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C/C++ structure, for vertex elements, 118
C-like pseudocode with vertex instructions, 191-192
C-style comments, placing in shader code, 192-193
cache coherency, increasing, 126
call instruction, 207-208, 226-227
callnz instruction, 208-209, 226-227
camera space. See eye space
cartoon shading technique, 181-184
cartoonlike feel, getting with cel shading, 84
cel shading, 84, 85
Cg higher level language, 90
Charles River Media Web site, 145
CIE diagrams, displaying perceived color space, 24
circumflex (^), 10
clamping
color values, 27, 28
diffuse values to only positive, 42
clip coordinates, getting world coordinates to, 98
clip space, 99, 100
clip-space coordinates
inputting eye position as, 152
placing the vertex's position in, 195
transforming vertex positions into, 96
clipping, 27, 28-29
cmp (compare) instruction, 292-293
c[n]. See constant registers
cnd (conditional) instruction, 293-294
color and alpha blending instructions, for pixel shaders, 273
color data, passing texture coordinate data from the source into the destination register as, 332-333
color images, for printing, 23
color inputs, for pixel shaders, 107
color modulated decal shader, 166-168
color operations
pairing with alpha operations, 370
performing simultaneously with alpha operations, 93-94
color pipe, 93
color registers, provided to FFP pixel shaders, 95
color rgba value, generated as pixel shader output, 107
color spaces, 23
color values
clamping, 27, 28
multiplying, 24-29
negative, 30
passing texture coordinates into the shader as, 330
piecewise multiplication of, 25
scaling by intensity, 28
shifting to maintain saturation, 28-29
in a texture register, 285
color write mask, 364
colors
adding together interactively, 143-144
blending with textures, 167
exceeding the displayable range, 27
mathematics of, in color graphics, 22-30
physical range displayed by a device, 23
ColorSpace tool, 29, 143-144, 145
comic book style. See cartoon shading technique
commutative, dot product as, 16
components, of vertex shaders, 150-153
computer graphics, mathematics of color in, 22-30
conditional assignment, performing, 292, 293-294
conductive media, Fresnel equations for, 64-65
conductivity, of materials, 36
conductors, 36
ConfirmDevice() function, 116-117
constant arrays, in DirectX 9, 133
constant color shading shaders, 153-154
constant definitions, 274
constant registers (c[n]), 197-198
for pixel shaders, 283-284
constants
defining for pixel shader use, 297
swizzling references to, 197
Cook-Torrance model, 74, 76
coordinates. See points
cosine
of the angle between vectors, 16
computing for a scalar argument, 264
cosine and sine, computing for a scalar value, 324-325
crease angle cutoff, 22
CreateDevice() function, specifying settings for shader usage, 114
CreateVertexDeclaration() function, 122
critical angle, for total internal reflection, 60-61
cross product, 17-20
notation for, 11
relating vectors across, 20
right-hand rule followed by, 18-19
cross product term, relating to a dot product term, 20
crs macro, 209-210, 294-295
cube map, sampling, 339
current model/world/view transformation matrix, transforming the vertex position, 195
current texture stage, sampling the color from, 326
custom register declaration, without using a FVF, 120
custom vertex formats, 125, 126
customized vertex buffer formats, 126
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