2012-01-23 72 views
0

我渲染場景到紋理,然後使用紋理和深度緩存在隨後的渲染應用一些效果(景深,布魯姆,等...)。檢索另一個渲染過程的渲染的depthBuffer。 (D3DX9)

這裏的問題是:我管理的DepthStencilBuffer設置爲自定義表面和渲染我的場景到紋理。場景完美呈現,沒有深度問題。這就是說,當使用紋理(自定義表面被綁定到)時,所有深度值都精確爲1.0

我懷疑調用device-> clear會影響錯誤的表面,但即使禁用它們,它不能解決任何問題。

下面是實際的代碼:

HRESULT hr = S_FALSE; 

VCND3D* renderer = static_cast<VCND3D*>(VCNRenderCore::GetInstance()); 
LPDIRECT3DDEVICE9 device = renderer->GetD3DDevice(); 

//device->EndScene(); 

VCNDXShaderCore* shaderCore = static_cast<VCNDXShaderCore*>(VCNDXShaderCore::GetInstance()); 

VCNNode* rootNode = VCNNodeCore::GetInstance()->GetRootNode(); 

LPDIRECT3DSURFACE9 currentSurface; 
device->GetRenderTarget(0, &currentSurface); 

LPDIRECT3DSURFACE9 currentDepthBuffer; 
device->GetDepthStencilSurface(&currentDepthBuffer); 

///// INITIAL HDR RENDER : ////////////////////////////////////// 

hr = device->SetRenderTarget(0, mInitialHDRSurface); 
VCN_ASSERT(SUCCEEDED(hr)); 

hr = device->SetDepthStencilSurface(mDepthSurface); 
VCN_ASSERT(SUCCEEDED(hr)); 

device->Clear( 0, 
       NULL, 
       D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
       D3DCOLOR_XRGB(100,100,100), 
       1.0f, 
       0); 

//device->BeginScene(); 
rootNode->Render(); 
//device->EndScene(); 

//hr = device->UpdateSurface(currentDepthBuffer, NULL, mDepthSurface, NULL); 
//VCN_ASSERT(SUCCEEDED(hr)); 

//////////// DOF EFFECT : ///////////////////////////////////////////////// 

hr = device->SetRenderTarget(0, currentSurface); 
VCN_ASSERT(SUCCEEDED(hr)); 

device->SetRenderState(D3DRS_COLORWRITEENABLE, 
D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); 

device->Clear( 0, 
       NULL, 
       D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
       D3DCOLOR_XRGB(100,100,100), 
       1.0f, 
       0); 

//device->BeginScene(); 

// Set DOF shader 
VCNDXShader* dofShader = shaderCore->GetShader(sidDof); 

// Field of view to cover full screen : 
hr = device->SetFVF(D3DFVF_SCREEN); 
VCN_ASSERT(SUCCEEDED(hr)); 

// select the vertex buffer to display 
hr = device->SetStreamSource(0, mScreenVertexBuffer, 0, sizeof(SCREENVERTEX)); 
VCN_ASSERT(SUCCEEDED(hr)); 

// Draw the Dof result 
hr = dofShader->GetEffect()->SetTechnique("BaseTechnique"); 
VCN_ASSERT(SUCCEEDED(hr)); 
hr = dofShader->GetEffect()->SetTexture("gInputImageTexture", mInitialHDRTexture); 
VCN_ASSERT(SUCCEEDED(hr)); 
hr = dofShader->GetEffect()->SetTexture("gDepthTexture", mDepthTexture); 
VCN_ASSERT(SUCCEEDED(hr)); 
hr = dofShader->GetEffect()->SetFloat("gMinDepth", 3.0f); 
VCN_ASSERT(SUCCEEDED(hr)); 
hr = dofShader->GetEffect()->SetFloat("gMaxDepth", 7.0f); 
VCN_ASSERT(SUCCEEDED(hr)); 

dofShader->RenderPrimitive(2, D3DPT_TRIANGLESTRIP); 

hr = device->SetDepthStencilSurface(currentDepthBuffer); 
VCN_ASSERT(SUCCEEDED(hr)); 

而且這裏的質地和表面的初始化,因爲錯誤可能有:

// Texture for the initial HDR Render (Before effects) 
hr = device->CreateTexture(res.x, res.y, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A32B32G32R32F, D3DPOOL_DEFAULT, &mInitialHDRTexture, 0); 
VCN_ASSERT_MSG(SUCCEEDED(hr), _T("Unable to create initial HDR Render Texture")); 

// Extract the associated surface for rendering 
hr = mInitialHDRTexture->GetSurfaceLevel(0, &mInitialHDRSurface); 
VCN_ASSERT(SUCCEEDED(hr)); 

// Texture with depth of the scene 
hr = device->CreateTexture(res.x, res.y, 1, D3DUSAGE_DEPTHSTENCIL, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &mDepthTexture, 0); 
VCN_ASSERT_MSG(SUCCEEDED(hr), _T("Unable to create depth texture")); 

// Extract the associated surface for rendering 
hr = mDepthTexture->GetSurfaceLevel(0, &mDepthSurface); 
VCN_ASSERT(SUCCEEDED(hr)); 

注意,沒有ASSERT是越來越觸發(這正是什麼讓我失望,我想要一些錯誤作爲指示在哪裏看)

Nic

回答

1

如果我讀了你的代碼正確,您明確mDepthSurface兩次:第一次在INITIAL HDR RENDER部分,然後在DOF EFFECT。您需要在第二次清除之前執行SetDepthStencilSurface,或者在該呼叫中未設置D3DCLEAR_ZBUFFER。否則,第二次清除丟棄由rootNode->Render()呈現的任何內容,並且有效啓動時,您擁有全部清除z緩衝區。

+0

是的,但我發現DX10之前,深度緩存回讀不正式支持,因爲depthStencilBuffer的存儲格式是免費實現的圖形卡製造商。看起來好像只是用着色器進行渲染過程比使用R32F紋理打印深度更好。 – NGauthier