筆者介紹:姜雪偉,IT公司技術(shù)合伙人,IT高級(jí)講師,CSDN社區(qū)專家,特邀編輯,暢銷書作者,國(guó)家專利發(fā)明人;已出版書籍:《手把手教你架構(gòu)3D游戲引擎》電子工業(yè)出版社和《Unity3D實(shí)戰(zhàn)核心技術(shù)詳解》電子工業(yè)出版社等。
CSDN課程視頻網(wǎng)址:http://edu.csdn.net/lecturer/144
后處理是游戲場(chǎng)景渲染的重要一環(huán),利用這節(jié)給讀者介紹運(yùn)用于場(chǎng)景中的后處理渲染效果,后處理效果也是體現(xiàn)GPU強(qiáng)大的處理能力。最常用的后處理效果渲染:Bloom渲染、Blur渲染、HDR渲染等被稱為后處理渲染。Bloom渲染又稱為全屏泛光,后處理渲染在端游里應(yīng)用的最廣泛,通俗的講就是場(chǎng)景首先經(jīng)過CPU處理后,是每幀處理后再通過GPU在原有渲染的基礎(chǔ)上再渲染一遍,最后將其在屏幕上顯示出來的過程稱為后處理渲染。實(shí)現(xiàn)方式新建一個(gè)文本文件把擴(kuò)展名改成.fx。在編寫Shader文件之前先講一下Bloom實(shí)現(xiàn)原理主要分為4步:
1、提取原場(chǎng)景貼圖中的亮色;
2、針對(duì)提取貼圖進(jìn)行橫向Blur模糊;
3、在橫向模糊基礎(chǔ)上進(jìn)行縱向Blur模糊;
4、所得貼圖與原場(chǎng)景貼圖疊加得最終效果圖。
根據(jù)這4個(gè)步驟,開始著手編寫Shader代碼,還是新建一個(gè)文本文件將擴(kuò)展名命名為fx。對(duì)應(yīng)的Shader完整代碼如下所示:
texture texSource;texture texScene;struct VS_INPUT{ float4 pos : POSITION; float2 uv : TEXCOORD0;};struct VS_OUTPUT{ float4 pos : POSITION; float2 uv : TEXCOORD0;};VS_OUTPUT quad_vs(VS_INPUT vert){ VS_OUTPUT vsout = (VS_OUTPUT)0; vsout.pos = vert.pos; vsout.uv = vert.uv; return vsout;}sampler sourceSampler = sampler_state{ Texture = <texSource>; MinFilter = LINEAR; MagFilter = LINEAR;};// 向下取樣//---------------------------------------------------const float HighlightThreshold = 0.5;float luminance(float3 c){ return dot( c, float3(0.3, 0.59, 0.11) );}// this function should be baked into a texture lookup for performancefloat highlights(float3 c){ return smoothstep(HighlightThreshold, 1.0, luminance(c.rgb));}float4 ps_downsample(float2 uv : TEXCOORD0) : COLOR{ float4 color = tex2D(sourceSampler, uv); // store hilights in alpha color.a = highlights(color); return color;}// blur//----------------------------------------------------------------// blur filter weightsconst float weights7[7] = {0.05, 0.1, 0.2, 0.3, 0.2, 0.1, 0.05}; //橫向Blurfloat4 ps_hblur(float2 uv : TEXCOORD0) : COLOR{ float texelSize = 1.0f/512.0f; //1除以貼圖大小 float4 color = 0; for(int i=0; i<7; i++) { // 把uv的生成放到vs會(huì)節(jié)省很多運(yùn)算 float2 uvi = uv + float2(texelSize*(i-3),0); color += tex2D(sourceSampler, uvi) * weights7[i]; } return color;}//縱向Blurfloat4 ps_vblur(float2 uv : TEXCOORD0) : COLOR{ float texelSize = 1.0f/384.0f; //1除以貼圖大小 float4 color = 0; for(int i=0; i<7; i++) { // 把uv的生成放到vs會(huì)節(jié)省很多運(yùn)算 float2 uvi = uv + float2(0, texelSize*(i-3)); color += tex2D(sourceSampler, uvi) * weights7[i]; } return color;}// 組合//------------------------------------------------------------------sampler sceneSampler = sampler_state{ Texture = <texScene>; MinFilter = None; MagFilter = None; AddressU = CLAMP; AddressV = CLAMP;};float4 ps_compose(float2 uv : TEXCOORD0) : COLOR{ float4 blurColor = tex2D(sourceSampler, uv); float4 sceneColor = tex2D(sceneSampler, uv); return sceneColor*0.8 + blurColor*0.2 + blurColor*blurColor.a;}// technique//------------------------------------------------------------------technique PP_Bloom{ pass DownSample { CullMode = none; ZEnable = false; ZWriteEnable = false; VertexShader = compile vs_1_1 quad_vs(); PixelShader = compile ps_2_0 ps_downsample(); } pass HBlur { VertexShader = compile vs_1_1 quad_vs(); PixelShader = compile ps_2_0 ps_hblur(); } pass VBlur { VertexShader = compile vs_1_1 quad_vs(); PixelShader = compile ps_2_0 ps_vblur(); } pass Compose { VertexShader = compile vs_1_1 quad_vs(); PixelShader = compile ps_2_0 ps_compose(); }}以上是整個(gè)Shader代碼的編寫,接下來對(duì)于一些核心知識(shí)點(diǎn)重點(diǎn)介紹一下:第一步是實(shí)現(xiàn)提取原場(chǎng)景貼圖中的亮色,因?yàn)锽loom又稱為全屏泛光,所以要提取貼圖中的亮色。對(duì)應(yīng)的代碼函數(shù)如下所示:const float HighlightThreshold = 0.5;float luminance(float3 c){ return dot( c, float3(0.3, 0.59, 0.11) );}// this function should be baked into a texture lookup for performancefloat highlights(float3 c){ return smoothstep(HighlightThreshold, 1.0, luminance(c.rgb));}第二步在第一步的基礎(chǔ)上,針對(duì)需要渲染的貼圖進(jìn)行橫向Blur模糊。函數(shù)代碼如下:
const float weights7[7] = {0.05, 0.1, 0.2, 0.3, 0.2, 0.1, 0.05}; float4 ps_hblur(float2 uv : TEXCOORD0) : COLOR{ float texelSize = 1.0f/512.0f; //1除以貼圖大小 float4 color = 0; for(int i=0; i<7; i++) { // 把uv的生成放到vs會(huì)節(jié)省很多運(yùn)算 float2 uvi = uv + float2(texelSize*(i-3),0); color += tex2D(sourceSampler, uvi) * weights7[i]; } return color;}第三步在第二步的基礎(chǔ)上,針對(duì)提取貼圖進(jìn)行縱向Blur模糊。函數(shù)代碼如下:
float4 ps_vblur(float2 uv : TEXCOORD0) : COLOR{ float texelSize = 1.0f/384.0f; //1除以貼圖大小 float4 color = 0; for(int i=0; i<7; i++) { // 把uv的生成放到vs會(huì)節(jié)省很多運(yùn)算 float2 uvi = uv + float2(0, texelSize*(i-3)); color += tex2D(sourceSampler, uvi) * weights7[i]; } return color;}第四步將模糊處理的圖片和原場(chǎng)景貼圖分別進(jìn)行紋理取樣,最后將二者按照線性公式混合處理得到最終的結(jié)果。函數(shù)代碼如下:
sampler sceneSampler = sampler_state{ Texture = <texScene>; MinFilter = None; MagFilter = None; AddressU = CLAMP; AddressV = CLAMP;};float4 ps_compose(float2 uv : TEXCOORD0) : COLOR{ float4 blurColor = tex2D(sourceSampler, uv); float4 sceneColor = tex2D(sceneSampler, uv); return sceneColor*0.8 + blurColor*0.2 + blurColor*blurColor.a;}下面開始介紹在引擎中的實(shí)現(xiàn)了,其C++實(shí)現(xiàn)也是根據(jù)Shader的思路編寫的。首先通過函數(shù)創(chuàng)建三張紋理,這三張紋理都是在內(nèi)存中的,第一張用于存放游戲中提取原場(chǎng)景貼圖中的亮色,第二張用于存放橫向模糊的圖片,第三張用于存放縱向模糊的圖片。另外編寫的Shader文件必須要程序加載才能生效,C++方面也有對(duì)應(yīng)著Shader編程的代碼,主要分了四步:取樣,橫向Blur,縱向Blur,組合。現(xiàn)將C++核心代碼展示如下:
bool PostPRocessBloom::init(IDirect3DDevice9 *pD3DDevice){ m_pD3DDevice = pD3DDevice; if(!m_scene.init(pD3DDevice)) return false; // 創(chuàng)建所需的render targets HRESULT hr = pD3DDevice->CreateTexture(clientWidth, clientHeight, 1,//mip-map D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pRTFull, NULL); if(FAILED(hr)) return false; //創(chuàng)建紋理存放橫向Blur hr = pD3DDevice->CreateTexture(clientWidth/2, clientHeight/2, 1,//mip-map D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pRTQuarterA, NULL); if(FAILED(hr)) return false; hr = pD3DDevice->CreateTexture(clientWidth/2, clientHeight/2, 1,//mip-map D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pRTQuarterB, NULL); if(FAILED(hr)) return false; // create effect m_pEffect = DrawingUtil::getInst()->loadEffect(pD3DDevice,"Shader//Bloom.fx"); // pictue hr = D3DXCreateTextureFromFileEx(pD3DDevice, "Media//gf.jpg", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, //mip lv 0,//usage D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, &m_pPic); if(FAILED(hr)) return false; D3DSURFACE_DESC sd; hr = m_pPic->GetLevelDesc(0, &sd); return m_screenQuad.init(pD3DDevice);}void PostProcessBloom::render(){ HRESULT hr; IDirect3DTexture9 *pScene = NULL; if(m_bUsePic) pScene = m_pPic; else { // 把場(chǎng)景渲染到RT full SetRenderTarget SRT(m_pD3DDevice, m_pRTFull); m_scene.render(); pScene = m_pRTFull; } UINT numPass = 0; hr = m_pEffect->Begin(&numPass,0); assert(numPass == 4); // down sample { hr = m_pEffect->SetTexture("texSource", pScene); hr = m_pEffect->BeginPass(0); SetRenderTarget SRT(m_pD3DDevice, m_pRTQuarterA); m_screenQuad.draw(); hr = m_pEffect->EndPass(); } // H blur { hr = m_pEffect->SetTexture("texSource", m_pRTQuarterA); hr = m_pEffect->BeginPass(1); SetRenderTarget SRT(m_pD3DDevice, m_pRTQuarterB); m_screenQuad.draw(); hr = m_pEffect->EndPass(); } // V blur { hr = m_pEffect->SetTexture("texSource", m_pRTQuarterB); hr = m_pEffect->BeginPass(2); SetRenderTarget SRT(m_pD3DDevice, m_pRTQuarterA); m_screenQuad.draw(); hr = m_pEffect->EndPass(); } // compose hr = m_pEffect->SetTexture("texSource", m_pRTQuarterA); hr = m_pEffect->SetTexture("texScene", pScene); hr = m_pEffect->BeginPass(3); m_screenQuad.draw(); hr = m_pEffect->EndPass(); hr = m_pEffect->End();}上述代碼是根據(jù)我們說的Bloom四步法實(shí)現(xiàn)的,C++代碼中設(shè)置了四個(gè)Pass通道與Shader文件對(duì)應(yīng)著處理。Bloom渲染技術(shù)也是面試官經(jīng)常詢問的問題,比如問面試者關(guān)于Bloom實(shí)現(xiàn)的原理,希望通過本節(jié)課的講解對(duì)大家有所幫助。Bloom后處理渲染在游戲中的效果如下圖:
Bloom在端游特別是次時(shí)代游戲中使用是最多的,可以說是必不可少的后處理渲染,在評(píng)價(jià)一款游戲品質(zhì)方面也占很大的比重,所以必須要重點(diǎn)掌握。
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