如何使用 DirectXMath 将世界 space 中的 3D 位置转换为 2D 位置
How to convert a 3D position in world space to 2D position using DirectXMath
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?这是我当前使用的代码
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;
如果 2D 位置是指屏幕space 坐标:
首先从本地 space 转换到世界 space:
XMVECTOR world_pos = XMVector4Transform(pos, world_matrix);
然后从世界space变换到相机space:
XMVECTOR view_pos = XMVector4Transform(world_pos, view_matrix);
然后从相机 space 转换为剪辑 space:
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;
together and then transforming the point by matrix
.
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);
您的 NDC x 和 y 分量在区间 [-1,1]
内。要在 [0,ScreenWidth]
和 [0,ScreenHeight]
中转换它们,您可以使用以下公式:
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;
这些是你的屏幕坐标。
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?这是我当前使用的代码
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;
如果 2D 位置是指屏幕space 坐标:
首先从本地 space 转换到世界 space:
XMVECTOR world_pos = XMVector4Transform(pos, world_matrix);
然后从世界space变换到相机space:
XMVECTOR view_pos = XMVector4Transform(world_pos, view_matrix);
然后从相机 space 转换为剪辑 space:
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;
together and then transforming the point bymatrix
.
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);
您的 NDC x 和 y 分量在区间 [-1,1]
内。要在 [0,ScreenWidth]
和 [0,ScreenHeight]
中转换它们,您可以使用以下公式:
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;
这些是你的屏幕坐标。