DirectX9 How to find intersected point? - delphi

I have found intersection point's distance with function 'D3DXIntersectTri'.
Now, using distance value, how can i find that points value?
IDE: Delphi - JEDI
Language: Pascal
DirectX 9
EDIT:
Actually i have 2 cylinder and want to render only intersected part in 3-dimention. see Image:

As explained in the MSDN article, you can calculate the point with the barycentric coordinates:
p = p1 + pU * (p2 - p1) + pV(p3 - p1)

Rendering to certain parts of the screen is the task of the stencil buffer. Unless you want to create a new vertex buffer from the intersection (which could be created by clipping parts away, which is not that easy), using the stencil buffer is more efficient.
The stencil buffer is a buffer that holds integer values. You have to create it with the depth buffer, specifying the correct format (e.g. D24S8). You can then specify when pixels are discarded. Here is the idea:
Clear stencil buffer to 0
Enable solid rendering
Enable stencil buffer
Set blend states to not draw anything (Souce: 0, Destination: 1)
Disable depth testing, enable backface culling
Set the following stencil states:
CompareFunc to Always
StencilRef to 1
StencilWriteMask to 255
StencilFail to Replace
StencilPass to Replace
//this will set value 1 to every pixel that will be drawn
Draw the first cylinder
Now set the following stencil states:
CompareFunc to Equal
StencilFail to Keep //this keeps the value where the stencil test fails
StencilPass to Increment //this increments the value to 2 where stencil test passes
Draw the second cylinder
//Now there is a 2 in the stencil buffer where the cylinders intersect
Reset blend states
Reenable depth testing
Set StencilRef to 2 //render only pixels where stencil value == 2
Draw both cylinders
You might need to change the compare function to GreaterEqual before the last render pass. If pixels overlap, there can be values greater than two.

Related

Depth Buffer Clear Behavior between Draw Calls?

I have been testing WebGL to see whether I can batch-draw polygons in a particular way. I am going to simplify the use case, but it goes something along the lines of the following:
First, my vertices are simply:
vertices[v0_xy0, v1_xyz, ... vn_xyz]
In my case, each vertex must have a z value in the range (0 - 100) (I pick 100 arbitrarily) because I want all of those vertices to be depth tested against each other using those z values. On batch N + 1, I am limited to depth values (0 - 100) again, but I need the vertices in this batch to be guaranteed to be drawn atop all previous batches (layers of vertices). In other words, vertices within each batch are depth tested against each, but each batch is just drawn atop the previous one as if there were no depth testing.
At first I was going to try drawing to a texture with a framebuffer and depthbuffer attachment, draw to the canvas, repeat for the next group of vertices, but I realized that I might be able to do just this:
// pseudocode
function drawBuffers()
// clear both the color and the depth
gl.clearDepth(1.0);
gl.clear(gl.CLEAR_COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// iterate over all vertex batches
for each vertexBatch in vertexBatches do
// draw the batch with depth testing
gl.draw(vertexBatch);
// clear the depth buffer
/* QUESTION: does this guarantee that subsequent batches
will be drawn atop previous batches, or will the pixels be written at
random (sometimes underneath, sometimes above)?
*/
gl.clearDepth(1.0);
gl.clear(gl.DEPTH_BUFFER_BIT);
endfor
end drawBuffers
I tested the above by drawing two overlapping quads, clearing the depth buffer, translating left and in negative z (in an attempt to "go under" the previous batch), and drawing the two overlapping quads again. I think that this works because I see that the second pair of quads are drawn in front of the first pair even though their z values are behind the previous pair's z values;
I am not certain that my test is reliable though. Could there be some undefined behavior involved? Is it just a coincidence that my test works as a result of the clearDepth setting and shapes?
May I have clarification so I can confirm whether my method will work for sure?
Thank you.
Since WebGL is based on OpenGL ES see OpenGL ES 1.1 Full Specification, 4.1.6 Depth Buffer Test, page 104:
The depth buffer test discards the incoming fragment if a depth comparison fails.
....
The comparison is specified with
void DepthFunc( enum func );
This command takes a single symbolic constant: one of NEVER, ALWAYS, LESS, LEQUAL, EQUAL, GREATER, GEQUAL, NOTEQUAL. Accordingly, the depth buffer test passes never, always, if the incoming fragment’s zw value is less than, less than or equal to, equal to, greater than, greater than or equal to, or not equal to the depth value stored at the location given by the incoming fragment’s (xw, yw) coordinates.
This means, if the clear value for the depth buffer glClearDepth is 1.0 (1.0 is the initial value)
gl.clearDepth(1.0);
and the depth buffer is cleared
gl.clear(gl.DEPTH_BUFFER_BIT);
and the depth function glDepthFunc is LESS or LEQUAL (LESS is the initial value)
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
then the next fragment which is drawn to any (xw, yw) coordinates, will pass the depth test and will overwrite the fragment stored at the location (xw, yw).
(Of course gl.BLEND has to be disabled and the fragment has to be in clip space)

Considering the Stencil in depth

I'm using Orthographic projection to draw my objects.
Each object items is being added to different buffers and being drawn in several cycles.
Let's say that each object has an outline square and fill for the square (in different color).
So i'm drawing first the all the fillings, and then the outlines.
I'm using depth buffer to make sure that the outlines will not be over all the fills as shown at the picture
Now i'm facing a problem that each object contains another drawing item on it (such as text - points) which can be longer than this squares. So i'm using the stencil buffer for cutting this additional drawing over the square. Although, when doing this there is no consideration in the depth buffer.
Meaning that one text item can be drawn over the other square. as showed below.
Is there anyway\trick to make it happen ?
You should be able to set the stencil buffer to a different value for each of the squares (provided there is <= 255 squares, as you won't be able to get a more than 8-bit stencil buffer). Configure the stencil value to KEEP for pixels that fail the depth test, causing any stencil values written by quads that are further in front but have been drawn earlier to be retained.
This will allow clipping each text individually.
Another way is to use only the depth buffer and pass the pixel extents of the current quad into the text pixel shader, where you can discard any extra pixels. This requires less state changes.

webgl drawing order, stencil buffer

I'm reading through learningwebgl.com and what confuses me is that it draws the first buffer I bound as last element?
http://jsfiddle.net/Cx8gG/1/
red triangle
green square
blue square
I expected to see only the blue square because everything else gets overdrawn, the output seems to be in reverse order?
I've also read about stencil buffers, so what I tried to do is create a mask (red) and then there should be a green triangle on the blue square.
the mask works ( http://jsfiddle.net/D3QNg/3/ ) but I don't know if it's right or if I'm just lucky.
Would appreciate some help.
It does this because you enabled the depth buffer at line 203
gl.enable(gl.DEPTH_TEST);
The depth buffer holds the depth for each pixel drawn. In the default mode, when trying to draw a pixel WebGL will check the depth of the pixel already there, only if the new pixel's depth is LESS then the previous pixel will the new pixel be drawn.
Since all your shapes have a depth of 0.0 the first one fills in the depth buffer for those pixels with 0.0. The next shape you draw also has a depth of 0.0 for each pixel which is not LESS than the 0.0 already there so those pixels do not get overwritten
If you comment out the line that enables depth testing you'll get the results you were expecting.
Note, with depth testing enabled you can set the comparison WebGL uses to decide whether or not to draw the pixel by calling the function gl.depthFunc (docs)

Difference between Texture2D and Texture2DMS in DirectX11

I'm using SharpDX and I want to do antialiasing in the Depth buffer. I need to store the Depth Buffer as a texture to use it later. So is it a good idea if this texture is a Texture2DMS? Or should I take another approach?
What I really want to achieve is:
1) Depth buffer scaling
2) Depth test supersampling
(terms I found in section 3.2 of this paper: http://gfx.cs.princeton.edu/pubs/Cole_2010_TFM/cole_tfm_preprint.pdf
The paper calls for a depth pre-pass. Since this pass requires no color, you should leave the render target unbound, and use an "empty" pixel shader. For depth, you should create a Texture2D (not MS) at 2x or 4x (or some other 2Nx) the width and height of the final render target that you're going to use. This isn't really "supersampling" (since the pre-pass is an independent phase with no actual pixel output) but it's similar.
For the second phase, the paper calls for doing multiple samples of the high-resolution depth buffer from the pre-pass. If you followed the sizing above, every pixel will correspond to some (2N)^2 depth values. You'll need to read these values and average them. Fortunately, there's a hardware-accelerated way to do this (called PCF) using SampleCmp with a COMPARISON sampler type. This samples a 2x2 stamp, compares each value to a specified value (pass in the second-phase calculated depth here, and don't forget to add some epsilon value (e.g. 1e-5)), and returns the averaged result. Do 2x2 stamps to cover the entire area of the first-phase depth buffer associated with this pixel, and average the results. The final result represents how much of the current line's spine corresponds to the foremost depth of the pre-pass. Because of the PCF's smooth filtering behavior, as lines become visible, they will slowly fade in, as opposed to the aliased "dotted" line effect described in the paper.

GLSL tapered lines

I'm drawing lots of GL_LINES primitives, shading them using vertex and fragment shaders written in GLSL. What I'd like is for the lines to taper off at the ends in alpha value. That is, at the centre of the line the alpha value should be 1 but at each end it should taper off to 0.
I'm wondering if there is a nice solution that doesn't involve breaking the lines into several vertices first. That is, something done purely using shaders.
Well, just pass a value to each vertex in the line. 0 for the start, 1 for the end. Let the interpolator interpolate between them, and then take the absolute distance of this value from 0.5 as 1 minus the alpha. Or, in GLSL:
gl_FragCoord.a = 1 - (abs(value - 0.5) * 0.5);
Where value is the value passed from the vertex shader. To do this, you can't render a GL_LINE_STRIP or GL_LINE_LOOP; it has to be GL_LINES.

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