Add Spline Model
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@@ -19,7 +19,7 @@ float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 WorldInvScale;
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float3 Dummy0;
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float WorldDeterminantSign;
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float MeshMinZ;
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float Segment;
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@@ -148,9 +148,17 @@ MaterialInput GetMaterialInput(PixelInput input)
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// Removes the scale vector from the local to world transformation matrix
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float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
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{
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localToWorld[0] *= WorldInvScale.x;
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localToWorld[1] *= WorldInvScale.y;
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localToWorld[2] *= WorldInvScale.z;
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// Extract per axis scales from localToWorld transform
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float scaleX = length(localToWorld[0]);
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float scaleY = length(localToWorld[1]);
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float scaleZ = length(localToWorld[2]);
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float3 invScale = float3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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localToWorld[0] *= invScale.x;
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localToWorld[1] *= invScale.y;
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localToWorld[2] *= invScale.z;
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return localToWorld;
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}
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@@ -278,6 +286,7 @@ VertexOutput VS_SplineModel(ModelInput input)
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// Apply local transformation of the geometry before deformation
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float3 position = mul(float4(input.Position, 1), LocalMatrix).xyz;
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float4x4 world = LocalMatrix;
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// Apply spline curve deformation
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float splineAlpha = saturate((position.z - MeshMinZ) / (MeshMaxZ - MeshMinZ));
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@@ -285,9 +294,12 @@ VertexOutput VS_SplineModel(ModelInput input)
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position.z = splineAlpha;
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float3x4 splineMatrix = float3x4(SplineDeformation[splineIndex * 3], SplineDeformation[splineIndex * 3 + 1], SplineDeformation[splineIndex * 3 + 2]);
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position = mul(splineMatrix, float4(position, 1));
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float4x3 splineMatrixT = transpose(splineMatrix);
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world = mul(world, float4x4(float4(splineMatrixT[0], 0), float4(splineMatrixT[1], 0), float4(splineMatrixT[2], 0), float4(splineMatrixT[3], 1)));
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// Compute world space vertex position
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output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
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world = mul(world, WorldMatrix);
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// Compute clip space position
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output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
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@@ -300,7 +312,7 @@ VertexOutput VS_SplineModel(ModelInput input)
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// Calculate tanget space to world space transformation matrix for unit vectors
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float3x3 tangentToLocal = CalcTangentToLocal(input);
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)WorldMatrix);
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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float3x3 tangentToWorld = mul(tangentToLocal, localToWorld);
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output.Geometry.WorldNormal = tangentToWorld[2];
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output.Geometry.WorldTangent.xyz = tangentToWorld[0];
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@@ -335,16 +347,6 @@ VertexOutput VS_SplineModel(ModelInput input)
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return output;
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}
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// Vertex Shader function for Depth Pass
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
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float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
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{
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float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
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float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
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return position;
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}
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#if USE_DITHERED_LOD_TRANSITION
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void ClipLODTransition(PixelInput input)
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