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scott wrote:
> The problem is reading from it, AFAIK you can't read from the stencil
> buffer in a pixel shader on most hardware, all you can do is tell the
> GPU to run your shader or not, depending on certain criteria of the
> stencil buffer.
Ah, OK. That shouldn't be a problem here, tho, because I want to run the
ghost's pixel shader where the ghost is and not where he isn't, without any
additional decisions. :-)
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Darren New, San Diego CA, USA (PST)
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Warp wrote:
> It's, however, incredible what kind of uses
> it can have. For example dynamic shadowing
Do you have any good bookmarks for that sort of stuff? Or am I off to google
to try to guess which is best to study? :-)
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Darren New, San Diego CA, USA (PST)
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Darren New <dne### [at] san rr com> wrote:
> Warp wrote:
> > It's, however, incredible what kind of uses
> > it can have. For example dynamic shadowing
> Do you have any good bookmarks for that sort of stuff? Or am I off to google
> to try to guess which is best to study? :-)
Not really, but you could try: http://nehe.gamedev.net/
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scott wrote:
> 1. Set render target to temporary one
> 2. Render scene without ghost normally, but set stencil writes to always 0
> 3. Render ghost geometry without writes to RGBA, but stencil write of
> always 1
> 4. Switch the render target to the actual back buffer
> 5. Render a full-screen quad to simply copy over the entire temp buffer
> RGBA contents
> 5. Set your special effect pixel shader
> 6. Set stencil pass function to equal 1
> 7. Render a full-screen quad at the depth of the ghost (this will avoid
> affecting anything infront of the ghost)
> 8. Render the ghost normally
I was following you up until 7. First, since the ghost is a model, I'm not
sure what the single "depth" would be. But OK, assuming I'm not actually
intersecting geometries with the ghost, I can work with that. However,
doesn't step 5 destroy the original depth information? That was the step I
couldn't figure out how to get around. If I've turned the 3D models and such
into a flat quad, I've lost the original depth information there.
Secondly, I'm not sure what 7 is for at all. Maybe you're thinking something
different for "render ghost" than I am? Does step 8 mean "render the parts
of the ghost you can't see through" or something? Do you mean that 7 will
combine the stencil buffer with the depth buffer somehow? Wouldn't the
stencil buffer already be 0 where there's something occluding the ghost?
> Sure, if you write depth on purpose to a special render target, what is
> not normally available is the "internal" depth/stencil buffer that the
> GPU uses to do depth and stencil tests during normal rendering. So
> you're usually having to duplicate the depth buffer if you want to use
> it in a non-standard way.
True. I think keeping two copies of the depth buffer is less overhead than
rendering all the geometry twice, tho. That's really the bit I'm trying to
avoid.
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> Warp wrote:
>>> It's, however, incredible what kind of uses
>>> it can have. For example dynamic shadowing
>
>> Do you have any good bookmarks for that sort of stuff? Or am I off to google
>> to try to guess which is best to study? :-)
>
> Not really, but you could try: http://nehe.gamedev.net/
The TOC looks interesting. Thanks!
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Warp wrote:
> dynamic shadowing using shadow volumes
I pretty much follow *how* that works, but I'm not sure why you would do
that over doing it some other way. It would seem that calculating the shadow
volumes is something relatively compute-intensive for something moving.
Is it a trade-off between computing the volumes and then being able to just
render things essentially once, rather than rendering the whole scene from
the POV of multiple lights or something?
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Darren New <dne### [at] san rr com> wrote:
> Warp wrote:
> > dynamic shadowing using shadow volumes
> I pretty much follow *how* that works, but I'm not sure why you would do
> that over doing it some other way. It would seem that calculating the shadow
> volumes is something relatively compute-intensive for something moving.
There are two competing algorithms for rendering real-time dynamic shadows
with current graphics hardware: Shadow volumes and shadow mapping. They use
completely different approaches to achieve the same (well, similar) result.
As you might guess, there's no "better" algorithm. It's always about
compromises. One algorithm is better at some things and worse at others.
Shadow volumes allow rendering pixel-perfect shadows (in fact, even
sub-pixel-perfect if you are using antialiasing). This accuracy is
completely independent of the distance between the shadowed area to
the shadowing object or to the light source causing the shadow. It also
requires less RAM (the shadow polygons are numerous, but polygons are
quite memory-light compared to bitmaps; the only other memory needed is
the stencil buffer.)
The disadvantage of shadow volumes is that they are considerably more
complicated to implement, and their speed is heavily dependent on the
geometry of the scene. (Also soft shadows are not possible with the
basic algorithm, although I have heard of an expanded algorithm which
would support soft shadows, probably at the cost of rendering speed.)
Shadow mapping is easier to implement and often (although not always)
faster. Its problem is that it you always have to make a compromise between
accuracy and memory usage (the larger the shadow maps, the more accurate
the result, but the more RAM is required; more accuracy might also affect
rendering speed by some amount). Also, the accuracy is heavily dependent
on the distance between the surface being shadowed and the shadowing surface
as well as the light source (the larger the distance, the blockier and
less realistic the shadow becomes).
Shadow mapping has also another advantage over shadow volumes: Certain
shadowing effects are extremely light to do with shadow maps because they
require no rendering at all (to get the shadows), while with shadow volumes
you would need to run the full shadow-polygon-creation-and-rendering process
to get the same effect. For example, if you want a moth flying near a lamp,
you can "cheat" and add the moth's shadow to the correspondent shadow maps
algorithmically (instead of rendering the moth with the GPU as usual), and
thus even complex such shadows take virtually no rendering time.
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Warp wrote:
> As you might guess, there's no "better" algorithm. It's always about
> compromises. One algorithm is better at some things and worse at others.
Thank you for the detailed explanation. I figured the algorithms had
different strengths, but I couldn't figure out just from understanding the
basics of the algorithms what the strengths were.
> Shadow mapping is easier to implement and often (although not always)
> faster. Its problem is that it you always have to make a compromise between
> accuracy and memory usage (the larger the shadow maps, the more accurate
> the result, but the more RAM is required; more accuracy might also affect
> rendering speed by some amount).
Huh. I always wondered why old games had very pixelated jaggy shadows, but
now that you mention it, if you do the shadow projection on a very small
depth buffer, that's just what you'd expect. Cool.
> you can "cheat" and add the moth's shadow to the correspondent shadow maps
Yeah, I can see that.
XNA even has a constructor for the Matrix class where you give it a point
and a plane, and it constructs a transform that maps a point to where it
would cast a shadow onto that plane. I guess that's exceedingly fast as long
as you're only casting shadows onto flat surfaces, like running across
simple terrain or inside a corridor or something.
Now, if only I could get inspired to actually sit down and work on my next
game, I'd be good. :-)
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>> 1. Set render target to temporary one
>> 2. Render scene without ghost normally, but set stencil writes to always
>> 0
>> 3. Render ghost geometry without writes to RGBA, but stencil write of
>> always 1
>> 4. Switch the render target to the actual back buffer
>> 5. Render a full-screen quad to simply copy over the entire temp buffer
>> RGBA contents
>> 5. Set your special effect pixel shader
>> 6. Set stencil pass function to equal 1
>> 7. Render a full-screen quad at the depth of the ghost (this will avoid
>> affecting anything infront of the ghost)
>> 8. Render the ghost normally
>
> I was following you up until 7. First, since the ghost is a model, I'm not
> sure what the single "depth" would be.
If you wanted everything behind the ghost in the scene to be affected, then
I would set the "depth" to the furthest away point of the model (but maybe
experiemtn, I don't know how much of an effect it would have with
intersecting geometry).
> But OK, assuming I'm not actually intersecting geometries with the ghost,
> I can work with that. However, doesn't step 5 destroy the original depth
> information?
No, you should be able to control the RGBA render target and the
depth/stencil target separately. In DirectX you call
SetDepthStencilSurface. For my algorithm I assumed a single Depth/Stencil
surface would be persistent throughout the whole process,
> Secondly, I'm not sure what 7 is for at all.
It applies the shader as you requested here: "Basically, I want to apply a
screen-space shader but only to parts of the
scene occluded by a model which is in turn partially occluded by other parts
of the scene."
> Does step 8 mean "render the parts of the ghost you can't see through" or
> something?
I assume your actual ghost model has varying levels of transparency,
otherwise there would be no point in applying some shader to the scene
behind it. Step 8 means render the ghost as normal - of course the
background will already be distorted somehow due to Step 7.
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scott wrote:
> No, you should be able to control the RGBA render target and the
> depth/stencil target separately.
Oh, I see. OK.
> I assume your actual ghost model has varying levels of transparency,
In my imagination, it was totally transparent. Hence the subject line. But
OK, I see what you're saying here.
Again, thanks for the help! Seems what I was missing was the stencil buffer.
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