Re: [Algorithms] Decals and deferred rendering
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From: Steve L. <sm...@go...> - 2010-01-13 18:07:02
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Why can't you use alphablending for this? If you are worried that you need to leave the alpha channel untouched then you can either use D3DRS_COLORWRITEENABLE to write to just the RGB channels, or you could use D3DRS_SEPARATEALPHABLENDENABLE and set the alpha blend mode to ZERO/ONE/ADD. From: Diogo de Andrade [mailto:dio...@ne...] Sent: 13 January 2010 5:56pm To: 'Game Development Algorithms' Subject: Re: [Algorithms] Decals and deferred rendering Ehehe, I didn't explain myself too well. J Let's imagine I just need to do an albedo change, and I want to do it with blending (as you suggested, if I recal). I'd get a pixel shader something like: float4 decal_pixel_shader(INPUT_DATA in) { float4 source_color=tex2D(rt1,in.uv_screen); float4 decal_color=tex2D(decal_texture,in.uv_decal); return float4(decal_color.xyz* decal_color.a+rt1.xyz*(1-decal_color.a); } So I need to use rt1 as both input and output, and I think that's a no-no in a modern video card. So I fail to see how can I do blending operations on the G-Buffer. Diogo From: Jeff Russell [mailto:je...@8m...] Sent: quarta-feira, 13 de Janeiro de 2010 17:20 To: Game Development Algorithms Subject: Re: [Algorithms] Decals and deferred rendering Well, since its a decal, you shouldn't need to use Rt3 as output (you're not modifying positions of anything, just painting new material properties over the existing geometry). So maybe we confused the terms, I was recommending you render into albedo, normal, specular, etc. but not position. Jeff On Wed, Jan 13, 2010 at 11:14 AM, Diogo de Andrade <dio...@ne...> wrote: Hi all, I'm not sure I understood what you and Jeff are recommending, to be honest... Clarifying: I start rendering to the G-Buffer... I have the buffers organized like this: Rt0.xyz=normal (world space) Rt0.w=depth (0..1 normalized) Rt1.xyz=albedo Rt1.w=ambient intensity Rt2.x=specular intensity Rt2.y=specular gloss Rt2.z=diffuse intensity Rt2.w=emissive intensity Rt3.xyz=position (world space) Rt3.w=unused Let's imagine I have a maze... I render all walls to these buffers, and now it's time to render the decals themselves. With the G-Buffer still as the rendertarget, I draw the geometry that makes up the decals (obtained through intersection of the world geometry with the decal frustum)... Now, the part I don't understand is how to achieve blending (which would be sweet), without having the G-Buffer simultaneously as a render target and as input texture (which I think is not allowed under the majority of the videocards). If I could have that, I'd be able to do whatever I wanted in the way of blending and such... To be honest, now that I think about it, I'm not even seeing how I can make a shader to render the decal in a way it only influences the albedo, even if it is a simple replace, without using colorwrite masks (which I didn't want to use because they makes me have to switch states). What I'm trying to achieve (but may be impossible) is to have a "decal sheet", which has all the decals, so that with a single draw I can get all decals up... not sure if that's possible... Thanks all, Diogo ---------------------------------------------------------------------------- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com |