第 15 课:Rotation
实现
cbuffer Uniforms : register(b0) {
float iTime;
float4x4 viewMatrix;
float4x4 projectionMatrix;
};
struct VSInput {
float3 position : Position;
};
struct VSOutput {
float4 position : SV_Position;
};
VSOutput main(VSInput input) {
VSOutput output;
// setPosition2D
float2 pos2D = input.position.xy;
float delta = (sin(iTime)+1.0)/2.0 * 2.0*3.14;
float rotatedX = pos2D.x * cos(delta) - pos2D.y * sin(delta);
float rotatedY = pos2D.y * cos(delta) + pos2D.x * sin(delta);
float2 rotated = float2(rotatedX, rotatedY);
float4 viewPos = mul(viewMatrix, float4(rotated, 0.0, 1.0));
output.position = mul(projectionMatrix, viewPos);
return output;
}