overhauled physics engine

This commit is contained in:
Dynamitos
2023-01-21 18:43:21 +01:00
parent 3c7346cf7b
commit 2208ab438a
164 changed files with 22606 additions and 928 deletions
+12 -10
View File
@@ -131,9 +131,10 @@ struct VertexShaderInput
float3 getWorldPosition()
{
float4x4 localToWorld = gSceneData.localToWorld;
float4x4 localToWorld = getSceneData().localToWorld;
float3 rotatedPosition = localToWorld[0].xyz * position.xxx + localToWorld[1].xyz * position.yyy + localToWorld[2].xyz * position.zzz;
return rotatedPosition + localToWorld[3].xyz;
return mul(getSceneData().localToWorld, position).xyz;
//rotatedPosition + float3(localToWorld[0].w, localToWorld[1].w, localToWorld[2].w);
}
VertexValueCache getVertexCache()
@@ -152,9 +153,9 @@ struct VertexShaderInput
cache.tangentToLocal[1] = tangentToLocal[1];
cache.tangentToLocal[2] = tangentToLocal[2];
cache.tangentToWorld[0] = mul(gSceneData.localToWorld, float4(tangentToLocal[0], 0.0f)).xyz;
cache.tangentToWorld[1] = mul(gSceneData.localToWorld, float4(tangentToLocal[1], 0.0f)).xyz;
cache.tangentToWorld[2] = mul(gSceneData.localToWorld, float4(tangentToLocal[2], 0.0f)).xyz;
cache.tangentToWorld[0] = mul(getSceneData().localToWorld, float4(tangentToLocal[0], 0.0f)).xyz;
cache.tangentToWorld[1] = mul(getSceneData().localToWorld, float4(tangentToLocal[1], 0.0f)).xyz;
cache.tangentToWorld[2] = mul(getSceneData().localToWorld, float4(tangentToLocal[2], 0.0f)).xyz;
return cache;
}
@@ -183,9 +184,9 @@ struct VertexShaderInput
{
ShaderAttributeInterpolation result = (ShaderAttributeInterpolation)0;
float3x3 tangentToWorld = cache.getTangentToWorld();
result.normal = mul(gSceneData.localToWorld, float4(normal, 0.0f)).xyz;
result.tangent = mul(gSceneData.localToWorld, float4(tangent, 0.0f)).xyz;
result.biTangent = mul(gSceneData.localToWorld, float4(biTangent, 0.0f)).xyz;
result.normal = mul(getSceneData().localToWorld, float4(normal, 0.0f)).xyz;
result.tangent = mul(getSceneData().localToWorld, float4(tangent, 0.0f)).xyz;
result.biTangent = mul(getSceneData().localToWorld, float4(biTangent, 0.0f)).xyz;
result.color = color;
result.worldPosition = vertexParams.worldPosition;
result.viewPosition = vertexParams.viewPosition;
@@ -215,8 +216,9 @@ struct PositionOnlyVertexShaderInput
#endif // USE_INSTANCING
float3 getWorldPosition()
{
float4x4 localToWorld = gSceneData.localToWorld;
float4x4 localToWorld = getSceneData().localToWorld;
float3 rotatedPosition = localToWorld[0].xyz * position.xxx + localToWorld[1].xyz * position.yyy + localToWorld[2].xyz * position.zzz;
return rotatedPosition + localToWorld[3].xyz;
return mul(getSceneData().localToWorld, position).xyz;
//rotatedPosition + float3(localToWorld[0].w, localToWorld[1].w, localToWorld[2].w);
}
};