Index_V

V

v-shaped facets, of the Cook-Torrance model, 74-75

vector mask, 364

vector operation, dp3 instruction as a, 299

vector pipe, 93

vector pipeline, 369

vector processing (color), 370

vector product. See cross product

vector triple product, 20

vectors, 10, 13

angle between, 15

mathematical properties of, 13-20

normalizing, 151

relating across cross products, 20

version 1.0 for pixel shaders. See PS 1.0 through 1.3

version 1.4 for pixel shaders. See PS 1.4

version 2.0 for pixel shaders. See PS 2.0

version 3.0 for pixel shaders, 279

versions, defining for vertex shader code, 267-268

vertex, 12

setting to a flat color, 101

specifying the look of, 195

vertex and pixel shaders, techniques requiring processing by both, 181-189

vertex buffer formats, customized, 126

vertex buffers

allocating dynamic, 125

associating with streams, 128-129

creating, 123-126

sizing, 125

strategies for dynamic and static data, 125-126

vertex color registers (v[u]), for pixel shaders, 282-283

vertex color shading, 154-155

vertex constant registers, setting in DirectX 8, 133-134

vertex data

creating well-formed, 128-129

specifying the source of, 126

vertex data streams, 126-127

vertex declarations, decoupled from vertex shaders in DirectX 9, 132

vertex elements, 117-119

assembling, 118

mapping to input registers, 210-211

vertex fog

applying, 169-172

indicating intensity, 204

versus table fog, 204

vertex format flag, 118-119

vertex input, setting up to the shader, 101

vertex instructions, C-like pseudocode included with, 191-192

vertex normals

vs. face normals, 21-22

placing a transformed and normalized vertex normal value in r1, 151

vertex operations, 96

vertex positions, transforming into clip-space coordinates, 96

vertex shader boolean constants, setting the value of, 213

vertex shader code, defining the version of, 267-268

vertex shader constant registers, querying the number of, 136

vertex shader constants

setting in DirectX 8, 133-134

setting in DirectX 9, 134-135

vertex shader declarator macros, creating the token array, 120-121

vertex shader floating point constants, setting the value of, 211-212

vertex shader input declaration, 97

vertex shader input registers, with corresponding FVF codes, 119

vertex shader instructions, 204-268

vertex shader integer constants, setting the value of, 212-213

vertex shader interface declaration, 119-122

Vertex Shader Reference, 195-271

vertex shader registers, 106

vertex shader version, specifying, 195

vertex shaders, 90, 95-107, 150-180, 195

ambient shading, 155-157

assembling, 130-132

assigning a per vertex color, 154-155

checking for supported versions of, 116

common code for, 150-153

compared to pixel shaders, 108

components of, 150-153

constant color, 153-154

creating and using, 130

input to, 92, 129

for non-orthogonal transformation matrices, 105-106

only job of, 92

for orthogonal transformation matrices, 104-105

output of, 93, 96, 129

overview of, 195

passing data to, 197

referencing individual pieces of a register, 273

replacing sections of the fixed function

pipeline (FFP), 91-92

revision history of, 196

self-contained, 102

technical overview, 92-93

vertex streams

associating a token element-size arrays with, 120

as input to vertex shaders, 92, 93

loading into vertex registers, 129

specifying more than one, 121

using multiple, 127

vertex transform and copy setup code, 150

vertical pipeline, preparing for tessellation pro cessing, 122

vertices. See vertex

view coordinate system, getting the object's vertices into, 98

view direction normalized vector, creating, 151-152

view direction, of specular light, 46

view frustum, 99

view transformation

multiplying, 98

output of, 99

viewer, placing the object's vertices in the same space as, 98

viewer position. See also eye position taking, 151

viewing parameters, setup of, 99

vn. See input vertex registers

vs instruction, 267-268



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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