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。

框架

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。

程序截图

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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发布时间:2012/8/11 15:33:00  阅读次数:5944

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