DirectX Graphics ·¹ÆÛ·±½º Direct3D extension (D3DX) C/C++ ·¹ÆÛ·±½º ÇÔ¼ö »ê¼ú ÇÔ¼ö D3DXFresnelTerm   [¸ñÂ÷¿­¶÷] [ÁÖ¼Òº¹»ç] [½½·Ôºñ¿ì±â]
D3DXFresnelTerm ÇÔ¼ö
 
Microsoft DirectX 9.0

D3DXFresnelTerm ÇÔ¼ö


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FLOAT D3DXFresnelTerm(      

    FLOAT CosTheta,     FLOAT RefractionIndex );

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CosTheta
[in] ÀÌ °ªÀº 0 ¿¡¼­ 1 ÀÇ ¹üÀ§¿¡ ¾øÀ¸¸é ¾È µÈ´Ù.
RefractionIndex
[in] ¸ÓÆ®¸®¾óÀÇ ±¼Àý À妽º. 1 º¸´Ù Å« °ªÀÌ ¾Æ´Ï¸é ¾ÈµÈ´Ù.

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Æí±¤µÇÁö ¾ÊÀº ¶óÀÌÆ®ÀÇ ÈÄ·¹³ÚÇ×À» µ¹·ÁÁØ´Ù. CosTheta ´Â, ÀԻ簢ÀÇ ÄÚ»çÀÎÀÌ´Ù.

ÁÖÀÇ

ÈÄ·¹³ÚÇ× (F)À» ¿ä±¸ÇÏ·Á¸é :

A °¡ ÀԻ簢À¸·Î B °¡ ¹Ý»ç°¢ÀÇ °æ¿ì, ´ÙÀ½ÀÇ °è»êÀ» ½Ç½ÃÇÑ´Ù.

F = 0.5 * [tan2(A - B) / tan2(A + B) + sin2(A - B) / sin2(A + B)]
  = 0.5 * sin2(A - B) / sin2(A + B) * [cos2(A + B) / cos2(A - B) + 1]

Let r   = sina(A) / sin(B)      (the relative refractive index)
Let c   = cos(A)
Let g   = (r2 + c2 - 1)1/2

´ÙÀ½¿¡, »ï°¢ÇÔ¼ö¸¦ »ç¿ëÇØ Àü°³ÇØ °£ÀÌÈ­ ÇÏ´Â °Í¿¡ ÀÇÇØ, ´ÙÀ½ÀÇ °á°ú¸¦ ¾ò´Â´Ù.

F = 0.5 * (g + c) 2 / (g - c) 2 * ([c(g + c) - 1]2 / [c(g - c) + 1]2 + 1)

ÇÔ¼öÀÇ Á¤º¸

Çì´õd3dx9math.h
ÀÓÆ÷Æ® ¶óÀ̺귯¸®d3dx9.lib
ÃÖÀúÇÑÀÇ operating system Windows 98


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