[英]How to convert a 3D position in world space to 2D position using DirectXMath
I want to take advantage of the SSE intrinsics (mostly for the speed advantage) that DirectXMath provides How would i do it?我想利用 DirectXMath 提供的 SSE 内在函数(主要是为了速度优势)我该怎么做? this is the current code im using
这是我正在使用的当前代码
DirectX::XMFLOAT4 clipCoordinates;
DirectX::XMFLOAT4X4 WorldMatrix4x4;
DirectX::XMStoreFloat4x4(&WorldMatrix4x4, WorldMatrix);
clipCoordinates.x = pos.x * WorldMatrix4x4._11 + pos.y * WorldMatrix4x4._12 + pos.z * WorldMatrix4x4._13 + WorldMatrix4x4._14;
clipCoordinates.y = pos.x * WorldMatrix4x4._21 + pos.y * WorldMatrix4x4._22 + pos.z * WorldMatrix4x4._23 + WorldMatrix4x4._24;
clipCoordinates.z = pos.x * WorldMatrix4x4._31 + pos.y * WorldMatrix4x4._32 + pos.z * WorldMatrix4x4._33 + WorldMatrix4x4._34;
clipCoordinates.w = pos.x * WorldMatrix4x4._41 + pos.y * WorldMatrix4x4._42 + pos.z * WorldMatrix4x4._43 + WorldMatrix4x4._44;
If by 2D position you mean screenspace coordinates:如果二维 position 是指屏幕空间坐标:
First transform from local space to world space:首先从局部空间变换到世界空间:
XMVECTOR world_pos = XMVector4Transform(pos, world_matrix);
Then transform from world space to camera space:然后从世界空间变换到相机空间:
XMVECTOR view_pos = XMVector4Transform(world_pos, view_matrix);
Then transform from camera space to clip space:然后从相机空间变换到剪辑空间:
XMVECTOR clip_pos = XMVector4Transform(view_pos , proj_matrix);
Remember that you can concatenate all of these into one transform by multiplying the
XMMATRIX matrix = world_matrix * view_matrix * proj_matrix;
请记住,您可以通过乘以
XMMATRIX matrix = world_matrix * view_matrix * proj_matrix;
将所有这些连接到一个变换中。 together and then transforming the point bymatrix
.一起,然后通过
matrix
变换点。
Now divide by w coordinate to get NDC:现在除以 w 坐标得到 NDC:
XMVECTOR w_vector = XMVectorSplatW(clip_pos);
XMVECTOR ndc = XMVectorDivide(clip_pos, w_vector);
You can combine the transform and divide by using
XMVECTOR ndc = XMVector3TransformCoord(clip_pos, matrix);
您可以使用
XMVECTOR ndc = XMVector3TransformCoord(clip_pos, matrix);
组合变换和除法。
Your NDC x and y components are in interval [-1,1]
.您的 NDC x 和 y 分量在区间
[-1,1]
中。 To transform them in [0,ScreenWidth]
and [0,ScreenHeight]
you use the following formulas:要在
[0,ScreenWidth]
和[0,ScreenHeight]
中转换它们,请使用以下公式:
float ndc_x = XMVectorGetX(ndc);
float ndc_y = XMVectorGetY(ndc);
float pixel_x = (1.0f + ndc_x) * 0.5 * ScreenWidth;
float pixel_y = (1.0f - ndc_y) * 0.5 * ScreenHeight;
And those are your screen coordinates.这些是您的屏幕坐标。
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