我有一个使用DirectXMath API的相机类:
__declspec(align(16)) class Camera
{
public:
XMVECTOR Translation;
XMMATRIX Rotation;
XMVECTOR Scale;
XMMATRIX Transform;
XMFLOAT3 RotAngles;
XMMATRIX ProjectionMatrix;
float Width;
float Height;
float NearZ;
float FarZ;
float AspectRatio;
float FieldOfView;
Camera()
{
Translation = XMVectorZero();
Rotation = XMMatrixIdentity();
Scale = XMVectorSplatOne();
Transform = XMMatrixIdentity();
Width = 800;
Height = 600;
NearZ = 0.1f;
FarZ = 100.0f;
AspectRatio = 800 / 600;
FieldOfView = (XM_PIDIV4);
ProjectionMatrix = XMMatrixPerspectiveFovLH(FieldOfView, AspectRatio, NearZ, FarZ);
}
void Update()
{
Rotation = XMMatrixRotationRollPitchYaw(RotAngles.x, RotAngles.y, RotAngles.z);
XMMATRIX scaleM = XMMatrixScalingFromVector(Scale);
XMMATRIX translationM = XMMatrixTranslationFromVector(Translation);
Transform = scaleM * Rotation * translationM;
}
XMMATRIX GetViewMatrix()
{
XMVECTOR Eye;
XMVECTOR At;
XMVECTOR Up;
Eye = Translation;
At = Translation + Transform.r[2];
Up = Transform.r[1];
return(XMMatrixLookAtLH(Eye, At, Up));
}
XMMATRIX GetViewProjectionMatrix()
{
return(XMMatrixTranspose(GetViewMatrix() * ProjectionMatrix));
}
};
当我将GetViewProjectionMatrix()的结果存储在XMFLOAT4X4中并将其更新为常量缓冲区时,当我用键盘移动/旋转相机时,几何体会被撕开或根本不显示。我已经隔离了变形/消失几何问题的相机,但我不知道问题是什么。我的意思是投影矩阵不能错,它只是一个函数调用,所以它很可能是视图矩阵。有人可以告诉问题在哪里?我尝试了不同的乘法顺序组合/转置/转置只有一个/任何东西。它永远不会正常工作。
答案 0 :(得分:1)
如果有人再次看到这个问题:
似乎OP没有转置到他们生成的ViewProjection矩阵。请注意,DirectXMath按行主要顺序工作,而HLSL默认为column-major。根据 - https://msdn.microsoft.com/en-us/library/windows/desktop/bb509634(v=vs.85).aspx
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