• 图形学变换中的Homogenize方法_艾孜尔江撰


    Vector4 Transform::Homogenize(Vector4& result, const Vector4& vec4ToBeHomogenized)
    	{
    		if (vec4ToBeHomogenized.getW() == 0.f) {
    			return Vector4();
    		}
    		float rhw = 1 / vec4ToBeHomogenized.getW();
    		result.setX((1.f + vec4ToBeHomogenized.getX() * rhw) * canvasWidth * 0.5f);	// screen coordinate
    		result.setY((1.f - vec4ToBeHomogenized.getY() * rhw) * canvasHeight * 0.5f); //screen coordinate ---> top down
    		result.setZ(vec4ToBeHomogenized.getZ() * rhw);
    		result.setW(rhw);
    		return result;
    	}
    

    它的逆变换如下(逆变换主要用于求阴影时候的反求过程):

    Vector4 Transform::HomogenizeInvertion(Vector4 & result, const Vector4 & vec4ToBeInverted)
    	{
    		if (vec4ToBeInverted.getW() == 0.f) {
    			return Vector4();
    		}
    
    		float rhw = 1.f / vec4ToBeInverted.getW();
    		
    		float reciprocalOfCanvasHeight = 1.f / canvasHeight;
    		float reciprocalOfCanvasWidth = 1.f / canvasWidth;
    
    		result.setX(((2 * vec4ToBeInverted.getX() * reciprocalOfCanvasWidth) - 1.f) * rhw);
    		result.setY((1.f - (2 * vec4ToBeInverted.getY() * reciprocalOfCanvasHeight)) * rhw);
    		result.setZ(vec4ToBeInverted.getZ() * rhw);
    		result.setW(rhw);
    
    		return result;
    	}
    




    作者:艾孜尔江·艾尔斯兰
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  • 原文地址:https://www.cnblogs.com/ezhar/p/14883392.html
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