DX9 Update中的HDRLighting Sample分析 (1)

王朝other·作者佚名  2006-01-08
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DX9 Update中的HDRLighting Sample分析 (1)

这里着重分析整个渲染过程,至于HDR就不介绍了。(下面是流程图)

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我们先来看看HDRLighting Sample里面比较重要的一些Texture:

PDIRECT3DTEXTURE9 m_pTexScene; // HDR render target containing the scene

//保持整个场景的FP Texture格式是D3DFMT_A16B16G16R16F这样保存的颜色值就可以突破0-1的限制

PDIRECT3DTEXTURE9 m_pTexSceneScaled; // Scaled copy of the HDR scene

//一个上面m_pTexScene的缩小到1/4的FP Texture格式和m_pTexScene一样,这个是我们后面的一些post-process的来源

PDIRECT3DTEXTURE9 m_pTexBrightPass; // Bright-pass filtered copy of the scene

//保存了m_pTexScene通过Bright-Pass Filter后的,只剩下了亮度高的部分。因为这个Texture不需要去做一些HDR相关的操作,

所以格式32bit贴图就行了。这个是后面我们做Bloom,Star的来源。

PDIRECT3DTEXTURE9 m_pTexAdaptedLuminanceCur; // The luminance that the user is currenly adapted to

//当前适合的亮度值,我们为了模拟出眼睛对于光的适应过程,采用的两个亮度值之一。格式是D3DFMT_R16F,大小是1x1

PDIRECT3DTEXTURE9 m_pTexAdaptedLuminanceLast; // The luminance that the user is currenly adapted to

//和上面的那个一样,我们通过交换这两个贴图来作出对于光的适应过程

PDIRECT3DTEXTURE9 m_pTexStarSource; // Star effect source texture

//做Star的来源,格式是D3DFMT_A8R8G8B8

PDIRECT3DTEXTURE9 m_pTexBloomSource; // Bloom effect source texture

//做Bloom的来源,格式是D3DFMT_A8R8G8B8

PDIRECT3DTEXTURE9 m_apTexBloom[NUM_BLOOM_TEXTURES]; // Blooming effect working textures

//Bloom效果用的系列贴图,格式是D3DFMT_A8R8G8B8,这里一共3张

PDIRECT3DTEXTURE9 m_apTexStar[NUM_STAR_TEXTURES]; // Star effect working textures

//Star效果用的系列贴图,格式是D3DFMT_A8R8G8B8,这里一共12张

PDIRECT3DTEXTURE9 m_apTexToneMap[NUM_TONEMAP_TEXTURES]; // Log average luminance samples

// from the HDR render target

//计算场景的亮度值用的系列贴图,格式是D3DFMT_R16F,在这里大小为1X1,4X4,16X16,64X64,一共4张

接下来就是整个的渲染过程 Render()

PDIRECT3DSURFACE9 pSurfLDR; // Low dynamic range surface for final output

PDIRECT3DSURFACE9 pSurfHDR; // High dynamic range surface to store

// intermediate floating point color values

// Setup HDR render target

m_pd3dDevice->GetRenderTarget(0, &pSurfLDR);

m_pTexScene->GetSurfaceLevel(0, &pSurfHDR);

// Clear the viewport

m_pd3dDevice->SetRenderTarget(0, pSurfHDR);

m_pd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, 0L);

//这段代码保存了原始的RT,设置m_pTexScene为RT.

RenderScene();

//将Scene渲染到我们新的RT上,由于RT是FP的,我们能够保存超过0-1的数据

Scene_To_SceneScaled();

//将m_pTexScene渲染到m_pTexSceneScaled上,也就是缩小到1/4,这样的作用是在下面的处理能提高不少速度,我们看看这

个函数里面一些主要的操作:

HRESULT CMyD3DApplication::Scene_To_SceneScaled()

{

....

m_pEffect->SetTechnique("DownScale4x4");

//这里用到了DownScale4x4这段shader,我们仔细得看看这个shader

float4 DownScale4x4(in float2 vScreenPosition : TEXCOORD0) : COLOR

{

float4 sample = 0.0f;

for( int i=0; i < 16; i++ )

{

sample += tex2D( s0, vScreenPosition + g_avSampleOffsets[i] );

}

return sample / 16;

}

//这里就是按照g_avSampleOffsets的偏移值采样16个texel,然后计算均值。这个偏移数组的数据怎么样计算得出来的呢?

//我们注意到函数接下来的几行有这样两句

GetSampleOffsets_DownScale4x4( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, avSampleOffsets );

m_pEffect->SetValue("g_avSampleOffsets", avSampleOffsets, sizeof(avSampleOffsets));

//这两句就是计算出这个偏移数组并且设定到相应的位置,这里我们先不具体的看GetSampleOffsets_DownScale4x4函数,

通过这个函数得到的偏移数组是以原始采样点为中心的4X4的一个矩阵。

m_pd3dDevice->SetRenderTarget( 0, pSurfScaledScene );

m_pd3dDevice->SetTexture( 0, m_pTexScene );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

//这样我们就得到了1/4的版本pSurfScaledScene

}

//接下来就是求平均亮度的过程

if( m_bToneMap )

MeasureLuminance();

//我们仔细得看看这个函数里面执行的操作

HRESULT CMyD3DApplication::MeasureLuminance()

{

....

//首先这里是先计算了9个采样数据的偏移值

float tU, tV;

tU = 1.0f / (3.0f * desc.Width);

tV = 1.0f / (3.0f * desc.Height);

index=0;

for( x = -1; x <= 1; x++ )

{

for( y = -1; y <= 1; y++ )

{

avSampleOffsets[index].x = x * tU;

avSampleOffsets[index].y = y * tV;

index++;

}

}

//这9个形成3X3的矩阵

//接下来是设置相应的操作和数据

m_pEffect->SetTechnique("SampleAvgLum");

m_pEffect->SetValue("g_avSampleOffsets", avSampleOffsets, sizeof(avSampleOffsets));

m_pd3dDevice->SetRenderTarget(0, apSurfToneMap[dwCurTexture]);

m_pd3dDevice->SetTexture(0, m_pTexSceneScaled);

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );

m_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

m_pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );

//在这里RT是m_apTexToneMap[3],而shader操作则是一个取值,计算Log,计算均值得过程,下面是shader的代码

float4 SampleLumInitial(in float2 vScreenPosition : TEXCOORD0) : COLOR

{

float3 vSample = 0.0f;

float fLogLumSum = 0.0f;

for(int iSample = 0; iSample < 9; iSample++)

{

// Compute the sum of log(luminance) throughout the sample points

vSample = tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);

fLogLumSum += log(dot(vSample, LUMINANCE_VECTOR)+0.0001f);

}

// Divide the sum to complete the average

fLogLumSum /= 9;

return float4(fLogLumSum, fLogLumSum, fLogLumSum, 1.0f);

}

//于是m_apTexToneMap[3]保存的就是按照3X3的方式采样得到的平均的Log值,我们的目标是计算出所有的像素的Log的

平均值然后exp,我们下一部就是利用每次的缩小,取得更大范围的平均值,最后到4X4得贴图,我们在采样这最后的16个像素,然

exp(value/16);

//下面的循环就是完成直到4X4得求平均值的过程

while( dwCurTexture > 0 )

{

m_apTexToneMap[dwCurTexture+1]->GetLevelDesc( 0, &desc );

GetSampleOffsets_DownScale4x4( desc.Width, desc.Height, avSampleOffsets );

m_pEffect->SetTechnique("ResampleAvgLum");

m_pEffect->SetValue("g_avSampleOffsets", avSampleOffsets, sizeof(avSampleOffsets));

m_pd3dDevice->SetRenderTarget(0, apSurfToneMap[dwCurTexture]);

m_pd3dDevice->SetTexture(0, m_apTexToneMap[dwCurTexture+1]);

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );

....

dwCurTexture--;

}

//这个部分的shader操作如下

float4 SampleLumIterative(in float2 vScreenPosition : TEXCOORD0) : COLOR

{

float fResampleSum = 0.0f;

for(int iSample = 0; iSample < 16; iSample++)

{

// Compute the sum of luminance throughout the sample points

fResampleSum += tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);

}

// Divide the sum to complete the average

fResampleSum /= 16;

return float4(fResampleSum, fResampleSum, fResampleSum, 1.0f);

}

//每次的操作都使用上次的结果作为Texture

//最后一步就是计算我们的exp(value/16);

m_pEffect->SetTechnique("ResampleAvgLumExp");

m_pEffect->SetValue("g_avSampleOffsets", avSampleOffsets, sizeof(avSampleOffsets));

m_pd3dDevice->SetRenderTarget(0, apSurfToneMap[0]);

m_pd3dDevice->SetTexture(0, m_apTexToneMap[1]);

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );

m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );

//相应的shader操作是:

float4 SampleLumFinal(in float2 vScreenPosition : TEXCOORD0) : COLOR

{

float fResampleSum = 0.0f;

for(int iSample = 0; iSample < 16; iSample++)

{

// Compute the sum of luminance throughout the sample points

fResampleSum += tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);

}

// Divide the sum to complete the average, and perform an exp() to complete

// the average luminance calculation

fResampleSum = exp(fResampleSum/16);

return float4(fResampleSum, fResampleSum, fResampleSum, 1.0f);

}

//这样我们就得到场景的平均亮度m_apTexToneMap[0]这个1X1的贴图里面。

 
 
 
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