Bloom,又称“全屏泛光”,是大名鼎鼎的虚幻3游戏引擎中最通用的后期特效技术~ Bloom特效的实现主要依赖于PostProcess框架,即实时绘制当前场景到一后台渲染表面,而后针对其对应贴图进行像素级渲染~ 大家还记得我们之前实现的水面效果中的反射和折射贴图吗?此即为PostProcess的典型应用,与Bloom特效有异曲同工之妙。 下面,我们就来揭秘这个Bloom特效的实现流程~ 本节我们实现的Bloom特效,在流程上总共分为4步: 1.提取原场景贴图中的亮色; 2.针对提取贴图进行横向模糊; 3.在横向模糊基础上进行纵向模糊; 4.所得贴图与原场景贴图叠加得最终效果图。 所用到的Shader主要有三个,分别对应如上4个步骤中的第1步、第2、3步和第4步。我们来看源代码: /*-------------------------------------代码清单:BloomExtract.fx来自:http://create.msdn.com/en-US/ (AppHub)-------------------------------------*/// 提取原始场景贴图中明亮的部分// 这是应用全屏泛光效果的第一步sampler TextureSampler : register(s0);float BloomThreshold;float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0{ // 提取原有像素颜色 float4 c = tex2D(TextureSampler, texCoord); // 在BloomThreshold参数基础上筛选较明亮的像素 return saturate((c - BloomThreshold) / (1 - BloomThreshold)); }technique BloomExtract{ pass Pass1 { PixelShader = compile ps_2_0 ThePixelShader(); }} /*-------------------------------------代码清单:GaussianBlur.fx来自:http://create.msdn.com/en-US/ (AppHub)-------------------------------------*/// 高斯模糊过滤// 这个特效要应用两次,一次为横向模糊,另一次为横向模糊基础上的纵向模糊,以减少算法上的时间复杂度// 这是应用Bloom特效的中间步骤sampler TextureSampler : register(s0);#define SAMPLE_COUNT 15// 偏移数组float2 SampleOffsets[SAMPLE_COUNT];// 权重数组float SampleWeights[SAMPLE_COUNT];float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0{ float4 c = 0; // 按偏移及权重数组叠加周围颜色值到该像素 // 相对原理,即可理解为该像素颜色按特定权重发散到周围偏移像素 for (int i = 0; i < SAMPLE_COUNT; i++) { c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i]; } return c;}technique GaussianBlur{ pass Pass1 { PixelShader = compile ps_2_0 ThePixelShader(); }} /*-------------------------------------代码清单:BloomCombine.fx来自:http://create.msdn.com/en-US/ (AppHub)-------------------------------------*/// 按照特定比例混合原始场景贴图及高斯模糊贴图,产生泛光效果// 这是全屏泛光特效的最后一步// 模糊场景纹理采样器sampler BloomSampler : register(s0);// 原始场景纹理及采样器定义texture BaseTexture;sampler BaseSampler = sampler_state{ Texture = (BaseTexture); MinFilter = Linear; MagFilter = Linear; MipFilter = Point; AddressU = Clamp; AddressV = Clamp;};float BloomIntensity;float BaseIntensity;float BloomSaturation;float BaseSaturation;// 减缓颜色的饱和度float4 AdjustSaturation(float4 color, float saturation){ // 人眼更喜欢绿光,因此选取0.3, 0.59, 0.11三个值 float grey = dot(color, float3(0.3, 0.59, 0.11)); return lerp(grey, color, saturation);}float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0{ // 提取原始场景贴图及模糊场景贴图的像素颜色 float4 bloom = tex2D(BloomSampler, texCoord); float4 base = tex2D(BaseSampler, texCoord); // 柔化原有像素颜色 bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity; base = AdjustSaturation(base, BaseSaturation) * BaseIntensity; // 结合模糊像素值微调原始像素值 base *= (1 - saturate(bloom)); // 叠加原始场景贴图及模糊场景贴图,即在原有像素基础上叠加模糊后的像素,实现发光效果 return base + bloom;}technique BloomCombine{ pass Pass1 { PixelShader = compile ps_2_0 ThePixelShader(); }} 三个Shader均来自于微软WP7开发者俱乐部,如有引用,敬请标明AppHub字样及其站点网址:http://create.msdn.com/en-US/,以示对作者原创版权的尊重! 具备相应的Shader之后,下面我们来看如何运用他们来实现Bloom特效的四个关键步骤~ 因为最终的效果贴图本质上是一张与屏幕大小相同的纹理,因此,我们使用原来构建的CSpriteBatch进行绘制。而CSpriteBatch提供的接口是针对于CTexture2D的,所以我们首先要增强并完善CTexture2D类的功能~ 以下提供两个函数,使得CTexture2D可以直接产生渲染贴图,并允许获取其后台渲染表面: bool CTexture2D::CreateRenderTarget(UINT SizeX, UINT SizeY){ // 创建渲染贴图 HRESULT hr; hr = D3DXCreateTexture(g_pD3DDevice, SizeX, SizeY, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pTexture); if(FAILED(hr)) return false; m_Width = SizeX; m_Height = SizeY; m_SurRect.top = 0; m_SurRect.left = 0; m_SurRect.right = m_Width; m_SurRect.bottom = m_Height; return true;}bool CTexture2D::GetRenderSurface(IDirect3DSurface9** pOutSurface){ // 获得贴图的渲染表面 HRESULT hr; hr = m_pTexture->GetSurfaceLevel(0, pOutSurface); if(FAILED(hr)) return false; else return true;} 之后,就可以着手构建我们的CBloomEffect效果类了: /*-------------------------------------代码清单:BloomEffect.h来自:http://www.cnblogs.com/kenkao-------------------------------------*/#include "D3DEffect.h"#include "Texture2D.h"#pragma once// Bloom参数体typedef struct _BloomParam{ char* _Name; // Bloom特效名称 float _BloomThreshold; // 饱和度 float _BlurAmount; // 模糊程度 float _BloomIntensity; // 模糊剧烈度 float _BaseIntensity; // 原始剧烈度 float _BloomSaturation; // 模糊饱和度 float _BaseSaturation; // 原始饱和度 _BloomParam(){} _BloomParam(char* name, float bloomThreshold, float blurAmount, float bloomIntensity, float baseIntensity, float bloomSaturation, float baseSaturation) { _Name = name; _BloomThreshold = bloomThreshold; _BlurAmount = blurAmount; _BloomIntensity = bloomIntensity; _BaseIntensity = baseIntensity; _BloomSaturation = bloomSaturation; _BaseSaturation = baseSaturation; }}BloomParam;class CBloomEffect{public: CBloomEffect(void); ~CBloomEffect(void);public: void Create(); // 创建Bloom特效 void Release(); // 释放Bloom特效 void DrawScene(); // 场景绘制 void Begin(); // 开启Bloom void End(); // 关闭Bloompublic: void SetParam(BloomParam* pParam){m_pParam = pParam;} // 参数体设置 BloomParam* GetParam() {return m_pParam;} // 参数体获取private: void PostScene(); // Bloom场景投递 void PostSurface( // 应用特效投递贴图到特定缓存表面,本质就是将一个贴图应用Shader之后的效果写入另一个贴图 CTexture2D* pTexture, // 后台纹理 IDirect3DSurface9* pSurface, // 渲染表面 CD3DEffect* pEffect); // 目标特效 bool LoadContent(); // 加载内容 bool GetSurfaces(); // 获取渲染表面private: float ComputeGaussian(float n); // 计算高斯模糊参数 void SetBlurEffectParam(float dx, float dy); // 计算偏移数组及权重数组private: CD3DEffect* m_pBloomExtractEffect; // Bloom依次用到的三个特效 CD3DEffect* m_pGaussianBlurEffect; CD3DEffect* m_pBloomCombineEffect;private: CTexture2D* m_pResolveTarget; // 原始贴图 CTexture2D* m_pTexture1; // 模糊贴图 CTexture2D* m_pTexture2; // 临时模糊贴图 IDirect3DSurface9* m_pResolveSurface; // 原始贴图渲染表面 IDirect3DSurface9* m_pSurface1; // 模糊贴图渲染表面 IDirect3DSurface9* m_pSurface2; // 临时贴图渲染表面 IDirect3DSurface9* m_pOriSurface; // 初始渲染表面private: BloomParam* m_pParam; // Bloom参数体}; /*-------------------------------------代码清单:BloomEffect.cpp来自:http://www.cnblogs.com/kenkao-------------------------------------*/#include "StdAfx.h"#include "BloomEffect.h"#include "D3DGame.h"#include "SpriteBatch.h"#include <math.h>extern IDirect3DDevice9* g_pD3DDevice;extern CSpriteBatch* g_pSpriteBatch;extern D3DPRESENT_PARAMETERS g_D3DPP;CBloomEffect::CBloomEffect(void){}CBloomEffect::~CBloomEffect(void){}void CBloomEffect::Release(){ ReleaseCOM(m_pBloomExtractEffect); ReleaseCOM(m_pBloomCombineEffect); ReleaseCOM(m_pGaussianBlurEffect); ReleaseCOM(m_pTexture1); ReleaseCOM(m_pTexture2); ReleaseCOM(m_pSurface1); ReleaseCOM(m_pSurface2);}void CBloomEffect::Create(){ if(!LoadContent()) Release();}bool CBloomEffect::LoadContent(){ // 初始化并加载特效 m_pBloomExtractEffect = new CD3DEffect; m_pBloomCombineEffect = new CD3DEffect; m_pGaussianBlurEffect = new CD3DEffect; if( !m_pBloomExtractEffect->LoadEffect("BloomExtract.fx")|| !m_pBloomCombineEffect->LoadEffect("BloomCombine.fx")|| !m_pGaussianBlurEffect->LoadEffect("GaussianBlur.fx")) { return false; } // 获得渲染表面 if(!GetSurfaces()) { return false; } return true;}bool CBloomEffect::GetSurfaces(){ // 初始化纹理并获得渲染表面 m_pResolveTarget = new CTexture2D; m_pTexture1 = new CTexture2D; m_pTexture2 = new CTexture2D; if( !m_pResolveTarget->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)|| !m_pResolveTarget->GetRenderSurface(&m_pResolveSurface)) { return false; } if( !m_pTexture1->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)|| !m_pTexture1->GetRenderSurface(&m_pSurface1)) { return false; } if( !m_pTexture2->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)|| !m_pTexture2->GetRenderSurface(&m_pSurface2)) { return false; } return true;}void CBloomEffect::Begin(){ // 暂存原始渲染表面 g_pD3DDevice->GetRenderTarget(0, &m_pOriSurface); // 设定后台渲染表面 g_pD3DDevice->SetRenderTarget(0, m_pResolveSurface); g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0);}// Begin及End之间绘制原始场景,则得到原始场景贴图m_pResolveTargetvoid CBloomEffect::End(){ // 绘制后台场景 PostScene(); // 还原渲染表面 g_pD3DDevice->SetRenderTarget(0, m_pOriSurface);}void CBloomEffect::PostSurface(CTexture2D* pTexture, IDirect3DSurface9* pSurface, CD3DEffect* pEffect){ // 设定后台渲染表面 g_pD3DDevice->SetRenderTarget(0, pSurface); g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0); // 应用特效绘制纹理到后台渲染表面 g_pSpriteBatch->Begin(SPRITEBLENDMODE_NONE, pEffect); g_pSpriteBatch->Draw(pTexture, D3DXVECTOR2_ZERO); g_pSpriteBatch->End();}void CBloomEffect::PostScene(){ // Bloom第1步: m_pBloomExtractEffect->GetEffect()->SetFloat("BloomThreshold",m_pParam->_BloomThreshold); PostSurface(m_pResolveTarget,m_pSurface1,m_pBloomExtractEffect); // Bloom第2步: SetBlurEffectParam(1.0f / (float)g_D3DPP.BackBufferWidth, 0); PostSurface(m_pTexture1,m_pSurface2,m_pGaussianBlurEffect); // Bloom第3步: SetBlurEffectParam(0, 1.0f / (float)g_D3DPP.BackBufferHeight); PostSurface(m_pTexture2,m_pSurface1,m_pGaussianBlurEffect);}void CBloomEffect::DrawScene(){ // 设定BloomCombine特效参数,控制原始场景m_pResolveTarget及模糊场景m_pTexture1的混合比例 m_pBloomCombineEffect->GetEffect()->SetFloat("BloomIntensity",m_pParam->_BloomIntensity); m_pBloomCombineEffect->GetEffect()->SetFloat("BaseIntensity",m_pParam->_BaseIntensity); m_pBloomCombineEffect->GetEffect()->SetFloat("BloomSaturation",m_pParam->_BloomSaturation); m_pBloomCombineEffect->GetEffect()->SetFloat("BaseSaturation",m_pParam->_BaseSaturation); m_pBloomCombineEffect->GetEffect()->SetTexture("BaseTexture",m_pResolveTarget->GetTexture()); // Bloom第4步: g_pSpriteBatch->Begin(SPRITEBLENDMODE_NONE, m_pBloomCombineEffect); g_pSpriteBatch->Draw(m_pTexture1, D3DXVECTOR2_ZERO); g_pSpriteBatch->End();}void CBloomEffect::SetBlurEffectParam(float dx, float dy){ // 按场景尺寸计算偏移数组及权重数组(高斯模糊固定计算公式) D3DXHANDLE weightsParameter, offsetsParameter; int sampleCount = 15; weightsParameter = m_pGaussianBlurEffect->GetEffect()->GetParameterByName(0,"SampleWeights"); offsetsParameter = m_pGaussianBlurEffect->GetEffect()->GetParameterByName(0,"SampleOffsets"); float sampleWeights[15]; float sampleOffsets[30]; sampleWeights[0] = ComputeGaussian(0); sampleOffsets[0] = 0.0f; sampleOffsets[1] = 0.0f; float totalWeights = sampleWeights[0]; for (int i = 0; i < sampleCount / 2; i++) { float weight = ComputeGaussian(i + 1); sampleWeights[i * 2 + 1] = weight; sampleWeights[i * 2 + 2] = weight; totalWeights += weight * 2; float sampleOffset = i * 2 + 1.5f; D3DXVECTOR2 delta = D3DXVECTOR2(dx, dy) * sampleOffset; sampleOffsets[i * 4 + 1] = delta.x; sampleOffsets[i * 4 + 2] = delta.y; sampleOffsets[i * 4 + 3] = -delta.x; sampleOffsets[i * 4 + 4] = -delta.y; } for (int i = 0; i < sampleCount; i++) { sampleWeights[i] /= totalWeights; } // 将计算结果传递到GaussianBlur特效 m_pGaussianBlurEffect->GetEffect()->SetFloatArray(weightsParameter,sampleWeights,sampleCount); m_pGaussianBlurEffect->GetEffect()->SetFloatArray(offsetsParameter,sampleOffsets,sampleCount*2);}float CBloomEffect::ComputeGaussian(float n){ // 高斯参数计算公式 float theta = m_pParam->_BlurAmount; return (float)((1.0 / sqrt(2 * MATH_PI * theta)) * exp(-(n * n) / (2 * theta * theta)));} 该类共产生了3个渲染表面,并在渲染过程中发生了相互叠加,嗯…有点混乱… 我们不妨来看一看每个步骤所得到的渲染效果,而后再针对4个步骤进行分析。如下是我在渲染过程中提取的效果图:
有了这个流程图,大家的思路是不是清晰了一些呢?下面,大家结合这个流程图来分析各个步骤: 第一步: 应用BloomExtract特效提取原始场景贴图m_pResolveTarget中较明亮的颜色绘制到m_pTexture1贴图中(m_pResolveTarget--->m_pTexture1) 第二步: 应用GaussianBlur特效,在m_pTexture1贴图基础上进行横向高斯模糊到m_pTexture2贴图(m_pTexture1--->m_pTexture2) 第三步: 再次应用GaussianBlur特效,在横向模糊之后的m_pTexture2贴图基础上进行纵向高斯模糊,得到最终的模糊贴图m_pTexture1(m_pTexture2--->m_pTexture1) 注意:此时,m_pTexture1贴图即为最终的模糊效果贴图 如果大家不明白高斯模糊的内部原理,可以参看老师为大家翻译的这篇文章:http://shiba.hpe.sh.cn/jiaoyanzu/WULI/showArticle.aspx?articleId=518&classId=4 第四步: 应用BloomCombine特效,叠加原始场景贴图m_pResolveTarget及两次模糊之后的场景贴图m_pTexture1,从而实现发光效果(m_pResolveTarget+m_pTexture1) 怎么样?大家明白了吗?呵呵~ 我们来看主体代码: /*-------------------------------------代码清单:D3DGame.cpp来自:http://www.cnblogs.com/kenkao-------------------------------------*/#include "StdAfx.h"#include "D3DGame.h"#include "D3DCamera.h"#include "D3DEffect.h"#include "CoordCross.h"#include "SimpleXMesh.h"#include "Texture2D.h"#include "Skybox.h"#include "SpriteBatch.h"#include "BaseTerrain.h"#include "Water.h"#include "PlantCollect.h"#include "LensFlare.h"#include "D3DFog.h"#include "BloomEffect.h"#include <stdio.h>#include <time.h>//---通用全局变量HINSTANCE g_hInst;HWND g_hWnd;D3DXMATRIX g_matWorld;D3DXMATRIX g_matProjection;D3DPRESENT_PARAMETERS g_D3DPP;//---D3D全局变量IDirect3D9 *g_pD3D = NULL;IDirect3DDevice9 *g_pD3DDevice = NULL;CMouseInput *g_pMouseInput = NULL;CKeyboardInput *g_pKeyboardInput = NULL;CD3DCamera *g_pD3DCamera = NULL;CSpriteBatch *g_pSpriteBatch = NULL;CSkybox *g_pSkybox = NULL;CBaseTerrain *g_pBaseTerrain = NULL;CWater *g_pWater = NULL;CPlantCollect *g_pPlant = NULL;CSimpleXMesh *g_pMesh = NULL;CLensFlare *g_pFlare = NULL;CBloomEffect *g_pBloom = NULL;// Bloom参数体数组及全局索引int g_bloomParamIndex = 0;BloomParam g_BloomParams[6]={ BloomParam("Default", 0.25f, 4, 1.25f, 1, 1, 1), BloomParam("Soft", 0, 3, 1, 1, 1, 1), BloomParam("Desaturated", 0.5f, 8, 2, 1, 0, 1), BloomParam("Saturated", 0.25f, 4, 2, 1, 2, 0), BloomParam("Blurry", 0, 2, 1, 0.1f, 1, 1), BloomParam("Subtle", 0.5f, 2, 1, 1, 1, 1)};// 场景绘制void DrawScene(bool isReflect,bool isRefract);void Initialize(HINSTANCE hInst, HWND hWnd){ g_hInst = hInst; g_hWnd = hWnd; InitD3D(&g_pD3D, &g_pD3DDevice, g_D3DPP, g_matProjection, hWnd); g_pMouseInput = new CMouseInput; g_pMouseInput->Initialize(hInst,hWnd); g_pKeyboardInput = new CKeyboardInput; g_pKeyboardInput->Initialize(hInst,hWnd); g_pD3DCamera = new CD3DCamera; g_pSpriteBatch = new CSpriteBatch(g_pD3DDevice); srand(time(0));}CTexture2D* debugTexture = NULL;void LoadContent(){ g_pD3DCamera->SetCameraPos(D3DXVECTOR3(600.0f,0.0f,600.0f)); g_pSkybox = new CSkybox; g_pSkybox->Create("Skybox_0.JPG","Skybox_1.JPG","Skybox_2.JPG" ,"Skybox_3.JPG","Skybox_4.JPG","Skybox_5.JPG"); g_pBaseTerrain = new CBaseTerrain; g_pBaseTerrain->Create(128,128,10,"HeightData_128x128.raw","Grass.dds"); g_pWater = new CWater; g_pWater->Create(1280,1280,0.0f,0.0f,40.0f); g_pPlant = new CPlantCollect; g_pPlant->Create(60,90,15); g_pMesh = new CSimpleXMesh; g_pMesh->LoadXMesh("WindMill.x"); g_pFlare = new CLensFlare; g_pFlare->Create(D3DXVECTOR3(-1600,700,600),D3DXVECTOR2(800,600)); //ResetFog(D3DFOGTYPE_PIXEL,D3DFOG_EXP2,D3DXCOLOR_WHITE,0.001f); // 创建并初始化Bloom特效 g_pBloom = new CBloomEffect; g_pBloom->Create();}void Update(float gameTick){ g_pMouseInput->GetState(); g_pKeyboardInput->GetState(); // 更新摄影机高度 D3DXVECTOR3 CameraPos = g_pD3DCamera->GetCameraPos(); float roleHeight = 25.0f; float Ty = g_pBaseTerrain->GetExactHeightAt(CameraPos.x,CameraPos.z) + roleHeight; g_pD3DCamera->SetCameraPos(D3DXVECTOR3( CameraPos.x, Ty, CameraPos.z)); g_pD3DCamera->Update(); if(g_pKeyboardInput->IsJustKeyDown(DIK_SPACE)) { g_bloomParamIndex++; if(g_bloomParamIndex>=6) g_bloomParamIndex = 0; } g_pBloom->SetParam(&g_BloomParams[g_bloomParamIndex]);}void Draw(float gameTick){ g_pD3DDevice->GetTransform(D3DTS_WORLD, &g_matWorld); g_pD3DDevice->SetTransform(D3DTS_VIEW, &g_pD3DCamera->GetViewMatrix()); g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0); if(SUCCEEDED(g_pD3DDevice->BeginScene())) { //BeginFog(g_pD3DDevice); g_pWater->BeginReflect(); DrawScene(true,false); g_pWater->EndReflect(); g_pWater->BeginRefract(); DrawScene(false,true); g_pWater->EndRefract(); // 开启Bloom g_pBloom->Begin(); // 绘制实时场景到Bloom原始后台表面 DrawScene(false,false); g_pWater->Draw(gameTick); g_pPlant->Draw(gameTick); // 结束Bloom,并触发Bloom前三个步骤 g_pBloom->End(); // 触发Bloom第四个步骤,而后进行Bloom渲染 g_pBloom->DrawScene(); g_pFlare->Draw(); //EndFog(g_pD3DDevice); g_pD3DDevice->EndScene(); } g_pD3DDevice->Present(NULL, NULL, NULL, NULL);}void DrawScene(bool isReflect,bool isRefract){ g_pSkybox->Draw(isReflect,isRefract); g_pBaseTerrain->Draw(); D3DXMATRIX scalTrans; D3DXMatrixScaling(&scalTrans,5.0f,5.0f,5.0f); D3DXMATRIX movTrans; D3DXMatrixTranslation(&movTrans,366,g_pBaseTerrain->GetExactHeightAt(366,190)-5.0f,190); g_pMesh->DrawXMesh(scalTrans * movTrans);}void UnloadContent(){ ReleaseCOM(g_pBloom); ReleaseCOM(g_pMesh); ReleaseCOM(g_pFlare); ReleaseCOM(g_pPlant); ReleaseCOM(g_pWater); ReleaseCOM(g_pBaseTerrain); ReleaseCOM(g_pSkybox);}void Dispose(){ ReleaseCOM(g_pSpriteBatch); ReleaseCOM(g_pD3DCamera); ReleaseCOM(g_pKeyboardInput); ReleaseCOM(g_pMouseInput); ReleaseCOM(g_pD3DDevice); ReleaseCOM(g_pD3D);} 对Bloom参数体各个成员变量数值进行交叉组合,则我们可以得到一系列不同的Bloom效果: