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- //-----------------------------------------------------------------------------
- // Name: Volume Fog Direct3D Sample
- //
- // Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
-
-
- Description
- ===========
- The Volume Fog sample shows the per-pixel density volumetric rendering
- technique. The fog volume is modeled as a polygonal mesh, and the
- density of the fog at every pixel is computed by subtracting the front
- side of the fog volume from the back side. The fog is mixed with the
- scene by accumulating an in/out test at every pixel -- that is, back-facing
- fog polygons will add, while front-facing ones will subtract. If the value
- is non zero, then the scene intersects the fog and the scene's depth value
- is used. In order to get better results, this demo uses 12 bits of precision
- by encoding high and low bits in different color channels.
-
-
- Path
- ====
- Source: DXSDK\Samples\Multimedia\D3D\volumefog
- Executable: DXSDK\Samples\Multimedia\D3D\Bin
-
-
- User's Guide
- ============
- The following keys are implemented.
- <J> Move object backward on the Z axis
- <M> Move Object forward on the z Axis
- <H> Move Object forward on the X axis
- <K> Move object backward on the X axis
- <N> Move object forward on the y axis
- <Y> Move object backward on the y axis
-
- Camera Controls:
- <LEFT> Slide Left
- <RIGHT> Slide Right
- <DOWN> Slide Down
- <UP> Slide Up
- <W> Move forward
- <S> Move backward
- <NUMPAD8> Pitch Down
- <NUMPAD2> Pitch Up
- <NUMPAD4> Turn Right
- <NUMPAD6> Turn Left
- <NUMPAD9> Roll CW
- <NUMPAD7> Roll CCW
-
- Mouse Controls:
- Rotates Fog Volume.
-
-
- Programming Notes
- =================
- Introduction
- The article "Volumetric Rendering in Real-Time," printed in the 2001 GDC
- Proceedings, covered the basis of volumetric depth rendering, but at the
- time of the writing, no pixel-shader-compliant hardware was available.
- This supplement describes a process designed to achieve two goals: to get
- more precision out of an 8 bit part, and to allow the creation of concave
- fog volumes.
-
-
- Handling Concavity
- Computing the distance of fog for the convex case was relatively simple.
- Recall that the front side of the fog volume was subtracted away from the
- back side (where the depth is measured in number of units from the camera).
- Unfortunately, this does not work with concave fog volumes because at any
- given pixel, it may have two back sides and two front sides. The solution
- is intuitive and has sound mathematical backing: sum all of the front
- sides and subtract them from the summed back sides.
-
- So now, computing concavity is as simple as adding the multiple front
- sides and subtracting them from the multiple back sides. Clearly, a meager
- 8 bits wonÆt be enough for this. Every bit added would allow another
- summation and subtraction, and allow for more complex fog scenes.
-
- There is an important assumption being made about the fog volume. Is must
- be a continuous, orientable hull. That is, it cannot have any holes in
- it. Every ray cast through the volume must enter through hull the same
- number of times it exits.
-
- Getting Higher Precision
- Although most 3D hardware handle 32 bits, it is really four
- 8-bit channels. The way most hardware works today, there is only one place
- where the fog depths could be summed up: the alpha blender. The alpha
- blender is typically used to blend on alpha textures by configuring the
- source destination to multiply against the source alpha, and the
- destination to multiply against the inverse alpha. However, they can also
- be used to add (or subtract) the source and destination color channels.
- Unfortunately, there is no way to perform a carry operation here: If one
- channel would exceed 255 for a color value, it simply saturates to 255.
- In order to perform higher bit precision additions on the alpha blending
- unit, the incoming data has to be formatted in a way which is compatible
- with the way the alpha blender adds. To do this, the color channels can
- hold different bits of the actual result, and most importantly, be allowed
- some overlap in their bits.
-
- This sample uses the following scheme: The red channel will contain the
- upper 8 bits, and the blue channel will contain the lower 4 plus 3 carry
- spots. The upper bit should not be used for reasons which are discussed
- later. So the actual value encoded is Red*16+Blue. Now, the alpha blender
- will add multiple values in this format correctly up to 8 times before
- there is any possibility of a carry bit not propagating. This limits the
- fog hulls to ones which do not have concavity where looking on any
- direction a ray might pass in and out of the volume more than 8 times.
- Encoding the bits in which will be added cannot be done with a pixel
- shader. There are two primary limitations. First, the color interpolators
- are 8 bit as well. Since the depth is computed on a per vertex level, this
- wonÆt let higher bit values into the independent color channels. Even if
- the color channel had a higher precision, the pixel shader has no
- instruction to capture the lower bits of a higher bit value.
- The alternative is to use a texture to hold the encoded depths. The
- advantage of this is twofold. First, texture interpolaters have much
- higher precision than color interpolaters, and second, no pixel shader is
- needed for initial step of summing the font and back sides of the fog
- volume. It should be possible, on parts with at least 12 bits precision in
- the pixel shader, to emded the precision in a texture registers instead.
- Unfortunately, most hardware limits the dimensions of textures. 4096 is a
- typical limitation. This amounts to 12 bits of precision to be encoded in
- the texture. 12 bits, however, is vastly superior to 8 bits and can make
- all the difference to making fog volumes practical. More precision could
- be obtained by making the texture a sliding window, and breaking the
- object into sizable chunks which would index into that depth, but this
- sample does not do this.
-
- Setting it all Up
- Three important details remain: The actual summing of the fog sides,
- compensating for objects inside the fog, and the final subtraction.
- The summing is done in three steps.
-
- First, the scene needs to be rendered
- to set a Z buffer. This will prevent fog pixels from being drawn which are
- behind some totally occluding objects. In a real application, this z could
- be shared from the pass which draws the geometry. The Z is then write
- disabled so that fog writes will not update the z buffer.
-
- After this, the summing is exactly as expected. The app simply draws all
- the forward facing polygons in one buffer, adding up their results, and
- then draws all the backward facing polygons in another buffer. There is
- one potential problem, however. In order to sum the depths of the fog
- volume, the alpha blend constants need to be set to one for the
- destination and one for the source, thereby adding the incoming pixel with
- the one already in the buffer.
- Unfortunately, this does not take into account objects inside the fog that
- are acting as a surrogate fog cover. In this case, the scene itself must
- be added to scene since the far end of the fog would have been rejected by
- the Z test.
-
- At first, this looks like an easy solution. In the previous article, the
- buffers were set up so that they were initialized to the sceneÆs depth
- value. This way, fog depth values would replace any depth value in the
- scene if they were in front of it (i.e. the Z test succeeds) -- but if no
- fog was present the scene would act as the fog cover.
-
- This cannot be done for general concavity, however. While technically
- correct in the convex case, in the concave case there may be pixels at
- which the fog volumes are rendered multiple times on the front side and
- multiple sides on the backside. For these pixels, if the there was part
- of an object in between fog layers than the front buffer would be the sum
- of n front sides, and the back side would be sum of n-1 back sides. But
- since the fog cover was replaced by the fog, there are now more entry
- points then exit points. The result is painfully obvious: parts of the
- scene suddenly loose all fog when they should have some.
-
- The solution requires knowing which scenarios where the sceneÆs w depth
- should be added and which scenarios the sceneÆs w depth should be ignored.
- Fortunately, this is not difficult to find. The only situation where the
- sceneÆs w depth should be added to the total fog depth are those pixels
- where the object is in between the front side of a fog volume and its
- corresponding backside.
-
- The above question can be thought of as asking the question: did the ray ever
- leave the fog volume? Since the fog hulls are required to be continuous,
- then if the answer is no then part of the scene must have blocked the ray.
- This test can be performed by a standard inside outside test.
-
- To perform an inside/outside test each time a fog pixel is rendered, the
- alpha value is incremented. If the alpha values of the far fog distances
- is subtracted to the corresponding point on the near fog distance, then
- values greater then 1 indicate the ray stopped inside the volume. Values
- of 0 indicate that the ray left the fog volume.
-
- To set this test up, the alpha buffer of the near and far w depth buffers
- must be cleared to 0. Each time a fog pixel is rendered, the alpha will
- be incremented by the hex value 0x10. This value was used because the
- pixel shader must perform a 1 or 0 logical operation. A small positive
- value must be mapped to 1.0 in the pixel shader, a step which requires
- multiple shifts. Due to instruction count restraints the intial value
- has to be at least 0x10 for the shifts to saturate a non-zero value to one.
- The rest is straightforward: all the front sides and all the backsides
- are summed up in their independent buffers. The scene is also drawn in its
- own buffer. Then all three buffers are ran through the final pass where
- the sceneÆs w depth is added on only if the differences of the alpha
- values is not 0.
-
- This requires a lengthy pixel shader. A great deal of care must be taken
- to avoid potential precision pitfalls. The following pixel shader performs
- the required math, although it requires every instruction slot of the
- pixel shader and nearly every register. Unfortunately, with no carry bit,
- there is no way to achieve a full 8 bit value at the end of the
- computation, so it must settle for 8.
-
- ps.1.1
- def c1, 1.0f,0.0f,0.0f,0.0f
- def c4, 0.0f,0.0f,1.0f,0.0f
-
- tex t0 // near buffer B
- tex t1 // far buffer A
- tex t2 // scene buffer C
-
- // input:
- // b = low bits (a) (4 bits)
- // r = high bits (b) (8 bits)
- // intermediate output:
- // r1.b = (a1 - a2) (can't be greater than 7 bits set )
- // r1.r = (b1 - b2)
-
- sub r1.rgb,t1,t0
- +sub_4x r1.a,t0,t1 //If this value is non zero, then
- mov_4x r0.a,r1.a //the were not as many backs as
- mad r1.rgb,r0.a,t2,r1 //front and must add in the scene
- dp3 t0.rgba,r1,c4 // move red component into alpha
-
- // Need to shift r1.rgb 6 bits. This could saturate
- // to 255 if any other bits are set, but that is fine
- // because in this case, the end result of the subtract
- // would have to be saturated since we can't be
- // subtracting more than 127
- mov_x4 r1.rgb,r1
- dp3_x4 t1.rgba,r1,c1 // move into the alpha
- add_x2 r0.a,t0.a,t1.a // the subtract was in 0-127
- mov_d2 r0.a,r0.a // chop off last bit else banding
- +mov r0.rgb,c3 // load the fog color
-
-
- This pixel shader gives an alpha value which represents the density of fog,
- and loads the fog color constant into the color channels. The Alpha
- Blending stage can now be used to blend on the fog.
-
- Finally, there is one situation which can cause serious problems:
- clipping. If a part of the fog volume is clipped away by the camera
- because the camera is partially in the fog, then part of the scene might
- be in the fog. Previously, it was assumed the camera was either entirely
- all the way in, or all the way out of the fog. This may not always be the
- case.
-
- An alternative solution is to not allow polygons to get clipped. The
- vertex shader can detect vertices which would get clipped away and snap
- them to the near clip plane. The following vertex shader clips w depths
- to the near clip plane, and z depths to zero.
-
- // transform position into projection space
- m4x4 r0,v0,c8
- max r0.z,c40.z,r0.z //clamp to 0
- max r0.w,c12.x,r0.w //clamp to near clip plane
- mov oPos,r0
-
- // Subtract the Near clipping plane
- add r0.w,r0.w,-c12.x
-
- // Scale to give us the far clipping plane
- mul r0.w,r0.w,c12.y
-
- // load depth into texture, donÆt care about y
- mov oT0.xy,r0.w
-
-
-
- This sample makes use of common DirectX code (consisting of helper functions,
- etc.) that is shared with other samples on the DirectX SDK. All common
- headers and source code can be found in the following directory:
- DXSDK\Samples\Multimedia\Common
-
-