInitLightDistAttn.html">GXInitLightDistAttn</A><BR> <A href="GXInitLightShininess.html">GXInitLightShininess</A><BR> <A href="GXSetChanCtrl.html">GXSetChanCtrl</A></CODE></P>
72<P><A href="GXLightObjInitFlow.html"><CODE>GXLightObj</CODE> Initialization Flow</A></P>
73<H2>Revision History</H2>
74<P>2006/03/01 Initial version.</P>
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76<P>CONFIDENTIAL</p>
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