我需要渲染一张从外部获取的带深度的图片。我可以构建两个纹理,然后将它们传递到一个着色器中(我可以验证像素着色器中的采样值是正确的)。
以下是我的HLSL代码:
// image texture
Texture2D m_TextureColor : register(t0);
// depth texture with values [0..1]
Texture2D<float> m_TextureDepth : register(t1);
// sampler to forbid linear filtering since we're dealing with pixels
SamplerState m_TextureSampler { Filter = MIN_MAG_MIP_POINT; };
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct VS_OUT
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct PS_OUT
{
float4 color : COLOR0;
float depth : DEPTH0;
};
VS_OUT VS(VS_IN input)
{
VS_OUT output = (VS_OUT)0;
output.position = input.position;
output.texcoord = input.texcoord;
return output;
}
PS_OUT PS(VS_OUT input) : SV_Target
{
PS_OUT output = (PS_OUT)0;
output.color = m_TextureColor.SampleLevel(m_TextureSampler, input.texcoord, 0);
// I want to modify depth of the pixel,
// but it looks like it has no effect on depth no matter what I set here
output.depth = m_TextureDepth.SampleLevel(m_TextureSampler, input.texcoord, 0);
return output;
}
我使用这些数据(具有PrimitiveTopology.TriangleStrip
),构建了顶点缓冲区。其中第一个参数 Vector4
是位置,第二个参数 Vector2
是纹理坐标:
new[]
{
new Vertex(new Vector4(-1, -1, 0.5f, 1), new Vector2(0, 1)),
new Vertex(new Vector4(-1, 1, 0.5f, 1), new Vector2(0, 0)),
new Vertex(new Vector4(1, -1, 0.5f, 1), new Vector2(1, 1)),
new Vertex(new Vector4(1, 1, 0.5f, 1), new Vector2(1, 0)),
}
一切正常:我可以看到我的图像,可以从深度纹理中取样深度并构建出可视化内容(这是我验证正在取样的深度值是否正确的方法)。然而,我无法弄清楚如何修改像素的深度,以便在深度测试进行时能够正确呈现。因为目前一切都取决于我设置为顶点位置的z值是什么。
以下是我如何设置DirectX11(我使用SharpDX和C#):
var swapChainDescription = new SwapChainDescription
{
BufferCount = 1,
ModeDescription = new ModeDescription(bufferSize.Width, bufferSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = HostHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
};
var swapChainFlags = DeviceCreationFlags.None | DeviceCreationFlags.BgraSupport;
SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, swapChainFlags, swapChainDescription, out var device, out var swapchain);
设置后备缓冲区和深度/模板缓冲区:
// color buffer
using (var textureColor = SwapChain.GetBackBuffer<Texture2D>(0))
{
TextureColorResourceView = new RenderTargetView(Device, textureColor);
}
// depth buffer
using (var textureDepth = new Texture2D(Device, new Texture2DDescription
{
Format = Format.D32_Float,
ArraySize = 1,
MipLevels = 1,
Width = BufferSize.Width,
Height = BufferSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
}))
{
TextureDepthResourceView = new DepthStencilView(Device, textureDepth);
}
DeviceContext.OutputMerger.SetTargets(TextureDepthResourceView, TextureColorResourceView);
准备深度模板状态:
var description = DepthStencilStateDescription.Default();
description.DepthComparison = Comparison.LessEqual;
description.IsDepthEnabled = true;
description.DepthWriteMask = DepthWriteMask.All;
DepthState = new DepthStencilState(Device, description);
并且使用它:
DeviceContext.OutputMerger.SetDepthStencilState(DepthState);
这是我构建发送到着色器的颜色/深度纹理的方式:
public static (ShaderResourceView resource, Texture2D texture) CreateTextureDynamic(this Device device, System.Drawing.Size size, Format format)
{
var textureDesc = new Texture2DDescription
{
MipLevels = 1,
Format = format,
Width = size.Width,
Height = size.Height,
ArraySize = 1,
BindFlags = BindFlags.ShaderResource,
Usage = ResourceUsage.Dynamic,
SampleDescription = new SampleDescription(1, 0),
CpuAccessFlags = CpuAccessFlags.Write,
};
var texture = new Texture2D(device, textureDesc);
return (new ShaderResourceView(device, texture), texture);
}
另外,由于我需要经常更新它们:
public static void UpdateResource(this Texture2D texture, int[] buffer, System.Drawing.Size size)
{
var dataBox = texture.Device.ImmediateContext.MapSubresource(texture, 0, MapMode.WriteDiscard, MapFlags.None, out var dataStream);
Parallel.For(0, size.Height, rowIndex => Marshal.Copy(buffer, size.Width * rowIndex, dataBox.DataPointer + dataBox.RowPitch * rowIndex, size.Width));
dataStream.Dispose();
texture.Device.ImmediateContext.UnmapSubresource(texture, 0);
}
public static void UpdateResource(this Texture2D texture, float[] buffer, System.Drawing.Size size)
{
var dataBox = texture.Device.ImmediateContext.MapSubresource(texture, 0, MapMode.WriteDiscard, MapFlags.None, out var dataStream);
Parallel.For(0, size.Height, rowIndex => Marshal.Copy(buffer, size.Width * rowIndex, dataBox.DataPointer + dataBox.RowPitch * rowIndex, size.Width));
dataStream.Dispose();
texture.Device.ImmediateContext.UnmapSubresource(texture, 0);
}
我也在谷歌上搜寻了很多关于这个问题的文章,找到了类似的帖子:https://www.gamedev.net/forums/topic/573961-how-to-set-depth-value-in-pixel-shader/ 然而我自己无法解决它。
提前感谢!