这里使用ComputeShader做拾取,主要为了熟悉下ComputeShader,为自己后面一个项目做准备。拾取基本原理前面博客也讲了,都差不多,将射线从屏幕坐标系转换到物体局部坐标系,然后再判断三角形是否被射线射中。主要是代码的实施上不一样,这里我尝试并行地通过ComputeShader,由线程i来负责判断三角形i是否被选中。
HLSL的代码:
//=========================================
//compute shader base technology
//======================================
#define BLOCK_SIZE 32
struct VertexStruc
{
float3 posW;
float3 normalW;
float2 texcoord;
};
struct PickedStruc
{
int picked;//记录三角形i是否被选中,选中为1,否则为0
};
StructuredBuffer<int> indiceBuf;
StructuredBuffer<VertexStruc> inTriPointBuf;
RWStructuredBuffer<PickedStruc> pickedTriBoolArray;
//每个线程负责一个三角形
[numthreads(BLOCK_SIZE, 1, 1)]
void CS_PickTriangle( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
{
if(DTid.x>=numFaces)return ;
根据之前博客,把射线从屏幕坐标转换到物体的局部坐标
float3 pickOrigin=float3(0.0f,0.0f,0.0f);
float3 pickDirection;
pickDirection.x=(2.0f*winPos.x/backBufferDesc.x-1.0f)/projMtx[0][0];
pickDirection.y=(-2.0f*winPos.y/backBufferDesc.y+1.0f)/projMtx[1][1];
pickDirection.z=1.0f;
pickOrigin=mul(float4(pickOrigin,1.0f),invViewMtx).xyz;
pickDirection=mul(float4(pickDirection,0.0f),invViewMtx).xyz;
pickOrigin=mul(float4(pickOrigin,1.0f),invWorldMtx).xyz;
pickDirection=mul(float4(pickDirection,0.0f),invWorldMtx).xyz;
float u=0;
float v=0;
float t=0;
float3 pos[3];
//读取第DTid.x个三角形的三个顶点位置。
for(int i=0;i<3;i++)
{
pos[i]=inTriPointBuf[ indiceBuf[DTid.x*3+i]].posW;