常用Cg函数
数学函数
abs(x)
:绝对值
// float类型的实现
float abs(float x) {
return max(-a, a);
}
sin(x)
:正弦,输入为弧度
// float类型的实现
float sin(float a) {
/* C simulation gives a max absolute error of less than 1.8e-7 */
float4 c0 = float4( 0.0, 0.5,
1.0, 0.0 );
float4 c1 = float4( 0.25, -9.0,
0.75, 0.159154943091 );
float4 c2 = float4( 24.9808039603, -24.9808039603,
-60.1458091736, 60.1458091736 );
float4 c3 = float4( 85.4537887573, -85.4537887573,
-64.9393539429, 64.9393539429 );
float4 c4 = float4( 19.7392082214, -19.7392082214,
-1.0, 1.0 );
/* r0.x = sin(a) */
float3 r0, r1, r2;
r1.x = c1.w * a - c1.x; // only difference from cos!
r1.y = frac( r1.x ); // and extract fraction
r2.x = (float) ( r1.y < c1.x ); // range check: 0.0 to 0.25
r2.yz = (float2) ( r1.yy >= c1.yz ); // range check: 0.75 to 1.0
r2.y = dot( r2, c4.zwz ); // range check: 0.25 to 0.75
r0 = c0.xyz - r1.yyy; // range centering
r0 = r0 * r0;
r1 = c2.xyx * r0 + c2.zwz; // start power series
r1 = r1 * r0 + c3.xyx;
r1 = r1 * r0 + c3.zwz;
r1 = r1 * r0 + c4.xyx;
r1 = r1 * r0 + c4.zwz;
r0.x = dot( r1, -r2 ); // range extract
return r0.x;
}
cos(x)
:正弦,输入为弧度
// float类型的实现
float cos(float a) {
/* C simulation gives a max absolute error of less than 1.8e-7 */
const float4 c0 = float4( 0.0, 0.5,
1.0, 0.0 );
const float4 c1 = float4( 0.25, -9.0,
0.75, 0.159154943091 );
const float4 c2 = float4( 24.9808039603, -24.9808039603,
-60.1458091736, 60.1458091736 );
const float4 c3 = float4( 85.4537887573, -85.4537887573,
-64.9393539429, 64.9393539429 );
const float4 c4 = float4( 19.7392082214, -19.7392082214,
-1.0, 1.0 );
/* r0.x = cos(a) */
float3 r0, r1, r2;
r1.x = c1.w * a; // normalize input
r1.y = frac( r1.x ); // and extract fraction
r2.x = (float) ( r1.y < c1.x ); // range check: 0.0 to 0.25
r2.yz = (float2) ( r1.yy >= c1.yz ); // range check: 0.75 to 1.0
r2.y = dot( r2, c4.zwz ); // range check: 0.25 to 0.75
r0 = c0.xyz - r1.yyy; // range centering
r0 = r0 * r0;
r1 = c2.xyx * r0 + c2.zwz; // start power series
r1 = r1 * r0 + c3.xyx;
r1 = r1 * r0 + c3.zwz;
r1 = r1 * r0 + c4.xyx;
r1 = r1 * r0 + c4.zwz;
r0.x = dot( r1, -r2 ); // range extract
return r0.x;
}
sincos(x,out s,out c)
:s=sin(x),c=cos(x)
ceil(x)
:向上取整
floor(x)
:向下取整(floor(-1.3)= -2)
round(x)
:四舍五入
frac(x)
:取x的小数部分
clamp(x,a,b)
:把x截取到[a,b]
saturate(x)
:把x截取到[0,1]
lerp(a,b,f)
:(1-f) * a + f * b
step(a,x)
:返回x>=a
smoothstep(min,max,x)
:x=min时返回0,x=max时返回1;否则返回下式的值 \(-2*\left(x-min\over max-min\right)^3+3*\left(x-min\over max-min\right)^2\) pow(x,y)
:计算x的y次方
sqrt(x)
:计算x的算术平方根
noise(x)
:返回根据x生成的伪随机数,范围[0,1]
min(a,b)
:取最小
max(a,b)
:取最大
normalize(x)
:把x化为单位向量
length(x)
:返回向量x的模
distance(x,y)
:计算x,y的欧氏距离
dot(a,b)
:点积
cross(a,b)
:叉积
mul(a,b)
:乘法
光照函数
光照函数的输入向量都必须归一化,入射光方向均指从外指向顶点的方向
reflect(I,N)
:反射函数,I为入射光向量,N为反射表面的法向量,返回反射光向量
float3 reflect(float3 i, float3 n) {
return i - 2.0 * n * dot(n, i);
}
refract(I,N,eta)
:折射函数,I为入射光向量,N为反射表面的法向量,eta是介质折射率,返回折射光向量
float3 refract(float3 i, float3 n, float eta) {
float cosi = dot(-i, n);
float cost2 = 1.0f - eta * eta * (1.0f - cosi * cosi);
float3 t = eta * i + ((eta * cosi - sqrt(abs(cost2))) * n);
return t * (float3)(cost2 > 0);
}
纹理采样函数
tex2D(sampler2D samp,float2 s)
:samp是待采样的纹理,s是纹理坐标