////////////////////////////////////////////////////////////////////////////////
// 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;
}
I dont get it..like,why does he change the input structure with the instance data instead of just editing the output one with the instance data like this:
output.position.x += input.instancePosition.x;
output.position.y += input.instancePosition.y;
output.position.z += input.instancePosition.z;
?
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?