[英]Linear Depth to World Position
I have the following fragment and vertex shaders. 我有以下片段和顶点着色器。
HLSL code ` // Vertex shader //----------------------------------------------------------------------------------- HLSL代码`//顶点着色器// ----------------------------------------- ------------------------------------------
void mainVP(
float4 position : POSITION,
out float4 outPos : POSITION,
out float2 outDepth : TEXCOORD0,
uniform float4x4 worldViewProj,
uniform float4 texelOffsets,
uniform float4 depthRange) //Passed as float4(minDepth, maxDepth,depthRange,1 / depthRange)
{
outPos = mul(worldViewProj, position);
outPos.xy += texelOffsets.zw * outPos.w;
outDepth.x = (outPos.z - depthRange.x)*depthRange.w;//value [0..1]
outDepth.y = outPos.w;
}
// Fragment shader
void mainFP( float2 depth: TEXCOORD0, out float4 result : COLOR) {
float finalDepth = depth.x;
result = float4(finalDepth, finalDepth, finalDepth, 1);
}
` `
This shader produces a depth map. 该着色器生成深度图。
This depth map must then be used to reconstruct the world positions for the depth values. 然后必须使用该深度图来重建深度值的世界位置。 I have searched other posts but none of them seem to store the depth using the same formula I am using. 我搜索了其他帖子,但似乎都没有使用与我相同的公式来存储深度。 The only similar post is the following Reconstructing world position from linear depth 唯一类似的帖子是以下从线性深度重构世界位置
Therefore, I am having a hard time reconstructing the point using the x and y coordinates from the depth map and the corresponding depth. 因此,我很难使用深度图和相应深度的x和y坐标来重建点。
I need some help in constructing the shader to get the world view position for a depth at particular texture coordinates. 在构造着色器时需要一些帮助,以获取特定纹理坐标处的深度的世界视图位置。
It doesn't look like you're normalizing your depth. 看起来您不是在规范深度。 Try this instead. 试试这个吧。 In your VS, do: 在您的VS中,执行以下操作:
outDepth.xy = outPos.zw;
And in your PS to render the depth, you can do: 在您的PS中渲染深度,您可以执行以下操作:
float finalDepth = depth.x / depth.y;
Here is a function to then extract the view-space position of a particular pixel from your depth texture. 然后是一个从深度纹理中提取特定像素的视图空间位置的功能。 I'm assuming you're rendering screen aligned quad and performing your position-extraction in the pixel shader. 我假设您要渲染屏幕对齐的四边形并在像素着色器中执行位置提取。
// Function for converting depth to view-space position
// in deferred pixel shader pass. vTexCoord is a texture
// coordinate for a full-screen quad, such that x=0 is the
// left of the screen, and y=0 is the top of the screen.
float3 VSPositionFromDepth(float2 vTexCoord)
{
// Get the depth value for this pixel
float z = tex2D(DepthSampler, vTexCoord);
// Get x/w and y/w from the viewport position
float x = vTexCoord.x * 2 - 1;
float y = (1 - vTexCoord.y) * 2 - 1;
float4 vProjectedPos = float4(x, y, z, 1.0f);
// Transform by the inverse projection matrix
float4 vPositionVS = mul(vProjectedPos, g_matInvProjection);
// Divide by w to get the view-space position
return vPositionVS.xyz / vPositionVS.w;
}
For a more advanced approach that reduces the number of calculation involved but involves using the view frustum and a special way of rendering the screen-aligned quad, see here . 要获得一种更高级的方法,该方法可以减少涉及的计算数量,但需要使用视锥台视图和呈现与屏幕对齐的四边形的特殊方法,请参见此处 。
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