Index_C

C

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



Real-Time Shader Programming(c) Covering Directx 9. 0
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
ISBN: 1558608532
EAN: 2147483647
Year: 2005
Pages: 104
Authors: Ron Fosner

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