逛奔的蜗牛

我不聪明,但我会很努力

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vec4 v, u; mat4 m; v * u component-wise v * m v is row vector m * v v is column vector m * m linear-algebraic matrix multiplication Inverse 求逆 Transpose 转置 gl_ModelViewMatrixInverse; gl_ModelViewProjectionMatrixInverseTranspose gl_NormalMatrix is the transpose of the inverse of the gl_ModelViewMatrix. function prototype: vec4 fract(vec4 x); == x - floor(x); <- [0, 1) // fract 片断 vec4 clamp(float x, float minVal, float maxVal); returns min(max(x, minVal), maxVal); vec4 mix(vec4 x, vec4 y, vec4 a); return x * (1.0 - a) + y * a; vec4 step(vec4 edge, vec4 x); returns 0 if x < edge, otherwise returns 1. vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x); returns if x <= edge0, returns 1 if x >= edge1, perform hermite interpolation between 0 and 1 when edge0 < x < edge1 0到1之间的Hermite插值算法 equal to t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); return t * t * (3 - 2 * t); vec3 cross(vec3 x, vec3 y); // 只有这种形式,即只有三个component的向量才行 dot(N, L); result[0] = x[1] * y[2] - x[2] * y[1]; result[1] = x[2] * y[0] - x[0] * y[2]; result[2] = x[0] * y[1] - x[1] * y[0]; float dot(vec4 x, vec4 y); result = x[0] * y[0] + x[1] * y[1] + ...; vec4 reflect(vec4 I, vec4 N); // 反射光线向量 For the incident vector I and surface orientation N, returns the reflection direction result = I - 2.0 * dot(N, I) * N; vec3 ecPosition = vec3 (gl_ModelViewMatrix * gl_Vertex); vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); vec3 lightVec = normalize(LightPosition - ecPosition); vec3 reflectVec = reflect(-lightVec, tnorm); vec3 viewVec = normalize(-ecPosition); vec4 refract(vec4 I, vec4 N, float eta); // 折射光线向量 For the incident vector I and surface normal N and the ratio(比率) of refraction eta, returns the refraction vector. The returned result is computed as k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I)); if (k < 0.0) { result = 0.0; // the return type is float of vec2/3/4 } else { result = eta * I - (eta * dot(N, I) *sqrt(k)) * N; } mat4 matrixComMult(mat4 x, mat4 y); component-wise to get linear-algebraic multiplication, use the multiply operator (*) mat4 x, y; x * y;
posted on 2010-12-17 17:23 逛奔的蜗牛 阅读(1479) 评论(0)  编辑 收藏 引用 所属分类: OpenGL

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