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mrheisenberg

Instanced rotation?

2 posts in this topic

Hello,everyone,I am having some confusion about instsancing.I learned it from this example:
[CODE]////////////////////////////////////////////////////////////////////////////////
// Filename: texture.vs
////////////////////////////////////////////////////////////////////////////////

/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};

//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 instancePosition : TEXCOORD1;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};

////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;

// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Update the position of the vertices based on the data for this particular instance.
input.position.x += input.instancePosition.x;
input.position.y += input.instancePosition.y;
input.position.z += input.instancePosition.z;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);

// Store the texture coordinates for the pixel shader.
output.tex = input.tex;

return output;
}
[/CODE]

I dont get it..like,why does he change the [b]input [/b]structure with the instance data instead of just editing the [b]output [/b]one with the instance data like this:
[CODE]output.position.x += input.instancePosition.x;
output.position.y += input.instancePosition.y;
output.position.z += input.instancePosition.z;[/CODE]
?
Also,if this IS the proper way to do it,then would rotation be done in the same way?(by changing the input structure).Then again,I'm not sure about how rotation would be implemented,maybe create a rotation matrix for each instance for each vertex,using a float3 instanceRotation variable and trig functions?
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There's no difference between the two ways. Changing the input structure doesn't actually change the vertices, it just changes them from the point of view of that single shader function.
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[quote name='mrheisenberg' timestamp='1347241096' post='4978448']
Also,if this IS the proper way to do it,then would rotation be done in the same way?(by changing the input structure).Then again,I'm not sure about how rotation would be implemented,maybe create a rotation matrix for each instance for each vertex,using a float3 instanceRotation variable and trig functions?
[/quote]

You can either pass rotational values (euler or quaternion) as a shader variable input and create the matrix on the GPU, or use these values on the CPU to produce the final world matrix, and pass the matrix as a float4x4 to the shader.
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