第十八章 Post-Processing
Post-processing是指在場景渲染之後,使用一些圖形技術對場景進行處理。比如,把整個場景轉換爲grayscale(灰度)樣式或使場景中明亮的區域發光。本章將編寫一些post-processing effects,並集成到C++渲染引擎框架中。Render Targets
到目前爲止,所有的示例程序都是直接把場景渲染到back buffer,這是一個2D texture用於在渲染完成之後把圖像顯示到屏幕上。但是在post-processing應用程序中,首先把場景渲染到一箇中間層的texture buffer中,然後把post-processing effect應用到該texture。最後使用一個全屏的四邊形(由兩個三角形組成,包含整個屏幕區域)渲染最終要顯示到屏幕上的圖像。下面的步驟概括了post-processing的處理過程:
1、將一個off-screen render target(離屏渲染目標)綁定到管線的output-merger階段。
2、在off-scrent render target上繪製場景。
3、恢復back buffer,並作爲綁定到output-merger階段的render target。
4、使用off-scrent render target的texture作爲一種post-processing effect的輸入buffer,繪製一個全屏的四邊形。
爲了更容易的執行這些步驟,首先創建一個FullScreenRenderTarget類,該類的聲明代碼如列表18.1所示。
列表18.1 Declaration of the FullScreenRenderTarget Class
#pragma once
#include "Common.h"
namespace Library
{
class Game;
class FullScreenRenderTarget
{
public:
FullScreenRenderTarget(Game& game);
~FullScreenRenderTarget();
ID3D11ShaderResourceView* OutputTexture() const;
ID3D11RenderTargetView* RenderTargetView() const;
ID3D11DepthStencilView* DepthStencilView() const;
void Begin();
void End();
private:
FullScreenRenderTarget();
FullScreenRenderTarget(const FullScreenRenderTarget& rhs);
FullScreenRenderTarget& operator=(const FullScreenRenderTarget& rhs);
Game* mGame;
ID3D11RenderTargetView* mRenderTargetView;
ID3D11DepthStencilView* mDepthStencilView;
ID3D11ShaderResourceView* mOutputTexture;
};
}
FullScreenRenderTarget類中的成員變量看起來非常熟悉,在Game類中已經包含了同樣的數據類型ID3D11RenderTargetView和ID3D11DepthStencilView。這些類型的變量是用於把一個render target和depth-stencil buffer綁定到管線的output-merger階段。與Game類不同的是,在FullScrentRenderTarget類中還包含有一個ID3D11ShaderResourceView類型的成員變量,表示render target底層的2D texture buffer。這種類型的輸出texture可以作爲post-processing shaders的輸入數據。FullScreenRenderTarget::Begin()和FullScreenRenderTarget::End()函數分別用於把render target綁定以output-merger階段和恢復back buffer。列表18.2列出了FullScrennRenderTarget類的實現代碼。
列表18.2 Implementation of the FullScreenRenderTarget Class
#include "FullScreenRenderTarget.h"
#include "Game.h"
#include "GameException.h"
namespace Library
{
FullScreenRenderTarget::FullScreenRenderTarget(Game& game)
: mGame(&game), mRenderTargetView(nullptr), mDepthStencilView(nullptr), mOutputTexture(nullptr)
{
D3D11_TEXTURE2D_DESC fullScreenTextureDesc;
ZeroMemory(&fullScreenTextureDesc, sizeof(fullScreenTextureDesc));
fullScreenTextureDesc.Width = game.ScreenWidth();
fullScreenTextureDesc.Height = game.ScreenHeight();
fullScreenTextureDesc.MipLevels = 1;
fullScreenTextureDesc.ArraySize = 1;
fullScreenTextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
fullScreenTextureDesc.SampleDesc.Count = 1;
fullScreenTextureDesc.SampleDesc.Quality = 0;
fullScreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
fullScreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
HRESULT hr;
ID3D11Texture2D* fullScreenTexture = nullptr;
if (FAILED(hr = game.Direct3DDevice()->CreateTexture2D(&fullScreenTextureDesc, nullptr, &fullScreenTexture)))
{
throw GameException("IDXGIDevice::CreateTexture2D() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateShaderResourceView(fullScreenTexture, nullptr, &mOutputTexture)))
{
throw GameException("IDXGIDevice::CreateShaderResourceView() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateRenderTargetView(fullScreenTexture, nullptr, &mRenderTargetView)))
{
ReleaseObject(fullScreenTexture);
throw GameException("IDXGIDevice::CreateRenderTargetView() failed.", hr);
}
ReleaseObject(fullScreenTexture);
D3D11_TEXTURE2D_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
depthStencilDesc.Width = game.ScreenWidth();
depthStencilDesc.Height = game.ScreenHeight();
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
ID3D11Texture2D* depthStencilBuffer = nullptr;
if (FAILED(hr = game.Direct3DDevice()->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencilBuffer)))
{
throw GameException("IDXGIDevice::CreateTexture2D() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateDepthStencilView(depthStencilBuffer, nullptr, &mDepthStencilView)))
{
ReleaseObject(depthStencilBuffer);
throw GameException("IDXGIDevice::CreateDepthStencilView() failed.", hr);
}
ReleaseObject(depthStencilBuffer);
}
FullScreenRenderTarget::~FullScreenRenderTarget()
{
ReleaseObject(mOutputTexture);
ReleaseObject(mDepthStencilView);
ReleaseObject(mRenderTargetView);
}
ID3D11ShaderResourceView* FullScreenRenderTarget::OutputTexture() const
{
return mOutputTexture;
}
ID3D11RenderTargetView* FullScreenRenderTarget::RenderTargetView() const
{
return mRenderTargetView;
}
ID3D11DepthStencilView* FullScreenRenderTarget::DepthStencilView() const
{
return mDepthStencilView;
}
void FullScreenRenderTarget::Begin()
{
mGame->Direct3DDeviceContext()->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView);
}
void FullScreenRenderTarget::End()
{
mGame->ResetRenderTargets();
}
}
在FullScreenRenderTarget類的構造函數中,包含了該類的大部分實現代碼。在該構造函數中,首先構建一個D3D11_TEXTURE2D_DESC結構體類型的實例,並用於創建render target的底層texture buffer。在Game類的初始化過程中這些步驟並不是顯式定義的,因爲在構建swap chain時就會隱含的創建back buffer。其中在D3D11_TEXTURE2D_DESC結構體實例化時指定了兩個bind flags:D3D11_BIND_RENDER_TARGET和D3D_BIND_SHADER_RESOURCE。這兩個flags值表示該texture可以同時作爲一個render target和一個shader的輸入數據。
創建完ID3D11Texture2D類型的texture之後,就可以使用該texture創建shader resource view和render target view。並對外提供了訪問這兩個views變量的公有函數接口;並且在這兩個變量初始化之後就可以釋放對texture的引用了。對於depth-stencil view變量的初始化使用類似的操作步驟。
在FullScrentRenderTarget::Begin()函數中,直接調用ID3D11DeviceContext::OMSetRenderTargets()函數把render target view和depth-stencil view綁定到管線的output-merger階段。而FullScreenRenderTarget::End()函數中則是調用Game::ResetRenderTargets()函數,該函數同樣是調用OMSetRenderTargets()函數重置綁定爲Game類的中render target view和detph-stencil view變量。
對於FullScreenRenderTarget類的調用方式如下:
mRenderTarget->Begin();
// 1. Clear mRenderTarget->RenderTargetView()
// 2. Clear mRenderTarget->DepthStencilView()
// 3. Draw Objects
mRenderTarget->End();
A Full-Screen Quad Component
現在我們可以把場景渲染到一個off-screen texture中,接下來需要把一種effect應用到該texture並在屏幕上顯示應用的輸出結果。在這樣一個系統結構中需要封裝渲染部分的代碼,否則在程序之間將會出現重複多餘的代碼,但是又要使渲染代碼足夠靈活,以及支持任意的post-processing effects。列表18.3列出了FullScreenQuad類的聲明代碼。列表18.3 Declaration of the FullScreenQuad Class
#pragma once
#include <functional>
#include "DrawableGameComponent.h"
namespace Library
{
class Effect;
class Material;
class Pass;
class FullScreenQuad : public DrawableGameComponent
{
RTTI_DECLARATIONS(FullScreenQuad, DrawableGameComponent)
public:
FullScreenQuad(Game& game);
FullScreenQuad(Game& game, Material& material);
~FullScreenQuad();
Material* GetMaterial();
void SetMaterial(Material& material, const std::string& techniqueName, const std::string& passName);
void SetActiveTechnique(const std::string& techniqueName, const std::string& passName);
void SetCustomUpdateMaterial(std::function<void()> callback);
virtual void Initialize() override;
virtual void Draw(const GameTime& gameTime) override;
private:
FullScreenQuad();
FullScreenQuad(const FullScreenQuad& rhs);
FullScreenQuad& operator=(const FullScreenQuad& rhs);
Material* mMaterial;
Pass* mPass;
ID3D11InputLayout* mInputLayout;
ID3D11Buffer* mVertexBuffer;
ID3D11Buffer* mIndexBuffer;
UINT mIndexCount;
std::function<void()> mCustomUpdateMaterial;
};
}
在FullScreenQuad類中,成員變量mMaterial指向一個用於繪製四邊形的material對象,並可以通過調用SetMaterial函數對該變量進行賦值。這樣就可以在同一個FullScreenQuad實例對象的生存期內使用不同的materials。成員變量mPass和mInputLayout中存儲了Draw()函數中使用的相關數據。另外兩個非常熟悉的變量vertex和index buffers存儲了該四邊形對象的vertices和indices。在FullScreenQuad類中使用了一種新的數據類型std::function<T>,如果你之前沒有見過的話,這是一種通用的函數封裝語法,用於存儲並調用函數,bind表達式,lambda表達式(回調以及關閉)。在這裏是爲了支持FullScreenQuad的調用者更新material shader中的變量。之所以這樣做是因爲在FullScreenQuad類中並不知道用於渲染四邊形的是哪種material(因此也就無法知道material使用的shader輸入變量)。FullScreenQuad類要完成的全部操作就是渲染一個四邊形;而更新material變量的操作由該類對象的調用者完成。
列表18.4中列出了FullScreenQuad類的實現代碼。
列表18.4 Implementation of the FullScreenQuad Class
#include "FullScreenQuad.h"
#include "Game.h"
#include "GameException.h"
#include "Material.h"
#include "VertexDeclarations.h"
namespace Library
{
RTTI_DEFINITIONS(FullScreenQuad)
FullScreenQuad::FullScreenQuad(Game& game)
: DrawableGameComponent(game),
mMaterial(nullptr), mPass(nullptr), mInputLayout(nullptr),
mVertexBuffer(nullptr), mIndexBuffer(nullptr), mIndexCount(0), mCustomUpdateMaterial(nullptr)
{
}
FullScreenQuad::FullScreenQuad(Game& game, Material& material)
: DrawableGameComponent(game),
mMaterial(&material), mPass(nullptr), mInputLayout(nullptr),
mVertexBuffer(nullptr), mIndexBuffer(nullptr), mIndexCount(0), mCustomUpdateMaterial(nullptr)
{
}
FullScreenQuad::~FullScreenQuad()
{
ReleaseObject(mIndexBuffer);
ReleaseObject(mVertexBuffer);
}
Material* FullScreenQuad::GetMaterial()
{
return mMaterial;
}
void FullScreenQuad::SetMaterial(Material& material, const std::string& techniqueName, const std::string& passName)
{
mMaterial = &material;
SetActiveTechnique(techniqueName, passName);
}
void FullScreenQuad::SetActiveTechnique(const std::string& techniqueName, const std::string& passName)
{
Technique* technique = mMaterial->GetEffect()->TechniquesByName().at(techniqueName);
assert(technique != nullptr);
mPass = technique->PassesByName().at(passName);
assert(mPass != nullptr);
mInputLayout = mMaterial->InputLayouts().at(mPass);
}
void FullScreenQuad::SetCustomUpdateMaterial(std::function<void()> callback)
{
mCustomUpdateMaterial = callback;
}
void FullScreenQuad::Initialize()
{
VertexPositionTexture vertices[] =
{
VertexPositionTexture(XMFLOAT4(-1.0f, -1.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 1.0f)),
VertexPositionTexture(XMFLOAT4(-1.0f, 1.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 0.0f)),
VertexPositionTexture(XMFLOAT4(1.0f, 1.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 0.0f)),
VertexPositionTexture(XMFLOAT4(1.0f, -1.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 1.0f)),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.ByteWidth = sizeof(VertexPositionTexture)* ARRAYSIZE(vertices);
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexSubResourceData;
ZeroMemory(&vertexSubResourceData, sizeof(vertexSubResourceData));
vertexSubResourceData.pSysMem = vertices;
if (FAILED(mGame->Direct3DDevice()->CreateBuffer(&vertexBufferDesc, &vertexSubResourceData, &mVertexBuffer)))
{
throw GameException("ID3D11Device::CreateBuffer() failed.");
}
UINT indices[] =
{
0, 1, 2,
0, 2, 3
};
mIndexCount = ARRAYSIZE(indices);
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.ByteWidth = sizeof(UINT)* mIndexCount;
indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexSubResourceData;
ZeroMemory(&indexSubResourceData, sizeof(indexSubResourceData));
indexSubResourceData.pSysMem = indices;
if (FAILED(mGame->Direct3DDevice()->CreateBuffer(&indexBufferDesc, &indexSubResourceData, &mIndexBuffer)))
{
throw GameException("ID3D11Device::CreateBuffer() failed.");
}
}
void FullScreenQuad::Draw(const GameTime& gameTime)
{
assert(mPass != nullptr);
assert(mInputLayout != nullptr);
ID3D11DeviceContext* direct3DDeviceContext = mGame->Direct3DDeviceContext();
direct3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
direct3DDeviceContext->IASetInputLayout(mInputLayout);
UINT stride = sizeof(VertexPositionTexture);
UINT offset = 0;
direct3DDeviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &offset);
direct3DDeviceContext->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
if (mCustomUpdateMaterial != nullptr)
{
mCustomUpdateMaterial();
}
mPass->Apply(0, direct3DDeviceContext);
direct3DDeviceContext->DrawIndexed(mIndexCount, 0, 0);
}
}
首先分析FullScreenQuad::Initialize()函數,該函數的實現與之前示例中的代碼基本相同,主要不同的地方是4個vertices所處的空間位置。在screen space中,(-1, -1)表示屏幕的左上角,(1, 1)表示右下角。因爲vertices的座標位置已經是處於screen space中,所以在vertext shader中不需要對這些座標執行變換。
接下來,分析FullScreen::Draw()函數。除了執行std::function類型的mCustomUpdateMaterial()語句之外,在Draw()函數沒有特別需要說明的地方。其中std::function<T>類是一個函數對象(或函數),並提供了公有的operator()函數(重載()運算符)。使用這種方式,看起來就像是調用了一個命名爲mCustomUpdateMaterial的函數;實際上,只是調用了std::function<T>::operation()運算符重載函數,真正的目的是用於回調函數或lambda表達式。
最後,需要注意的是四邊形的vertices由一個position和texture coordinates表示。這種表示方式限制了在FullScreenQuad類中能夠使用的material種類,但是該依然具有多種應用。只需要對該類做一點點擴展,就可以根據具體的material動態的創建vertex buffer。