GLSL 1.3 4x4逆矩阵

时间:2018-11-19 16:14:27

标签: c++ glsl shader

我要计算新的法线向量,在GLSL 1.4中,您可以使用以下公式:     正常= mat3(transpose(inverse(modelview)))* in_Normal; 但是我的GLSL版本是1.3,并且该版本中没有函数inverse。 您是否知道是否有替代方法而无需将整个函数编码为逆矩阵?

1 个答案:

答案 0 :(得分:0)

假设矩阵的最后一行是[ 0 0 0 1 ](如果只使用旋转,缩放和平移,则应该使用),则可以简化计算。

代替:

normal = mat3(transpose(inverse(modelview))) * in_Normal

使用:

normal = transpose(inverse(mat3(modelview))) * in_Normal

然后:

mat3 transpose(mat3 matrix) {
    vec3 row0 = matrix[0];
    vec3 row1 = matrix[1];
    vec3 row2 = matrix[2];
    mat3 result = mat3(
        vec3(row0.x, row1.x, row2.x),
        vec3(row0.y, row1.y, row2.y),
        vec3(row0.z, row1.z, row2.z)
    );
    return result;
}

float det(mat2 matrix) {
    return matrix[0].x * matrix[1].y - matrix[0].y * matrix[1].x;
}

mat3 inverse(mat3 matrix) {
    vec3 row0 = matrix[0];
    vec3 row1 = matrix[1];
    vec3 row2 = matrix[2];

    vec3 minors0 = vec3(
        det(mat2(row1.y, row1.z, row2.y, row2.z)),
        det(mat2(row1.z, row1.x, row2.z, row2.x)),
        det(mat2(row1.x, row1.y, row2.x, row2.y))
    );
    vec3 minors1 = vec3(
        det(mat2(row2.y, row2.z, row0.y, row0.z)),
        det(mat2(row2.z, row2.x, row0.z, row0.x)),
        det(mat2(row2.x, row2.y, row0.x, row0.y))
    );
    vec3 minors2 = vec3(
        det(mat2(row0.y, row0.z, row1.y, row1.z)),
        det(mat2(row0.z, row0.x, row1.z, row1.x)),
        det(mat2(row0.x, row0.y, row1.x, row1.y))
    );

    mat3 adj = transpose(mat3(minors0, minors1, minors2));

    return (1.0 / dot(row0, minors0)) * adj;
}