I'm creating a graphics application using DirectX9 using DXUT. In my application I would like to implement deferred shading. This method of lighting requires that I render a stencil volume( mask ) for each light within the scene. To avoid rendering the volumes individually I would like to use DirectX's instancing capablilty. Using vertex shader 3.0 and pixel shader 3.0 I have been successful in drawing multiple instances of any given model, however, it seems that when I try to draw the instanced stencil volumes, no data is written to the depth stencil surface of the backbuffer.
My implementation of deferred shading is as follows in pseudocode:
Draw All Scene Geometry( Instanced Geometry Pass ) to the Backbuffer:
- Enable Z( D3DRS_ZENABLE, TRUE )
- Enable ZWrites( D3DRS_ZWRITEENABLE, TRUE )
- Disable Stencil( D3DRS_STENCILENABLE, FALSE )
- Set CullMode( D3DRS_CULLMODE, D3DCULL_CCW )
- Disable ColorWrites( D3DRS_COLORWRITEENABLE, 0 )
- Disable Alphablending( D3DRS_ALPHABLENDENABLE, FALSE )
- RenderScene
Get a pointer to the backbuffer:
- IDirect3DDevice9::GetRenderTarget( 0, pBackbufferSurface )
Set 3 rendertargets( COLOR( 0 ), NORMAL( 1 ), POSITION( 2 ) ):
- IDirect3DDevice9::SetRenderTarget( 0 -> 2, COLOR -> POSITION )
Draw All Scene Geometry to the 3 Render Targets:
- Enable ColorWrites( D3DRS_COLORWRITEENABLE, CW_RED, CW_GREEN, CW_BLUE, CW_ALPHA )
- Render Scene
Reset the backbuffer to device RenderTarget 0:
- IDirect3DDevice9::SetRenderTarget( 0, pBackbufferSurface )
Set the effect texture( SrcColor ) to the COLOR render target
- ID3DXEffect::SetTexture( "g_TextureSrcColor", pRTColor )
Render a fullscreen quad and sample from the COLOR render target( paints the scene )
Stencil All Scene Lights using Instancing Technique( here is actual code ):
// set the instance buffer vertex declaration
hr = pd3dDevice->SetVertexDeclaration( CContentManager::GetInstanceBufferVertexDeclaration() );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to IDirect3DDevice9::SetVertexDeclaration( instances )at RenderScene()", __LINE__, hr );
return hr;
}
// render instances of each light( sphere and cone )
for( UINT i = 0; i < 2; ++i )
{
// point to base model
CXModel *pXBase = ( CXModel* )pCM->GetAppObject( i );
if( !pXBase )
{
DebugStringDX( ClassName,
"Failed to retrieve the base light model at index( " + ToString( i ) + " ) at Render()",
__LINE__,
E_POINTER );
continue;
}
// if the model has no instances
// there is no reason to try and draw
UINT ucInstances = pXBase->GetNumInstances();
if( ucInstances < 1 )
continue;
// Set up the geometry data stream
hr = pd3dDevice->SetStreamSourceFreq( 0,
( D3DSTREAMSOURCE_INDEXEDDATA | ucInstances ) );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to IDirect3DDevice9::SetStreamSourceFreq( source )( index - " + ToString( i ) + " ) at RenderScene()", __LINE__, hr );
continue;
}
// Set up the instance data stream
IDirect3DVertexBuffer9 *pVBInstances = pXBase->GetInstanceBuffer();
hr = pd3dDevice->SetStreamSource( 1, pVBInstances, 0,
sizeof( CXModel::sInstanceEntry ) );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to IDirect3DDevice9::SetStreamSource( instances )( index - " + ToString( i ) + " ) at RenderScene()", __LINE__, hr );
continue;
}
hr = pd3dDevice->SetStreamSourceFreq( 1,
( D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to IDirect3DDevice9::SetStreamSourceFreq( instances )( index - " + ToString( i ) + " ) at Render()", __LINE__, hr );
continue;
}
// get light model frame root
pFrame = pXBase->GetFrameRoot();
if( !pFrame )
{
DebugStringDX( ClassName, "Failed to CXModel::GetFrameRoot( Light Model ) at Render()", __LINE__, hr );
continue;
}
//------------------------------------------------------------------------------------------------------------
// Stencil Volume Mask Pass
//------------------------------------------------------------------------------------------------------------
dev.SetRenderState( D3DRS_ZENABLE, TRUE );
dev.SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
dev.SetRenderState( D3DRS_STENCILENABLE, TRUE );
dev.SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
dev.SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
dev.SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR );
dev.SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
dev.SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
dev.SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
dev.SetRenderState( D3DRS_COLORWRITEENABLE, 0 );
hr = BeginPass( CFXDeferred::STENCIL );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to BeginPass( StencilVolumeMask ) at Render()", __LINE__, hr );
continue;
}
// draw the light model
hr = DrawStaticModel( pd3dDevice, pFrame, &mWorld, pmView, pmProjection, true, bRenderStrips );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to DrawStaticModel( Light Model ) at Render()", __LINE__, hr );
continue;
}
hr = pE->EndPass();
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to ID3DXEffect::EndPass() at Render()", __LINE__, hr );
continue;
}
//------------------------------------------------------------------------------------------------------------
// Diffuse Light Pass
//------------------------------------------------------------------------------------------------------------
dev.SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
dev.SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
dev.SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
dev.SetRenderState( D3DRS_ZENABLE, FALSE );
dev.SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
dev.SetRenderState( D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );
dev.SetRenderState( D3DRS_STENCILENABLE, TRUE );
dev.SetRenderState( D3DRS_STENCILFUNC, D3DCMP_EQUAL );
dev.SetRenderState( D3DRS_STENCILMASK, 0x1 );
dev.SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_ZERO );
dev.SetRenderState( D3DRS_STENCILREF, 0x1 );
dev.SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
dev.SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_ZERO );
hr = BeginPass( CFXDeferred::DIFFUSELIGHTSTENCIL );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to BeginPass( DiffuseSpecularLightStencilPass ) at Render()", __LINE__, hr );
continue;
}
// draw light model
hr = DrawStaticModel( pd3dDevice, pFrame, &mWorld, pmView, pmProjection, true, bRenderStrips );
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to DrawStaticModel( Light Model ) at Render()", __LINE__, hr );
continue;
}
hr = pE->EndPass();
if( FAILED( hr ) )
{
DebugStringDX( ClassName, "Failed to ID3DXEffect::EndPass() at Render()", __LINE__, hr );
continue;
}
}
Here is the instance buffer vertex declaration:
// create instance vertex declaration
D3DVERTEXELEMENT9 pElements[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
{ 1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
{ 1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
{ 1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
{ 1, 64, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
D3DDECL_END()
};
This method works fine without instancing...Does instancing prevent depth stencil writes? When I use PIX to debug, it indicates that the "Pixel failed the stencil test". Here is the call to clear the backbuffer before rendering:
pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_ARGB( 0, 0, 0, 0 ), 1.0f, 0 ) );
During the creation of the device, I modify the settings to use AutoDepthStencilFormat D3DFMT_D24S8 like so:
// check for D3DFMT_D24S8 AutoDepthStencilFormat
// if present set the AutoDepthStencilFormat to D3DFMT_D24S8
if( DXUTGetD3D9Enumeration()->GetPossibleDepthStencilFormatList()->Contains( D3DFMT_D24S8 ) )
{
pDeviceSettings->d3d9.pp.AutoDepthStencilFormat = D3DFMT_D24S8;
}
If I change the stencil parameter( the last parameter ) of IDirect3DDevice9::Clear() to 1. The stencil volume passes the stencil test...this is because I set the stencil operation to increase the stencil value by 1 if a pixel of the volume mask intersects with a pixel on the backbuffer, and on that event, admit the light's pixel color. This indicates that there is one of two problems:
- When drawing the scene( objects ) during the 'Instanced Geometry Pass'...the backbuffer is not storing the depth of the objects as they are drawn( so the stencil test has a '0' value for comparison or
- When drawing the stencil volumes( lights ) the backbuffer is not storing the depth of the volumes as they are drawn...
Is this due to my instancing method? Is it due to the Shader Versions( vs3, ps3 ) or the version of DX?