Microsoft DirectX 8.1 (vertex shader versions 1.0, 1.1) |
Computes the product of the input vector and a 3x4 matrix.
m3x4 dest, src0, src1
To learn more about registers, see Registers.
// m3x4 operates as shown in the following equation. dest.x = (src0.x * src1.x) + (src0.y * src1.y) + (src0.z * src1.z); dest.y = (src0.x * src2.x) + (src0.y * src2.y) + (src0.z * src2.z); dest.z = (src0.x * src3.x) + (src0.y * src3.y) + (src0.z * src3.z); dest.w = (src0.x * src4.x) + (src0.y * src4.y) + (src0.z * src4.z);
The input vector is in register src0, the input 3x4 matrix is in register src1 (and the next two higher registers in the same register file--as shown in the expansion below).
This operation is commonly used for transforming a position vector by a matrix that has a projective effect, but applies no translation. This macro instruction is implemented as a pair of dot products as shown below.
m3x4 r5, v0, c3 which is performed as four dot products: dp3 r5.x, v0, c3 dp3 r5.y, v0, c4 dp3 r5.z, v0, c5 dp3 r5.w, v0, c6
The swizzle and negate modifiers are not allowed on this instruction.
// This example scales the object in the y direction. // shader file mov r0, v0 ; load vertex position m3x4 r1, r0, c5 ; scale in y mov r1.w, c4.y ; set w component to 1 m4x4 oPos, r1, c0 ; transform vertices by view/projection matrix mov oD0, c4 ; output constant color // The resultant green object is 3/4 the height and is shown below.
// Additional code is used to initialize the constant registers D3DXMATRIX mat, matView, matProj; D3DXMatrixMultiply(&mat, &matView, &matProj); D3DXMatrixTranspose(&mat, &mat); // set C0 with the view and projection matrix m_pd3dDevice->SetVertexShaderConstant(0, &mat, 4); // set register c4 float colorGreen[4] = {0, 1, 0, 0}; m_pd3dDevice->SetVertexShaderConstant(4, &colorGreen, 1); // set register c5 (also sets registers c6, c7, c8) // 4 rows x 3 cols float scaleY[][4] = {{1, 0, 0, 0},{0, 0.75, 0, 0},{0, 0, 1, 0},{0, 0, 0, 1}}; m_pd3dDevice->SetVertexShaderConstant(5, &scaleY, 4); // The first SetVertexShaderConstant method binds the c0 register // with the first row of the view/projection matrix (rows 2, 3 and 4 are // bound to registers C2, C3 and C4 also). The m4x4 instruction (in the // shader file) loads the data. // The second SetVertexShaderConstant method binds the c4 register // with the data for the color green. The last SetVertexShaderConstant // method binds the c5 register with the first row of the scale matrix // (rows 2, 3 and 4 are bound to registers C6, C7 and C8). The m3x4 instruction // (in the shader file) loads the data.