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📄 toonshade.nvv

📁 游戏编程精华02-含有几十个游戏编程例子
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/************************************************************************
ToonShade.nvv

Algorithm:
	-Compute world-space position, find vector from eye to vertex
	-Normalize this eye vector
	-Use this eye vector dotted with the surface normal (also in world space)
	  as a texture coordinate (this will index into a 1D texture).
	  This dot product effectively finds the silhouette of the object.
	-Use the light vector dotted with the surface normal to index into a 
	  second 1D texture.  This lookup generates the constant-tone toon
	  shading depending on how close the surface normal coincides with the
	  light vector.

Copyright (C) 1999, 2000 NVIDIA Corporation
*************************************************************************/

#include "Constants.h"

// v0  -- position
// v1  -- normal
// v2  -- tex coord

vs.1.0

// transform position
dp4 oPos.x, v0, c[CV_WORLDVIEWPROJ_0]
dp4 oPos.y, v0, c[CV_WORLDVIEWPROJ_1]
dp4 oPos.z, v0, c[CV_WORLDVIEWPROJ_2]
dp4 oPos.w, v0, c[CV_WORLDVIEWPROJ_3]

// transform normal
dp3 r0.x, v1, c[CV_WORLD_IT_0]
dp3 r0.y, v1, c[CV_WORLD_IT_1]
dp3 r0.z, v1, c[CV_WORLD_IT_2]

// normalize normal
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w

// compute world space position
dp4 r1.x, v0, c[CV_WORLD_0]
dp4 r1.y, v0, c[CV_WORLD_1]
dp4 r1.z, v0, c[CV_WORLD_2]
dp4 r1.w, v0, c[CV_WORLD_3]

// vector from point to eye
add r2, c[CV_EYE], -r1

// normalize e
dp3 r2.w, r2, r2
rsq r2.w, r2.w
mul r2, r2, r2.w

// e dot n
dp3 oT1.x, r0, r2

// l dot n
dp3 oT0.x, r0, c[CV_LIGHT_DIRECTION]

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