Shader 如何计算;“查看逆矩阵”;
我正在尝试一个与RenderMonkey一起推出的粒子系统示例,它使用“视图逆矩阵”为粒子效果在四边形上打广告 我可以看到RenderMonkey中的所有值,但我无法计算出它们如何计算“视图逆矩阵”,它不是视图矩阵的逆矩阵或视图投影的逆矩阵 据我所知,这些名称是“变量语义”:Shader 如何计算;“查看逆矩阵”;,shader,geometry-shader,Shader,Geometry Shader,我正在尝试一个与RenderMonkey一起推出的粒子系统示例,它使用“视图逆矩阵”为粒子效果在四边形上打广告 我可以看到RenderMonkey中的所有值,但我无法计算出它们如何计算“视图逆矩阵”,它不是视图矩阵的逆矩阵或视图投影的逆矩阵 据我所知,这些名称是“变量语义”: 其中V表示视图矩阵旋转部分的倒数,x、y、z表示视图位置。但我无法确认,直到我尝试它,因为渲染猴子错误。确认,我有广告牌工作。以下是java: /** * * @param viewMatrix *
其中V表示视图矩阵旋转部分的倒数,x、y、z表示视图位置。但我无法确认,直到我尝试它,因为渲染猴子错误。确认,我有广告牌工作。以下是java:
/**
*
* @param viewMatrix
* 4x4 (16 floats)
* @param viewPosition
* 3x1 (3 floats)
* @param resultMatrix
* 4x4 (16 floats)
*/
public static void calculateViewInverse(float[] viewMatrix,
float[] viewPosition, float[] resultMatrix) {
// derived from:
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
// A rotation matrix is a
// "real special orthogonal matrix", which for our purposes means that
// its transpose is also its inverse.
resultMatrix[0] = viewMatrix[0];
resultMatrix[1] = viewMatrix[4];
resultMatrix[4] = viewMatrix[1];
resultMatrix[2] = viewMatrix[8];
resultMatrix[8] = viewMatrix[2];
resultMatrix[5] = viewMatrix[5];
resultMatrix[6] = viewMatrix[9];
resultMatrix[9] = viewMatrix[6];
resultMatrix[10] = viewMatrix[10];
resultMatrix[3] = viewPosition[0];
resultMatrix[7] = viewPosition[1];
resultMatrix[11] = viewPosition[2];
resultMatrix[12] = 0;
resultMatrix[13] = 0;
resultMatrix[14] = 0;
resultMatrix[15] = 1;
}
V.a V.e V.i x
V.b V.f V.j y
V.c V.g V.k z
0 0 0 1
/**
*
* @param viewMatrix
* 4x4 (16 floats)
* @param viewPosition
* 3x1 (3 floats)
* @param resultMatrix
* 4x4 (16 floats)
*/
public static void calculateViewInverse(float[] viewMatrix,
float[] viewPosition, float[] resultMatrix) {
// derived from:
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
// A rotation matrix is a
// "real special orthogonal matrix", which for our purposes means that
// its transpose is also its inverse.
resultMatrix[0] = viewMatrix[0];
resultMatrix[1] = viewMatrix[4];
resultMatrix[4] = viewMatrix[1];
resultMatrix[2] = viewMatrix[8];
resultMatrix[8] = viewMatrix[2];
resultMatrix[5] = viewMatrix[5];
resultMatrix[6] = viewMatrix[9];
resultMatrix[9] = viewMatrix[6];
resultMatrix[10] = viewMatrix[10];
resultMatrix[3] = viewPosition[0];
resultMatrix[7] = viewPosition[1];
resultMatrix[11] = viewPosition[2];
resultMatrix[12] = 0;
resultMatrix[13] = 0;
resultMatrix[14] = 0;
resultMatrix[15] = 1;
}