HLSL法线映射矩阵乘法

时间:2013-05-15 02:12:22

标签: c++ directx hlsl pixel-shader

我目前正在使用directx9,并为我的法线贴图提供以下代码:

(顶点着色器):

float4x4 gWorldMatrix;
float4x4 gWorldViewProjectionMatrix;

float4 gWorldLightPosition;
float4 gWorldCameraPosition;

struct VS_INPUT 
{
   float4 mPosition : POSITION;
   float3 mNormal: NORMAL;
   float3 mTangent: TANGENT;
   float3 mBinormal: BINORMAL;
   float2 mUV: TEXCOORD0;
};

struct VS_OUTPUT 
{
   float4 mPosition : POSITION;
   float2 mUV: TEXCOORD0;
   float3 mLightDir: TEXCOORD1;
   float3 mViewDir: TEXCOORD2;
   float3 T: TEXCOORD3;
   float3 B: TEXCOORD4;
   float3 N: TEXCOORD5;
};

VS_OUTPUT vs_main( VS_INPUT Input )
{
   VS_OUTPUT Output;

   Output.mPosition = mul( Input.mPosition, gWorldViewProjectionMatrix );

   Output.mUV = Input.mUV;

   float4 worldPosition = mul( Input.mPosition, gWorldMatrix );

   float3 lightDir = worldPosition.xyz - gWorldLightPosition.xyz;
   Output.mLightDir = normalize( lightDir );

   float3 viewDir = normalize( worldPosition.xyz - gWorldCameraPosition.xyz );
   Output.mViewDir = viewDir;

   //object space=>world space
   float3 worldNormal = mul( Input.mNormal, (float3x3)gWorldMatrix );
   Output.N = normalize( worldNormal );

   float3 worldTangent = mul( Input.mTangent, (float3x3)gWorldMatrix );
   Output.T = normalize( worldTangent );

   float3 worldBinormal = mul( Input.mBinormal, (float3x3)gWorldMatrix );
   Output.B = normalize( worldBinormal);

   return Output;
}

(Pixel Shader)

struct PS_INPUT
{
   float2 mUV : TEXCOORD0;
   float3 mLightDir: TEXCOORD1;
   float3 mViewDir: TEXCOORD2;
   float3 T: TEXCOORD3;
   float3 B: TEXCOORD4;
   float3 N: TEXCOORD5;
};

sampler2D DiffuseSampler;
sampler2D SpecularSampler;
sampler2D NormalSampler;

float3 gLightColor;

float4 ps_main(PS_INPUT Input) : COLOR
{
   //read normal from tex
   float3 tangentNormal = tex2D( NormalSampler, Input.mUV ).xyz;
   tangentNormal = normalize( tangentNormal * 2 - 1 ); //convert 0~1 to -1~+1.

   //read from vertex shader
   float3x3 TBN = float3x3( normalize(Input.T), normalize(Input.B),
      normalize(Input.N) ); //transforms world=>tangent space

   TBN = transpose( TBN ); //transform tangent space=>world

   float3 worldNormal = mul( TBN, tangentNormal ); //note: mat * scalar
   //(since TBN is row matrix)

   float3 lightDir = normalize( Input.mLightDir ); 
   float3 diffuse = saturate( dot(worldNormal, -lightDir) );

   float4 albedo = tex2D( DiffuseSampler, Input.mUV );
   diffuse = gLightColor * albedo.rgb * diffuse;

   float3 specular = 0;
   if ( diffuse.x > 0 )
   {
      float3 reflection = reflect( lightDir, worldNormal );
      float3 viewDir = normalize( Input.mViewDir );

      specular = saturate( dot(reflection, -viewDir) );
      specular = pow( specular, 20.0f );

      //further adjustments to specular (since texture is 2D)
      float specularIntensity = tex2D( SpecularSampler, Input.mUV );
      specular *= specularIntensity * gLightColor;
   }

   float3 ambient = float3(0.1f, 0.1f, 0.1f) * albedo;

   return float4(ambient + diffuse + specular, 1);
}

代码有效,但我不太明白为什么我需要做

像素着色器中的

TBN = transpose( TBN );

我通过顶点着色器的TBN值是世界空间中的值(因此我将gWorldMatrix成倍增加),但我被告知

float3x3 TBN = float3x3( normalize(Input.T), normalize(Input.B), normalize(Input.N) );

转换world =>切线(曲面)空间。

为什么会这样?

1 个答案:

答案 0 :(得分:3)

你需要一行

TBN = transpose( TBN ); 

因为您正在将右边的切线空间法线与矩阵相乘。因此,它被认为是列向量,而基向量在矩阵的行中。因此必须转置矩阵,可以应用基本变换。如果将乘法切换为

,则可以省略转置
float3 worldNormal = mul( tangentNormal, TBN );

因为你将T,N和B向量与worldmatrix相乘,你的TBN矩阵从切线空间转换到世界空间(TBN转换为对象空间,之后世界转换为世界空间)。其他实现将TBN与世界逆转置矩阵相乘。使用生成的TBN,您可以将光矢量从世界转换为切线空间,并将其与切线法线进行比较。所以我认为那个告诉你TBN将世界转换为切线空间的人使用这种方法(它节省了一些性能,因为重型矩阵操作是在顶点着色器中完成的。)