讨论:shader与矩阵转置

讨论:shader与矩阵转置

完成自己的shader系统后,翻出之前写过的代码中发现有一个地方很奇怪

我的矩阵定义跟OGRE的没什么区别

        union 
        {
            struct
            {
                float m11, m12, m13, m14;
                float m21, m22, m23, m24;
                float m31, m32, m33, m34;
                float m41, m42, m43, m44;
            };
            float m[4][4];
        };

   乘法也跟OGRE的一模一样,但在将view及project乘好的矩阵送给HLSL时,却必须转置下,才能得到正确的结果

mSkinnedEffect.mMatrix.mValue = (camera.mViewMatrix * camera.mProjectMatrix).Transpose();

shader:

float4 localpos = mul(In.Position, skinTransform);

 

    OGRE中有这么一段代码及注释:

    const Matrix4& AutoParamDataSource::getProjectionMatrix(void) const
    {
        if (mProjMatrixDirty)
        {
            // NB use API-independent projection matrix since GPU programs
            // bypass the API-specific handedness and use right-handed coords
            if (mCurrentRenderable && mCurrentRenderable->getUseIdentityProjection())
            {
                // Use identity projection matrix, still need to take RS depth into account.
                RenderSystem* rs = Root::getSingleton().getRenderSystem();
                rs->_convertProjectionMatrix(Matrix4::IDENTITY, mProjectionMatrix, true);
            }
            else
            {
                mProjectionMatrix = mCurrentCamera->getProjectionMatrixWithRSDepth();
            }
            if (mCurrentRenderTarget && mCurrentRenderTarget->requiresTextureFlipping())
            {
                // Because we're not using setProjectionMatrix, this needs to be done here
                // Invert transformed y
                mProjectionMatrix[1][0] = -mProjectionMatrix[1][0];
                mProjectionMatrix[1][1] = -mProjectionMatrix[1][1];
                mProjectionMatrix[1][2] = -mProjectionMatrix[1][2];
                mProjectionMatrix[1][3] = -mProjectionMatrix[1][3];
            }
            mProjMatrixDirty = false;
        }
        return mProjectionMatrix;
    }

貌似是跟左右手这个恶心的东西有关系

回看DirectXSDK中提供的BasicHLSL例子

        mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();
 
        mWorldViewProjection = mWorld * mView * mProj;
 
        V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );

shader:

Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);

丝毫无需转置矩阵,Effect接口中也提供有SetMatrixTranspose这类方法。所以排除内部有自动转置的嫌疑。

询问过野猪这个问题,野猪答曰:"转置后传输至需要传3个vector, 最后一个是[0 0 0 1]”

有达人知道的,可以指点下迷津 :)

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