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