DirectX 10 教程23:雾
原文地址:Tutorial 23: Fog(http://www.rastertek.com/dx10tut23.html)。
源代码下载:dx10tut23.zip。
本教程介绍如何实现雾,代码基于上一个教程。
我要介绍的雾化效果非常简单。第一步是选择雾的颜色,然后将后备缓存清除为这个颜色,现在整个场景都被雾化。然后对雾中的每个对象,在像素着色器中基于对象的距离添加一定量的雾化颜色。我们可以使用不同的雾化方程,本教程使用的是线性雾化方程。
雾化方程
线性雾化基于对象离开相机的距离添加一个线性变化的雾:
Linear Fog = (FogEnd - ViewpointDistance) / (FogEnd - FogStart)
指数雾添加一个按指数函数变化的雾:
Exponential Fog = 1.0 / 2.71828 power (ViewpointDistance * FogDensity)
指数平方雾添加一个比上一个方程更加稠密的雾:
Exponential Fog 2 = 1.0 / 2.71828 power ((ViewpointDistance * FogDensity) * (ViewpointDistance * FogDensity))
以上方程都会生成一个雾化因子,我们使用以下方程将雾化因子施加到模型的纹理上生成最终的颜色:
Fog Color = FogFactor * TextureColor + (1.0 - FogFactor) * FogColor
本教程我们会在顶点着色器中生成雾化因子,在像素着色器中计算最终的颜色。
框架
框架中新添了FogShaderClass用于处理雾的绘制,这个类基于TextureShaderClass稍加修改。
首先看一下fog HLSL shader的dau代码:
Fog.fx
//////////////////////////////////////////////////////////////////////////////// // Filename: fog.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; Texture2D shaderTexture;
新添了两个变量表示雾化开始和结束的距离。
float fogStart; float fogEnd; /////////////////// // SAMPLE STATES // /////////////////// SamplerState SampleType { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; };
PixelInputType新添了一个雾化因数变量,这个因子在顶点着色器中计算并发送到像素着色器。
struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float fogFactor : FOG; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType FogVertexShader(VertexInputType input) { PixelInputType output; float4 cameraPosition; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex;
首先计算顶点在视空间中的Z坐标,然后使用这个坐标和雾化开始和结束距离生成雾化因子。
// Calculate the camera position. cameraPosition = mul(input.position, worldMatrix); cameraPosition = mul(cameraPosition, viewMatrix); // Calculate linear fog. output.fogFactor = saturate((fogEnd - cameraPosition.z) / (fogEnd - fogStart)); return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 FogPixelShader(PixelInputType input) : SV_Target { float4 textureColor; float4 fogColor; float4 finalColor; // Sample the texture pixel at this location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the color of the fog to grey. fogColor = float4(0.5f, 0.5f, 0.5f, 1.0f);
然后对纹理颜色和雾化颜色基于雾化因子进行线性插值。
// Calculate the final color using the fog effect equation. finalColor = input.fogFactor * textureColor + (1.0 - input.fogFactor) * fogColor; return finalColor; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 FogTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, FogVertexShader())); SetPixelShader(CompileShader(ps_4_0, FogPixelShader())); SetGeometryShader(NULL); } }
Fogshaderclass.h
FogShaderClass与TextureShaderClass大致相同,只不过多了实现雾化的代码。
//////////////////////////////////////////////////////////////////////////////// // Filename: fogshaderclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _FOGSHADERCLASS_H_ #define _FOGSHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include <d3d10.h> #include <d3dx10.h> #include <fstream> using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: FogShaderClass //////////////////////////////////////////////////////////////////////////////// class FogShaderClass { public: FogShaderClass(); FogShaderClass(const FogShaderClass&); ~FogShaderClass(); bool Initialize(ID3D10Device*, HWND); void Shutdown(); void Render(ID3D10Device*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, float, float); private: bool InitializeShader(ID3D10Device*, HWND, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); void SetShaderParameters(D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, float, float); void RenderShader(ID3D10Device*, int); private: ID3D10Effect* m_effect; ID3D10EffectTechnique* m_technique; ID3D10InputLayout* m_layout; ID3D10EffectMatrixVariable* m_worldMatrixPtr; ID3D10EffectMatrixVariable* m_viewMatrixPtr; ID3D10EffectMatrixVariable* m_projectionMatrixPtr; ID3D10EffectShaderResourceVariable* m_texturePtr;
新添了两个指针表示shader中的雾化开始和结束距离。
ID3D10EffectScalarVariable* fogStartPtr; ID3D10EffectScalarVariable* fogEndPtr; }; #endif
Fogshaderclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: fogshaderclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "fogshaderclass.h" FogShaderClass::FogShaderClass() { m_effect = 0; m_technique = 0; m_layout = 0; m_worldMatrixPtr = 0; m_viewMatrixPtr = 0; m_projectionMatrixPtr = 0; m_texturePtr = 0;
在构造函数中将表示雾化开始和结束距离的指针初始化为null。
fogStartPtr = 0; fogEndPtr = 0; } FogShaderClass::FogShaderClass(const FogShaderClass& other) { } FogShaderClass::~FogShaderClass() { } bool FogShaderClass::Initialize(ID3D10Device* device, HWND hwnd) { bool result;
加载fog.fx HLSL shader文件。
// Initialize the shader that will be used to draw the triangles. result = InitializeShader(device, hwnd, L"../Engine/fog.fx"); if(!result) { return false; } return true; } void FogShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
Render方法新添了代表雾化开始和结束距离的参数,在此方法中首先设置这些参数,然后调用shader进行绘制。
void FogShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, float fogStart, float fogEnd) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, fogStart, fogEnd); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; } bool FogShaderClass::InitializeShader(ID3D10Device* device, HWND hwnd, WCHAR* filename) { HRESULT result; ID3D10Blob* errorMessage; D3D10_INPUT_ELEMENT_DESC polygonLayout[2]; unsigned int numElements; D3D10_PASS_DESC passDesc; // Initialize the error message. errorMessage = 0; // Load the shader in from the file. result = D3DX10CreateEffectFromFile(filename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, device, NULL, NULL, &m_effect, &errorMessage, NULL); if(FAILED(result)) { // If the shader failed to compile it should have writen something to the error message. if(errorMessage) { OutputShaderErrorMessage(errorMessage, hwnd, filename); } // If there was nothing in the error message then it simply could not find the shader file itself. else { MessageBox(hwnd, filename, L"Missing Shader File", MB_OK); } return false; }
Technique的名称修改为FogTechnique。
// Get a pointer to the technique inside the shader. m_technique = m_effect->GetTechniqueByName("FogTechnique"); if(!m_technique) { return false; } // Now setup the layout of the data that goes into the shader. // This setup needs to match the VertexType stucture in the ModelClass and in the shader. polygonLayout[0].SemanticName = "POSITION"; polygonLayout[0].SemanticIndex = 0; polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[0].InputSlot = 0; polygonLayout[0].AlignedByteOffset = 0; polygonLayout[0].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA; polygonLayout[0].InstanceDataStepRate = 0; polygonLayout[1].SemanticName = "TEXCOORD"; polygonLayout[1].SemanticIndex = 0; polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT; polygonLayout[1].InputSlot = 0; polygonLayout[1].AlignedByteOffset = D3D10_APPEND_ALIGNED_ELEMENT; polygonLayout[1].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA; polygonLayout[1].InstanceDataStepRate = 0; // Get a count of the elements in the layout. numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]); // Get the description of the first pass described in the shader technique. m_technique->GetPassByIndex(0)->GetDesc(&passDesc); // Create the input layout. result = device->CreateInputLayout(polygonLayout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &m_layout); if(FAILED(result)) { return false; } // Get pointers to the three matrices inside the shader so we can update them from this class. m_worldMatrixPtr = m_effect->GetVariableByName("worldMatrix")->AsMatrix(); m_viewMatrixPtr = m_effect->GetVariableByName("viewMatrix")->AsMatrix(); m_projectionMatrixPtr = m_effect->GetVariableByName("projectionMatrix")->AsMatrix(); // Get pointer to the texture resource inside the shader. m_texturePtr = m_effect->GetVariableByName("shaderTexture")->AsShaderResource();
获取shader中的fog start和end指针。
// Get pointers to the fog start and end variables inside the shader. fogStartPtr = m_effect->GetVariableByName("fogStart")->AsScalar(); fogEndPtr = m_effect->GetVariableByName("fogEnd")->AsScalar(); return true; } void FogShaderClass::ShutdownShader() {
在ShutdownShader中释放两个新添的指针。
// Release the pointers to the fog variables inside the shader. fogStartPtr = 0; fogEndPtr = 0; // Release the pointer to the texture in the shader file. m_texturePtr = 0; // Release the pointers to the matrices inside the shader. m_worldMatrixPtr = 0; m_viewMatrixPtr = 0; m_projectionMatrixPtr = 0; // Release the pointer to the shader layout. if(m_layout) { m_layout->Release(); m_layout = 0; } // Release the pointer to the shader technique. m_technique = 0; // Release the pointer to the shader. if(m_effect) { m_effect->Release(); m_effect = 0; } return; } void FogShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename) { char* compileErrors; unsigned long bufferSize, i; ofstream fout; // Get a pointer to the error message text buffer. compileErrors = (char*)(errorMessage->GetBufferPointer()); // Get the length of the message. bufferSize = errorMessage->GetBufferSize(); // Open a file to write the error message to. fout.open("shader-error.txt"); // Write out the error message. for(i=0; i<bufferSize; i++) { fout << compileErrors[i]; } // Close the file. fout.close(); // Release the error message. errorMessage->Release(); errorMessage = 0; // Pop a message up on the screen to notify the user to check the text file for compile errors. MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK); return; } void FogShaderClass::SetShaderParameters(D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, float fogStart, float fogEnd) { // Set the world matrix variable inside the shader. m_worldMatrixPtr->SetMatrix((float*)&worldMatrix); // Set the view matrix variable inside the shader. m_viewMatrixPtr->SetMatrix((float*)&viewMatrix); // Set the projection matrix variable inside the shader. m_projectionMatrixPtr->SetMatrix((float*)&projectionMatrix); // Bind the texture. m_texturePtr->SetResource(texture);
设置fog start和fog end的值。
// Set the start point for the fog effect inside the shader. fogStartPtr->SetFloat(fogStart); // Set the end point for the fog effect inside the shader. fogEndPtr->SetFloat(fogEnd); return; } void FogShaderClass::RenderShader(ID3D10Device* device, int indexCount) { D3D10_TECHNIQUE_DESC techniqueDesc; unsigned int i; // Set the input layout. device->IASetInputLayout(m_layout); // Get the description structure of the technique from inside the shader so it can be used for rendering. m_technique->GetDesc(&techniqueDesc); // Go through each pass in the technique (should be just one currently) and render the triangles. for(i=0; i<techniqueDesc.Passes; ++i) { m_technique->GetPassByIndex(i)->Apply(0); device->DrawIndexed(indexCount, 0, 0); } return; }
Graphicsclass.h
//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _GRAPHICSCLASS_H_ #define _GRAPHICSCLASS_H_ ///////////// // GLOBALS // ///////////// const bool FULL_SCREEN = true; const bool VSYNC_ENABLED = true; const float SCREEN_DEPTH = 1000.0f; const float SCREEN_NEAR = 0.1f; /////////////////////// // MY CLASS INCLUDES // /////////////////////// #include "d3dclass.h" #include "cameraclass.h" #include "modelclass.h"
新添了FogShaderClass头文件。
#include "fogshaderclass.h" //////////////////////////////////////////////////////////////////////////////// // Class name: GraphicsClass //////////////////////////////////////////////////////////////////////////////// class GraphicsClass { public: GraphicsClass(); GraphicsClass(const GraphicsClass&); ~GraphicsClass(); bool Initialize(int, int, HWND); void Shutdown(); bool Frame(); bool Render(); private: D3DClass* m_D3D; CameraClass* m_Camera; ModelClass* m_Model;
创建了FogShaderClass对象。
FogShaderClass* m_FogShader; }; #endif
Graphicsclass.cpp
下面的代码只包含与上一个教程不同的部分。
//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "graphicsclass.h" GraphicsClass::GraphicsClass() { m_D3D = 0; m_Camera = 0; m_Model = 0;
在构造函数中初始化FogShaderClass对象。
m_FogShader = 0; } GraphicsClass::GraphicsClass(const GraphicsClass& other) { } GraphicsClass::~GraphicsClass() { } bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) { bool result; // Create the Direct3D object. m_D3D = new D3DClass; if(!m_D3D) { return false; } // Initialize the Direct3D object. result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR); if(!result) { MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK); return false; } // Create the camera object. m_Camera = new CameraClass; if(!m_Camera) { return false; } // Create the model object. m_Model = new ModelClass; if(!m_Model) { return false; } // Initialize the model object. result = m_Model->Initialize(m_D3D->GetDevice(), L"../Engine/data/seafloor.dds", "../Engine/data/cube.txt"); if(!result) { MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; }
创建并初始化FogShaderClass对象。
// Create the fog shader object. m_FogShader = new FogShaderClass; if(!m_FogShader) { return false; } // Initialize the fog shader object. result = m_FogShader->Initialize(m_D3D->GetDevice(), hwnd); if(!result) { MessageBox(hwnd, L"Could not initialize the fog shader object.", L"Error", MB_OK); return false; } return true; } void GraphicsClass::Shutdown() {
在Shutdown方法中释放FogShaderClass对象。
// Release the fog shader object. if(m_FogShader) { m_FogShader->Shutdown(); delete m_FogShader; m_FogShader = 0; } // Release the model object. if(m_Model) { m_Model->Shutdown(); delete m_Model; m_Model = 0; } // Release the camera object. if(m_Camera) { delete m_Camera; m_Camera = 0; } // Release the Direct3D object. if(m_D3D) { m_D3D->Shutdown(); delete m_D3D; m_D3D = 0; } return; } bool GraphicsClass::Frame() { // Set the position of the camera. m_Camera->SetPosition(0.0f, 0.0f, -10.0f); return true; } bool GraphicsClass::Render() { float fogColor, fogStart, fogEnd; D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix; static float rotation = 0.0f;
首先设置雾化参数。
// Set the color of the fog to grey. fogColor = 0.5f; // Set the start and end of the fog. fogStart = 0.0f; fogEnd = 10.0f;
将后备缓存清除为雾的颜色,这对雾的效果来说是非常重要的步骤。
// Clear the scene to the color of the fog. m_D3D->BeginScene(fogColor, fogColor, fogColor, 1.0f); // Generate the view matrix based on the camera's position. m_Camera->Render(); // Get the world, view, and projection matrices from the camera and d3d objects. m_D3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_D3D->GetProjectionMatrix(projectionMatrix); // Update the rotation variable each frame. rotation += (float)D3DX_PI * 0.005f; if(rotation > 360.0f) { rotation -= 360.0f; } D3DXMatrixRotationY(&worldMatrix, rotation); // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_Model->Render(m_D3D->GetDevice()); // Render the model using the fog shader. m_FogShader->Render(m_D3D->GetDevice(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(), fogStart, fogEnd); // Present the rendered scene to the screen. m_D3D->EndScene(); return true; }
总结
我们介绍了如何实现一个基本的线性雾化效果,如果你想尝试其他雾化方程,最好是用在一个广大的场景中,有一些树木的地形就很合适。
练习
1.编译并运行程序,你会看到雾中有一个旋转的立方体,按escape键退出。
2.修改雾化开始和结束的值。
3.将后备缓存清除为黑色而不是雾的颜色,观察效果的不同。
4.实现其他两种雾化方程。
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