《shader for game programmers and Artists》笔记:通过滤波器观察

Looking Through A Filter 通过滤波器观察

 

渲染目标render target

所谓渲染目标,就是指GPU可以把画面绘制到的目标,我们可以把它理解为GPU的画布。

 

当场景不是被渲染在正常的屏幕后备缓冲,而是被渲染在一个临时的纹理。这个临时的纹理经过过滤特效处理后,然后传到后备缓冲,最后画到屏幕上。绘制这样的一个可以实现某些功能的临时纹理被称为渲染目标。

 

实质上,渲染目标是一个连续的内存区域,这样的内存区域可以同时的存在多个,也就是多个渲染目标。一般来说,渲染目标被输出到屏幕上,这样我们就能看到画好的画面了。但是有时为了实现一些特效,某些渲染结果并不直接画到屏幕上,而是再返给GPU做进一步的特效处理,而且渲染目标中也不一定是画好的画面的颜色信息。

 

要想把纹理目标的内容渲染到屏幕上,就必须把纹理目标投影到屏幕上

 

纹理坐标

想把纹理覆盖全部。必须确保矩形的每个角的坐标是以下:(0,1)(1,0)(1,1)(0,0)

要想屏幕上的每一个像素都对应纹理的像素,必须要注意:

计算纹理坐标

// Texture coordinates are setup so that the full texture

// is mapped completely onto the screen

Out.texCoord.x = 0.5 * (1 + Pos.x);

Out.texCoord.y = 0.5 * (1 - Pos.y);

 

Combining the standard scale and offset with the texture correction offset yields the following code:

// Texture coordinates are setup so that the full texture

// is mapped completely onto the screen

Out.texCoord.x = 0.5 * (1 + Pos.x - viewport_inv_width);

Out.texCoord.y = 0.5 * (1 - Pos.y - viewport_inv_height);

 

光亮度(intensity)和灰阶(grayscale

求光亮度最直观简单的方法是intensity = green + blue + red/3

但是这是有缺陷的,人眼所接收的颜色不是均等,根据研究表明,人眼对颜色的感知得出的光度公式为 intensity = 0.299 * red + 0.587 * Green + 0.114 * blue

(注:在《shader for game programmers and Artists》的blue乘以的是0.184

在《实时计算机图形学》(real-time Rendering 中说明:在一些旧的教材中,通常表示为Y=0.30R+0.59G +0.11B 但是这是基于旧的NTSC荧光,而基于CRTLCD的基本光度公式是Y=0.2125R+0.7145G+0.0721B

Pixel shader代码

sampler Texture0;

float4 ps_main(

float4 inDiffuse: COLOR0,

float2 inTxr1: TEXCOORD0

) : COLOR0

{

// Output constant color:

float4 col = tex2D(Texture0,inTxr1);

float Intensity;

Intensity = 0.299 * col.r + 0.587 * col.g + 0.114 * col.b;

//等同于上面

Intensity = dot(col,float4(0.299,0.587,0.114,0));

// Return the intensity as a uniform RGB color

return float4(Intensity.xxx,col.a);

}

注:用点乘dot一般效率会比直接用公式要高。

模糊(blur)和运动模糊

模糊纹理:

简单的模糊效果

取一个像素的四周的像素加起来求平均值:

因为模糊效果需要多次采样纹理,所以,最好定义一个常数向量数组:

const float4 samples[4] =;

 

pass blurpixel shader代码:

 

float viewport_inv_width;

float viewport_inv_height;

sampler Texture0;

const float4 samples[4] = {

-1.0, 0, 0, 0.25,

1.0, 0, 0, 0.25,

0, -1.0, 0, 0.25,

0, 1.0 , 0, 0.25

};

float4 ps_main(float2 texCoord: TEXCOORD) : COLOR

{

float4 col = float4(0,0,0,0);

for(int i = 0; i < 4; i++)

{

col+=samples[i].w * tex2D(Texture0,texCoord +

float2(samples[i].x * viewport_inv_width,

samples[i].x * viewport_inv_height));

}

return col;

}

边缘检测(Edge detection

在上面的模糊效果改下数组:

 

float viewport_inv_width;

float viewport_inv_height;

sampler Texture0;

const float4 samples[6] = {

-1.0, 1.0, 0, 1.0,

0.0, 1.0, 0, 2.0,

1.0, 1.0, 0, 1.0,

-1.0, -1.0, 0, -1.0,

0.0, -1.0, 0, -2.0,

1.0, -1.0, 0, -1.0

};

float4 ps_main(float2 texCoord: TEXCOORD) : COLOR

{

float4 col = float4(0,0,0,0);

for(int i = 0; i < 6; i++)

{

col+=samples[i].w * tex2D(Texture0,texCoord +

float2(samples[i].x * viewport_inv_width,

samples[i].y * viewport_inv_height));

}

return col;

}

锐化(sharp color

在上面的模糊效果改下数组:

float viewport_inv_width;

float viewport_inv_height;

sampler Texture0;

const float4 samples[5] = {

0.0, 0.0, 0, 11.0/3.0,

0.0, 1.0, 0, -2.0/3.0,

0.0, -1.0, 0, -2.0/3.0,

-1.0, 0.0, 0, -2.0/3.0,

1.0, 0.0, 0, -2.0/3.0

};

 

 

float4 ps_main(float2 texCoord: TEXCOORD0) : COLOR

{

float4 col = float4(0,0,0,0);

 

// Sample and output the averaged colors

for(int i=0;i<5;i++)

col += samples[i].w*tex2D(Texture0,texCoord+

float2(samples[i].x*viewport_inv_width,

samples[i].y*viewport_inv_height));

return col;

}

 

运动模糊(motion blur

运动模糊效果的工作流程

 

 

1.先将场景渲染到一个RenderTarget1上
2.将RenderTarget1跟上一帧渲染的结果进行混合, 并输出到RenderTarget2
3.将RenderTarget2输出到屏幕, 并将其保留到下一帧进行混合

ScreenAlignedQuad:一个正方形网格

Pass0的设置和代码:

RenderTarget 开启颜色清除和深度缓冲清除。

Vertex Shader代码:

float4x4 matViewProjection;

struct VS_INPUT

{

float4 Position : POSITION0;

float2 Txr1 : TEXCOORD0;

 

};

struct VS_OUTPUT

{

float4 Position : POSITION0;

float2 Txr1 : TEXCOORD0;

 

};

VS_OUTPUT vs_main( VS_INPUT Input )

{

VS_OUTPUT Output;

 

Output.Position = mul( Input.Position, matViewProjection );//位置

Output.Txr1 = Input.Txr1;//获取纹理

 

return( Output );

 

}

Pixel Shader代码:

sampler Texture0;

float4 ps_main(

float4 inDiffuse: COLOR0,

float2 inTxr1: TEXCOORD0

) : COLOR0

{

// Output color:

return tex2D(Texture0,inTxr1); //纹理映射

}

Blur1的设置和代码:

RenderState设置

D3DCULLMODE – D3DCULL_NONE,

D3DRS_ZENABLE – D3DZB_FALSE,

D3DRS_ZWRITEENABLE – FALSE.

Texture0设置:

Vertex Shader代码:

float4x4 matViewProjection;

struct VS_INPUT

{

float4 Position : POSITION0;

};

struct VS_OUTPUT

{

float4 Position : POSITION0;

float2 texCoord : TEXCOORD0;

};

 

VS_OUTPUT vs_main( VS_INPUT Input )

{

VS_OUTPUT Output;

// Simply output the position without transforming it

Output.Position = float4(Input.Position.xy,0,1);

// Texture coordinates are setup so that the full texture

// is mapped completeley onto the screen

Output.texCoord.x = 0.5 * (1 + Input.Position.x);

Output.texCoord.y = 0.5 * (1 - Input.Position.y);

return( Output );

}

Pixel Shader 代码:

float4 blurFactor;

sampler Texture0;

sampler Texture1;

float4 ps_main(float2 texCoord: TEXCOORD0) : COLOR0

{

float4 col1 = tex2D(Texture0, texCoord);

float4 col2 = tex2D(Texture1, texCoord);

 

return lerp(col1,col2,blurFactor);

}

Present的设置和代码:

Texture0设置

Vertex Shader代码:

float4x4 matViewProjection;

 

struct VS_INPUT

{

float4 Position : POSITION0;

};

 

struct VS_OUTPUT

{

float4 Position : POSITION0;

float2 texCoord : TEXCOORD0;

};

 

VS_OUTPUT vs_main( VS_INPUT Input )

{

VS_OUTPUT Output;

Output.Position = float4(Input.Position.xy,0,1);

Output.texCoord.x = 0.5 * (1 + Input.Position.x);

Output.texCoord.y = 0.5 * (1 - Input.Position.y);

return( Output );

}

Pixel Shader代码:

sampler Texture0;

float4 ps_main(float2 texCoord: TEXCOORD0) : COLOR0

{

// Simply read the temporary texture and send

// the color to the output without manipulating it

return tex2D(Texture0, texCoord);

}

效果:

posted @ 2010-09-13 16:02  xfate  阅读(426)  评论(0编辑  收藏  举报