3D游戏引擎系列(十一):后处理渲染
后处理是游戏场景渲染的重要一环,利用这节给读者介绍运用于场景中的后处理渲染效果,后处理效果也是体现GPU强大的处理能力。最常用的后处理效果渲染:Bloom渲染、Blur渲染、HDR渲染等被称为后处理渲染。Bloom渲染又称为全屏泛光,后处理渲染在端游里应用的最广泛,通俗的讲就是场景首先经过CPU处理后,是每帧处理后再通过GPU在原有渲染的基础上再渲染一遍,最后将其在屏幕上显示出来的过程称为后处理渲染。实现方式新建一个文本文件把扩展名改成.fx。在编写Shader文件之前先讲一下Bloom实现原理主要分为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Blur模糊;
3、在横向模糊基础上进行纵向Blur模糊;
4、所得贴图与原场景贴图叠加得最终效果图。
根据这4个步骤,开始着手编写Shader代码,还是新建一个文本文件将扩展名命名为fx。对应的Shader完整代码如下所示:
- 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 = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- };
- // 向下取样
- //---------------------------------------------------
- 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 performance
- float 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 weights
- const float weights7[7] = {0.05, 0.1, 0.2, 0.3, 0.2, 0.1, 0.05};
- //横向Blur
- float4 ps_hblur(float2 uv : TEXCOORD0) : COLOR
- {
- float texelSize = 1.0f/512.0f; //1除以贴图大小
- float4 color = 0;
- for(int i=0; i<7; i++)
- {
- // 把uv的生成放到vs会节省很多运算
- float2 uvi = uv + float2(texelSize*(i-3),0);
- color += tex2D(sourceSampler, uvi) * weights7[i];
- }
- return color;
- }
- //纵向Blur
- float4 ps_vblur(float2 uv : TEXCOORD0) : COLOR
- {
- float texelSize = 1.0f/384.0f; //1除以贴图大小
- float4 color = 0;
- for(int i=0; i<7; i++)
- {
- // 把uv的生成放到vs会节省很多运算
- float2 uvi = uv + float2(0, texelSize*(i-3));
- color += tex2D(sourceSampler, uvi) * weights7[i];
- }
- return color;
- }
- // 组合
- //------------------------------------------------------------------
- sampler sceneSampler = sampler_state
- {
- Texture = ;
- 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();
- }
- }
以上是整个Shader代码的编写,接下来对于一些核心知识点重点介绍一下:第一步是实现提取原场景贴图中的亮色,因为Bloom又称为全屏泛光,所以要提取贴图中的亮色。对应的代码函数如下所示:
- 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 performance
- float highlights(float3 c)
- {
- return smoothstep(HighlightThreshold, 1.0, luminance(c.rgb));
- }
第二步在第一步的基础上,针对需要渲染的贴图进行横向Blur模糊。函数代码如下:

- 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除以贴图大小
- float4 color = 0;
- for(int i=0; i<7; i++)
- {
- // 把uv的生成放到vs会节省很多运算
- 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础上,针对提取贴图进行纵向Blur模糊。函数代码如下:

- float4 ps_vblur(float2 uv : TEXCOORD0) : COLOR
- {
- float texelSize = 1.0f/384.0f; //1除以贴图大小
- float4 color = 0;
- for(int i=0; i<7; i++)
- {
- // 把uv的生成放到vs会节省很多运算
- float2 uvi = uv + float2(0, texelSize*(i-3));
- color += tex2D(sourceSampler, uvi) * weights7[i];
- }
- return color;
- }
第四步将模糊处理的图片和原场景贴图分别进行纹理取样,最后将二者按照线性公式混合处理得到最终的结果。函数代码如下:

- sampler sceneSampler = sampler_state
- {
- Texture = ;
- 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;
- }
下面开始介绍在引擎中的实现了,其C++实现也是根据Shader的思路编写的。首先通过函数创建三张纹理,这三张纹理都是在内存中的,第一张用于存放游戏中提取原场景贴图中的亮色,第二张用于存放横向模糊的图片,第三张用于存放纵向模糊的图片。另外编写的Shader文件必须要程序加载才能生效,C++方面也有对应着Shader编程的代码,主要分了四步:取样,横向Blur,纵向Blur,组合。现将C++核心代码展示如下:

- bool PostProcessBloom::init(IDirect3DDevice9 *pD3DDevice)
- {
- m_pD3DDevice = pD3DDevice;
- if(!m_scene.init(pD3DDevice))
- return false;
- // 创建所需的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;
- //创建纹理存放横向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
- {
- // 把场景渲染到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();
- }
上述代码是根据我们说的Bloom四步法实现的,C++代码中设置了四个Pass通道与Shader文件对应着处理。Bloom渲染技术也是面试官经常询问的问题,比如问面试者关于Bloom实现的原理,希望通过本节课的讲解对大家有所帮助。Bloom后处理渲染在游戏中的效果如下图:
Bloom在端游特别是次时代游戏中使用是最多的,可以说是必不可少的后处理渲染,在评价一款游戏品质方面也占很大的比重,所以必须要重点掌握。