please refer to http://www.mvps.org/directx/articles/linear_z/linearz.htm

When using a programmable vertex shader, we have direct control of the transformation process, and can implement our own.  Vertex position can be read from the input registers, manipulated however we like, then output as a 4D homogenous coordinate to the output position register.  However, there is one apparent problem at handling our linearity issue: the output from the shader is still homogenous, and will be divided in the same manner as the output from the fixed pipeline transformation would be.  So how do we handle this, if we can't eliminate the division operation?

The answer is actually pretty simple - just multiply Z by W prior to returning the result from the vertex shader.  The net effect is that Z*W/W = Z!  If we first divide Z by the far distance, to scale it to the range of 0.0 -> 1.0, we've got a linear result that will survive perspective division.  A simple HLSL implementation might look (in part) something like this:

float4 vPos = mul(Input.Pos,worldViewProj);
vPos.z = vPos.z * vPos.w / Far;
Output.Pos = vPos;

To simplify this, instead of needing to divide by the far plane distance to scale Z, we could instead scale the values in the Z column of the projection matrix we use:

D3DXMATRIX mProj;
D3DXMatrixPerspectiveFovLH(&mProj,fFov,fNear,fFar);
mProj._33/=fFar;
mProj._43/=fFar;
//...set to shader constant register or concatenate
//...with world and view matrices first as needed

This reduces the vertex shader transformation to:

float4 vPos = mul(Input.Pos,worldViewProj);
vPos.z = vPos.z * vPos.w;
Output.Pos = vPos;

linearizing the depth in vertex shader的更多相关文章

  1. 学习笔记:GLSL Core Tutorial – Vertex Shader(内置变量说明)

    1.每个Vertex Shader都有用户定义的输入属性,例如:位置,法线向量和纹理坐标等.Vertex Shaders也接收一致变量(uniform variables). uniform vari ...

  2. GLSL写vertex shader和fragment shader

    0.一般来说vertex shader处理顶点坐标,然后向后传输,经过光栅化之后,传给fragment shader,其负责颜色.纹理.光照等等. 前者处理之后变成裁剪坐标系(三维),光栅化之后一般认 ...

  3. Stage3d 由浅到深理解AGAL的管线vertex shader和fragment shader || 简易教程 学习心得 AGAL 非常非常好的入门文章

    Everyday Stage3D (一) Everyday Stage3D (二) Triangle Everyday Stage3D (三) AGAL的基本概念 Everyday Stage3D ( ...

  4. vertex shader(4)

    Swizzling and Masking 如果你使用输入.常量.临时寄存器作为源寄存器,你可以彼此独立地swizzle .x,.y,.z,.w值.如果你使用输出.临时寄存器作为目标寄存器,你可以把. ...

  5. vertex shader(3)

    之前我们学习了如何声明顶点着色器.如何设置常量寄存器中的常量.接下来我们学习如何写和编译一个顶点着色器程序. 在我们编译一个顶点着色器之前,首先需要写一个. 有17种不同的指令(instruction ...

  6. vertex shader(2)

    一次只有一个vertex shader是活跃的.你可以有多个vertex shader,如果一个物体特殊的变换或者灯光,你可以选择合适的vertex shader来完成这个任务. 你可能想使用vert ...

  7. vertex shader(1)

    Vertex shader Architecture: 所有在vertex shader中的数据都用128-bit的quad-floats表示(4x32-bit). vertex shader线性地执 ...

  8. vertex shader must minimally write all four components of POSITION

    Though the POSITION semantic must be written out by the vertex shader, it cannot be read in by the p ...

  9. PlayCanvas PBR材质shader代码分析(vertex shader)

    顶点shader主要对顶点坐标变换,将顶点坐标从local->world->view->clip 空间变换 local空间:模型物体坐标系 world空间:世界空间坐标系 view空 ...

随机推荐

  1. spring mvc 错误

    No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin  //跨域问题 respons ...

  2. C++数组(指针)作为函数参数

    本文的学习内容参考:http://blog.csdn.net/wwdlk/article/details/6322843 1.当用数组名作为函数参数时,函数的实参和形参都应为数组名(或者指针): Ex ...

  3. bzoj2618[Cqoi2006]凸多边形 半平面交

    这是一道半平面交的裸题,第一次写半平面交,就说一说我对半平面交的理解吧. 所谓半平面交,就是求一大堆二元一次不等式的交集,而每个二元一次不等式的解集都可以看成是在一条直线的上方或下方,联系直线的标准方 ...

  4. bzoj3571: [Hnoi2014]画框 最小乘积匹配+最小乘积XX总结,

    思路大概同bzoj2395(传送门:http://www.cnblogs.com/DUXT/p/5739864.html),还是将每一种匹配方案的Σai看成x,Σbi看成y,然后将每种方案转化为平面上 ...

  5. spark - 从HDFS加载文件并分析

    scala> val file=sc.textFile("/workspace/bpUserinfo_logs/bpUserinfo_20160212.log") scala ...

  6. 曾经的10道JAVA面试题

    1.HashMap和Hashtable的区别. 都属于Map接口的类,实现了将惟一键映射到特定的值上.HashMap 类没有分类或者排序.它允许一个null 键和多个null 值.Hashtable ...

  7. C# 制作卸载文件

    1.建一个控制台应用程序Uninstall: 2.在应用程序的mian方法中添加 static void Main(string[] args) { System.Diagnostics.Proces ...

  8. winform模拟鼠标按键

    今天朋友说被他们公司的学习网站恶心到了,下班后要他看学习资料,看完点下一页,而且一页必须停留多少时间才能点击下一页,想不看都不行,于是晚上我突发奇想要给他做一个模拟鼠标按键的程序,可以让鼠标定时间隔触 ...

  9. tr设置border无效的解决方法

    给table的css添加属性:border-collapse: collapse; 边框不折叠的表格 行,列,行组是不具有border的

  10. PHP trim去空格函数

    trim() 能除去的字符有“ ”空格."\t"水平制表符."\n"换行符."\r"回车符."\0字符串结束符".&qu ...