Direct3D轮回:游戏特效之全屏泛光(Bloom)

Bloom,又称“全屏泛光”,是大名鼎鼎的虚幻3游戏引擎中最通用的后期特效技术~
 
Bloom特效的实现主要依赖于PostProcess框架,即实时绘制当前场景到一后台渲染表面,而后针对其对应贴图进行像素级渲染~
 
大家还记得我们之前实现的水面效果中的反射和折射贴图吗?此即为PostProcess的典型应用,与Bloom特效有异曲同工之妙。
 
下面,我们就来揭秘这个Bloom特效的实现流程~
 
本节我们实现的Bloom特效,在流程上总共分为4步:
 
1.提取原场景贴图中的亮色;
 
2.针对提取贴图进行横向模糊;
 
3.在横向模糊基础上进行纵向模糊;
 
4.所得贴图与原场景贴图叠加得最终效果图。
 
所用到的Shader主要有三个,分别对应如上4个步骤中的第1步、第2、3步和第4步。我们来看源代码:
 
 
 




/*-------------------------------------

代码清单:BloomExtract.fx
来自:http://create.msdn.com/en-US/ (AppHub)

-------------------------------------*/

// 提取原始场景贴图中明亮的部分
// 这是应用全屏泛光效果的第一步

sampler TextureSampler : register(s0);

float BloomThreshold;

float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0
{
    // 提取原有像素颜色
    float4 c = tex2D(TextureSampler, texCoord);

    // 在BloomThreshold参数基础上筛选较明亮的像素
    return saturate((c - BloomThreshold) / (1 - BloomThreshold));
    
}

technique BloomExtract
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 ThePixelShader();
    }
}


 
 
 




/*-------------------------------------

代码清单:GaussianBlur.fx
来自:http://create.msdn.com/en-US/ (AppHub)

-------------------------------------*/

// 高斯模糊过滤
// 这个特效要应用两次,一次为横向模糊,另一次为横向模糊基础上的纵向模糊,以减少算法上的时间复杂度
// 这是应用Bloom特效的中间步骤

sampler TextureSampler : register(s0);

#define SAMPLE_COUNT 15

// 偏移数组
float2 SampleOffsets[SAMPLE_COUNT];
// 权重数组
float SampleWeights[SAMPLE_COUNT];

float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0
{
    float4 c = 0;
    
    // 按偏移及权重数组叠加周围颜色值到该像素
    // 相对原理,即可理解为该像素颜色按特定权重发散到周围偏移像素
    for (int i = 0; i < SAMPLE_COUNT; i++)
    {
        c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
    }
    
    return c;
}

technique GaussianBlur
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 ThePixelShader();
    }
}


 
 
 




/*-------------------------------------

代码清单:BloomCombine.fx
来自:http://create.msdn.com/en-US/ (AppHub)

-------------------------------------*/

// 按照特定比例混合原始场景贴图及高斯模糊贴图,产生泛光效果
// 这是全屏泛光特效的最后一步

// 模糊场景纹理采样器
sampler BloomSampler : register(s0);

// 原始场景纹理及采样器定义
texture BaseTexture;
sampler BaseSampler = sampler_state
{
    Texture   = (BaseTexture);
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Point;
    AddressU  = Clamp;
    AddressV  = Clamp;
};

float BloomIntensity;
float BaseIntensity;

float BloomSaturation;
float BaseSaturation;

// 减缓颜色的饱和度
float4 AdjustSaturation(float4 color, float saturation)
{
    // 人眼更喜欢绿光,因此选取0.3, 0.59, 0.11三个值
    float grey = dot(color, float3(0.3, 0.59, 0.11));
    return lerp(grey, color, saturation);
}

float4 ThePixelShader(float2 texCoord : TEXCOORD0) : COLOR0
{
    // 提取原始场景贴图及模糊场景贴图的像素颜色
    float4 bloom = tex2D(BloomSampler, texCoord);
    float4 base = tex2D(BaseSampler, texCoord);
    
    // 柔化原有像素颜色
    bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity;
    base = AdjustSaturation(base, BaseSaturation) * BaseIntensity;
    
    // 结合模糊像素值微调原始像素值
    base *= (1 - saturate(bloom));
    
    // 叠加原始场景贴图及模糊场景贴图,即在原有像素基础上叠加模糊后的像素,实现发光效果
    return base + bloom;
}

technique BloomCombine
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 ThePixelShader();
    }
}


 
 
 
三个Shader均来自于微软WP7开发者俱乐部,如有引用,敬请标明AppHub字样及其站点网址:http://create.msdn.com/en-US/,以示对作者原创版权的尊重!
 
 
 
具备相应的Shader之后,下面我们来看如何运用他们来实现Bloom特效的四个关键步骤~
 
因为最终的效果贴图本质上是一张与屏幕大小相同的纹理,因此,我们使用原来构建的CSpriteBatch进行绘制。而CSpriteBatch提供的接口是针对于CTexture2D的,所以我们首先要增强并完善CTexture2D类的功能~
 
以下提供两个函数,使得CTexture2D可以直接产生渲染贴图,并允许获取其后台渲染表面:
 
 
 



bool CTexture2D::CreateRenderTarget(UINT SizeX, UINT SizeY)
{
    // 创建渲染贴图
    HRESULT hr;
    hr = D3DXCreateTexture(g_pD3DDevice, SizeX, SizeY, 1,
        D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pTexture);
    if(FAILED(hr))
        return false;
    m_Width  = SizeX;
    m_Height = SizeY;
    m_SurRect.top    = 0;
    m_SurRect.left   = 0;
    m_SurRect.right  = m_Width;
    m_SurRect.bottom = m_Height;
    return true;
}

bool CTexture2D::GetRenderSurface(IDirect3DSurface9** pOutSurface)
{
    // 获得贴图的渲染表面
    HRESULT hr;
    hr = m_pTexture->GetSurfaceLevel(0, pOutSurface);
    if(FAILED(hr))
        return false;
    else
        return true;
}


 
 
 
之后,就可以着手构建我们的CBloomEffect效果类了:
 
 
 



/*-------------------------------------

代码清单:BloomEffect.h
来自:http://www.cnblogs.com/kenkao

-------------------------------------*/

#include "D3DEffect.h"
#include "Texture2D.h"

#pragma once

// Bloom参数体
typedef struct _BloomParam
{
    char*  _Name;              // Bloom特效名称
    float  _BloomThreshold;    // 饱和度
    float  _BlurAmount;        // 模糊程度
    float  _BloomIntensity;    // 模糊剧烈度
    float  _BaseIntensity;     // 原始剧烈度
    float  _BloomSaturation;   // 模糊饱和度
    float  _BaseSaturation;    // 原始饱和度
    _BloomParam(){}
    _BloomParam(char* name, float bloomThreshold, float blurAmount,
        float bloomIntensity, float baseIntensity,
        float bloomSaturation, float baseSaturation)
    {
        _Name = name;  _BloomThreshold = bloomThreshold; _BlurAmount = blurAmount;
        _BloomIntensity = bloomIntensity;   _BaseIntensity = baseIntensity;
        _BloomSaturation = bloomSaturation; _BaseSaturation = baseSaturation;
    }

}BloomParam;

class CBloomEffect
{
public:
    CBloomEffect(void);
    ~CBloomEffect(void);
public:
    void Create();       // 创建Bloom特效
    void Release();      // 释放Bloom特效
    void DrawScene();    // 场景绘制
    void Begin();        // 开启Bloom
    void End();          // 关闭Bloom
public:
    void        SetParam(BloomParam* pParam){m_pParam = pParam;}  // 参数体设置
    BloomParam* GetParam()                  {return m_pParam;}    // 参数体获取
private:
    void PostScene();                   // Bloom场景投递
    void PostSurface(                   // 应用特效投递贴图到特定缓存表面,本质就是将一个贴图应用Shader之后的效果写入另一个贴图
         CTexture2D* pTexture,          // 后台纹理
         IDirect3DSurface9* pSurface,   // 渲染表面
         CD3DEffect* pEffect);          // 目标特效
    bool LoadContent();                 // 加载内容
    bool GetSurfaces();                 // 获取渲染表面
private:
    float ComputeGaussian(float n);                 // 计算高斯模糊参数
    void  SetBlurEffectParam(float dx, float dy);   // 计算偏移数组及权重数组
private:
    CD3DEffect* m_pBloomExtractEffect;  // Bloom依次用到的三个特效
    CD3DEffect* m_pGaussianBlurEffect;
    CD3DEffect* m_pBloomCombineEffect;
private:
    CTexture2D*        m_pResolveTarget;   // 原始贴图
    CTexture2D*        m_pTexture1;        // 模糊贴图
    CTexture2D*        m_pTexture2;        // 临时模糊贴图
    IDirect3DSurface9* m_pResolveSurface;  // 原始贴图渲染表面
    IDirect3DSurface9* m_pSurface1;        // 模糊贴图渲染表面
    IDirect3DSurface9* m_pSurface2;        // 临时贴图渲染表面
    IDirect3DSurface9* m_pOriSurface;      // 初始渲染表面
private:
    BloomParam* m_pParam;                  // Bloom参数体
};


 
 
 




/*-------------------------------------

代码清单:BloomEffect.cpp
来自:http://www.cnblogs.com/kenkao

-------------------------------------*/

#include "StdAfx.h"
#include "BloomEffect.h"
#include "D3DGame.h"
#include "SpriteBatch.h"
#include <math.h>

extern IDirect3DDevice9*     g_pD3DDevice;
extern CSpriteBatch*         g_pSpriteBatch;
extern D3DPRESENT_PARAMETERS g_D3DPP;

CBloomEffect::CBloomEffect(void)
{
}

CBloomEffect::~CBloomEffect(void)
{
}

void CBloomEffect::Release()
{
    ReleaseCOM(m_pBloomExtractEffect);
    ReleaseCOM(m_pBloomCombineEffect);
    ReleaseCOM(m_pGaussianBlurEffect);

    ReleaseCOM(m_pTexture1);
    ReleaseCOM(m_pTexture2);
    ReleaseCOM(m_pSurface1);
    ReleaseCOM(m_pSurface2);
}

void CBloomEffect::Create()
{
    if(!LoadContent())
        Release();
}

bool CBloomEffect::LoadContent()
{
    // 初始化并加载特效
    m_pBloomExtractEffect = new CD3DEffect;
    m_pBloomCombineEffect = new CD3DEffect;
    m_pGaussianBlurEffect = new CD3DEffect;

    if( !m_pBloomExtractEffect->LoadEffect("BloomExtract.fx")||
        !m_pBloomCombineEffect->LoadEffect("BloomCombine.fx")||
        !m_pGaussianBlurEffect->LoadEffect("GaussianBlur.fx"))
    {
        return false;
    }

    // 获得渲染表面
    if(!GetSurfaces())
    {
        return false;
    }

    return true;
}

bool CBloomEffect::GetSurfaces()
{
    // 初始化纹理并获得渲染表面
    m_pResolveTarget = new CTexture2D;
    m_pTexture1 = new CTexture2D;
    m_pTexture2 = new CTexture2D;

    if( !m_pResolveTarget->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)||
        !m_pResolveTarget->GetRenderSurface(&m_pResolveSurface))
    {
        return false;
    }

    if( !m_pTexture1->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)||
        !m_pTexture1->GetRenderSurface(&m_pSurface1))
    {
        return false;
    }

    if( !m_pTexture2->CreateRenderTarget(g_D3DPP.BackBufferWidth,g_D3DPP.BackBufferHeight)||
        !m_pTexture2->GetRenderSurface(&m_pSurface2))
    {
        return false;
    }

    return true;
}

void CBloomEffect::Begin()
{
    // 暂存原始渲染表面
    g_pD3DDevice->GetRenderTarget(0, &m_pOriSurface);
    // 设定后台渲染表面
    g_pD3DDevice->SetRenderTarget(0, m_pResolveSurface);
    g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0);
}

// Begin及End之间绘制原始场景,则得到原始场景贴图m_pResolveTarget

void CBloomEffect::End()
{
    // 绘制后台场景
    PostScene();
    // 还原渲染表面
    g_pD3DDevice->SetRenderTarget(0, m_pOriSurface);
}

void CBloomEffect::PostSurface(CTexture2D* pTexture, IDirect3DSurface9* pSurface, CD3DEffect* pEffect)
{
    // 设定后台渲染表面
    g_pD3DDevice->SetRenderTarget(0, pSurface);
    g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0);

    // 应用特效绘制纹理到后台渲染表面
    g_pSpriteBatch->Begin(SPRITEBLENDMODE_NONE, pEffect);
    g_pSpriteBatch->Draw(pTexture, D3DXVECTOR2_ZERO);
    g_pSpriteBatch->End();
}

void CBloomEffect::PostScene()
{
    // Bloom第1步:
    m_pBloomExtractEffect->GetEffect()->SetFloat("BloomThreshold",m_pParam->_BloomThreshold);
    PostSurface(m_pResolveTarget,m_pSurface1,m_pBloomExtractEffect);

    // Bloom第2步:
    SetBlurEffectParam(1.0f / (float)g_D3DPP.BackBufferWidth, 0);
    PostSurface(m_pTexture1,m_pSurface2,m_pGaussianBlurEffect);

    // Bloom第3步:
    SetBlurEffectParam(0, 1.0f / (float)g_D3DPP.BackBufferHeight);
    PostSurface(m_pTexture2,m_pSurface1,m_pGaussianBlurEffect);
}

void CBloomEffect::DrawScene()
{
    // 设定BloomCombine特效参数,控制原始场景m_pResolveTarget及模糊场景m_pTexture1的混合比例
    m_pBloomCombineEffect->GetEffect()->SetFloat("BloomIntensity",m_pParam->_BloomIntensity);
    m_pBloomCombineEffect->GetEffect()->SetFloat("BaseIntensity",m_pParam->_BaseIntensity);
    m_pBloomCombineEffect->GetEffect()->SetFloat("BloomSaturation",m_pParam->_BloomSaturation);
    m_pBloomCombineEffect->GetEffect()->SetFloat("BaseSaturation",m_pParam->_BaseSaturation);

    m_pBloomCombineEffect->GetEffect()->SetTexture("BaseTexture",m_pResolveTarget->GetTexture());

    // Bloom第4步:
    g_pSpriteBatch->Begin(SPRITEBLENDMODE_NONE, m_pBloomCombineEffect);
    g_pSpriteBatch->Draw(m_pTexture1, D3DXVECTOR2_ZERO);
    g_pSpriteBatch->End();
}

void CBloomEffect::SetBlurEffectParam(float dx, float dy)
{
    // 按场景尺寸计算偏移数组及权重数组(高斯模糊固定计算公式)
    D3DXHANDLE weightsParameter, offsetsParameter;
    int sampleCount = 15;

    weightsParameter = m_pGaussianBlurEffect->GetEffect()->GetParameterByName(0,"SampleWeights");
    offsetsParameter = m_pGaussianBlurEffect->GetEffect()->GetParameterByName(0,"SampleOffsets");

    float sampleWeights[15];
    float sampleOffsets[30];

    sampleWeights[0] = ComputeGaussian(0);
    sampleOffsets[0] = 0.0f;
    sampleOffsets[1] = 0.0f;

    float totalWeights = sampleWeights[0];

    for (int i = 0; i < sampleCount / 2; i++)
    {
        float weight = ComputeGaussian(i + 1);
        sampleWeights[i * 2 + 1] = weight;
        sampleWeights[i * 2 + 2] = weight;
        totalWeights += weight * 2;

        float sampleOffset = i * 2 + 1.5f;
        D3DXVECTOR2 delta = D3DXVECTOR2(dx, dy) * sampleOffset;

        sampleOffsets[i * 4 + 1] = delta.x;
        sampleOffsets[i * 4 + 2] = delta.y;
        sampleOffsets[i * 4 + 3] = -delta.x;
        sampleOffsets[i * 4 + 4] = -delta.y;
    }

    for (int i = 0; i < sampleCount; i++)
    {
        sampleWeights[i] /= totalWeights;
    }

    // 将计算结果传递到GaussianBlur特效
    m_pGaussianBlurEffect->GetEffect()->SetFloatArray(weightsParameter,sampleWeights,sampleCount);
    m_pGaussianBlurEffect->GetEffect()->SetFloatArray(offsetsParameter,sampleOffsets,sampleCount*2);
}

float CBloomEffect::ComputeGaussian(float n)
{
    // 高斯参数计算公式
    float theta = m_pParam->_BlurAmount;
    return (float)((1.0 / sqrt(2 * MATH_PI * theta)) *
        exp(-(n * n) / (2 * theta * theta)));
}


 
 
 
该类共产生了3个渲染表面,并在渲染过程中发生了相互叠加,嗯…有点混乱…
 
我们不妨来看一看每个步骤所得到的渲染效果,而后再针对4个步骤进行分析。如下是我在渲染过程中提取的效果图:


有了这个流程图,大家的思路是不是清晰了一些呢?下面,大家结合这个流程图来分析各个步骤:
 
第一步:
 
应用BloomExtract特效提取原始场景贴图m_pResolveTarget中较明亮的颜色绘制到m_pTexture1贴图中(m_pResolveTarget--->m_pTexture1)
 
第二步:
 
应用GaussianBlur特效,在m_pTexture1贴图基础上进行横向高斯模糊到m_pTexture2贴图(m_pTexture1--->m_pTexture2)
 
第三步:
 
再次应用GaussianBlur特效,在横向模糊之后的m_pTexture2贴图基础上进行纵向高斯模糊,得到最终的模糊贴图m_pTexture1(m_pTexture2--->m_pTexture1)
 
注意:此时,m_pTexture1贴图即为最终的模糊效果贴图
 
如果大家不明白高斯模糊的内部原理,可以参看老师为大家翻译的这篇文章:http://shiba.hpe.sh.cn/jiaoyanzu/WULI/showArticle.aspx?articleId=518&classId=4
 
第四步:
 
应用BloomCombine特效,叠加原始场景贴图m_pResolveTarget及两次模糊之后的场景贴图m_pTexture1,从而实现发光效果(m_pResolveTarget+m_pTexture1)
 
怎么样?大家明白了吗?呵呵~
 
 
 
我们来看主体代码:
 




/*-------------------------------------

代码清单:D3DGame.cpp
来自:http://www.cnblogs.com/kenkao

-------------------------------------*/

#include "StdAfx.h"
#include "D3DGame.h"
#include "D3DCamera.h"
#include "D3DEffect.h"
#include "CoordCross.h"
#include "SimpleXMesh.h"
#include "Texture2D.h"
#include "Skybox.h"
#include "SpriteBatch.h"
#include "BaseTerrain.h"
#include "Water.h"
#include "PlantCollect.h"
#include "LensFlare.h"
#include "D3DFog.h"
#include "BloomEffect.h"
#include <stdio.h>
#include <time.h>

//---通用全局变量

HINSTANCE  g_hInst;
HWND       g_hWnd;
D3DXMATRIX g_matWorld;
D3DXMATRIX g_matProjection;
D3DPRESENT_PARAMETERS g_D3DPP;

//---D3D全局变量

IDirect3D9       *g_pD3D           = NULL;
IDirect3DDevice9 *g_pD3DDevice     = NULL;
CMouseInput      *g_pMouseInput    = NULL;
CKeyboardInput   *g_pKeyboardInput = NULL;
CD3DCamera       *g_pD3DCamera     = NULL;
CSpriteBatch     *g_pSpriteBatch   = NULL;
CSkybox          *g_pSkybox        = NULL;
CBaseTerrain     *g_pBaseTerrain   = NULL;
CWater           *g_pWater         = NULL;
CPlantCollect    *g_pPlant         = NULL;
CSimpleXMesh     *g_pMesh          = NULL;
CLensFlare       *g_pFlare         = NULL;
CBloomEffect     *g_pBloom         = NULL;

// Bloom参数体数组及全局索引
int              g_bloomParamIndex = 0;
BloomParam       g_BloomParams[6]={
    BloomParam("Default",     0.25f,  4,   1.25f, 1,    1,       1),
    BloomParam("Soft",        0,      3,   1,     1,    1,       1),
    BloomParam("Desaturated", 0.5f,   8,   2,     1,    0,       1),
    BloomParam("Saturated",   0.25f,  4,   2,     1,    2,       0),
    BloomParam("Blurry",      0,      2,   1,     0.1f, 1,       1),
    BloomParam("Subtle",      0.5f,   2,   1,     1,    1,       1)
};

// 场景绘制
void DrawScene(bool isReflect,bool isRefract);

void Initialize(HINSTANCE hInst, HWND hWnd)
{
    g_hInst = hInst;
    g_hWnd  = hWnd;
    InitD3D(&g_pD3D, &g_pD3DDevice, g_D3DPP, g_matProjection, hWnd);
    g_pMouseInput = new CMouseInput;
    g_pMouseInput->Initialize(hInst,hWnd);
    g_pKeyboardInput = new CKeyboardInput;
    g_pKeyboardInput->Initialize(hInst,hWnd);
    g_pD3DCamera = new CD3DCamera;
    g_pSpriteBatch = new CSpriteBatch(g_pD3DDevice);
    srand(time(0));
}

CTexture2D* debugTexture = NULL;

void LoadContent()
{
    g_pD3DCamera->SetCameraPos(D3DXVECTOR3(600.0f,0.0f,600.0f));

    g_pSkybox = new CSkybox;
    g_pSkybox->Create("Skybox_0.JPG","Skybox_1.JPG","Skybox_2.JPG"
        ,"Skybox_3.JPG","Skybox_4.JPG","Skybox_5.JPG");

    g_pBaseTerrain = new CBaseTerrain;
    g_pBaseTerrain->Create(128,128,10,"HeightData_128x128.raw","Grass.dds");

    g_pWater = new CWater;
    g_pWater->Create(1280,1280,0.0f,0.0f,40.0f);

    g_pPlant = new CPlantCollect;
    g_pPlant->Create(60,90,15);

    g_pMesh = new CSimpleXMesh;
    g_pMesh->LoadXMesh("WindMill.x");

    g_pFlare = new CLensFlare;
    g_pFlare->Create(D3DXVECTOR3(-1600,700,600),D3DXVECTOR2(800,600));

    //ResetFog(D3DFOGTYPE_PIXEL,D3DFOG_EXP2,D3DXCOLOR_WHITE,0.001f);

    // 创建并初始化Bloom特效
    g_pBloom = new CBloomEffect;
    g_pBloom->Create();
}

void Update(float gameTick)
{
    g_pMouseInput->GetState();
    g_pKeyboardInput->GetState();

    // 更新摄影机高度
    D3DXVECTOR3 CameraPos = g_pD3DCamera->GetCameraPos();
    float roleHeight = 25.0f;
    float Ty = g_pBaseTerrain->GetExactHeightAt(CameraPos.x,CameraPos.z) + roleHeight;
    g_pD3DCamera->SetCameraPos(D3DXVECTOR3(
        CameraPos.x,
        Ty,
        CameraPos.z));

    g_pD3DCamera->Update();

    if(g_pKeyboardInput->IsJustKeyDown(DIK_SPACE))
    {
        g_bloomParamIndex++;
        if(g_bloomParamIndex>=6)
            g_bloomParamIndex = 0;
    }
    g_pBloom->SetParam(&g_BloomParams[g_bloomParamIndex]);

}

void Draw(float gameTick)
{
    g_pD3DDevice->GetTransform(D3DTS_WORLD, &g_matWorld);
    g_pD3DDevice->SetTransform(D3DTS_VIEW,  &g_pD3DCamera->GetViewMatrix());
    g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0);
    if(SUCCEEDED(g_pD3DDevice->BeginScene())) 
    {
        //BeginFog(g_pD3DDevice);

        g_pWater->BeginReflect();
        DrawScene(true,false);
        g_pWater->EndReflect();

        g_pWater->BeginRefract();
        DrawScene(false,true);
        g_pWater->EndRefract();

        // 开启Bloom
        g_pBloom->Begin();

        // 绘制实时场景到Bloom原始后台表面
        DrawScene(false,false);
        g_pWater->Draw(gameTick);
        g_pPlant->Draw(gameTick);

        // 结束Bloom,并触发Bloom前三个步骤
        g_pBloom->End();

        // 触发Bloom第四个步骤,而后进行Bloom渲染
        g_pBloom->DrawScene();

        g_pFlare->Draw();

        //EndFog(g_pD3DDevice);

        g_pD3DDevice->EndScene();
    }
    g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}

void DrawScene(bool isReflect,bool isRefract)
{
    g_pSkybox->Draw(isReflect,isRefract);
    g_pBaseTerrain->Draw();

    D3DXMATRIX scalTrans;
    D3DXMatrixScaling(&scalTrans,5.0f,5.0f,5.0f);
    D3DXMATRIX movTrans;
    D3DXMatrixTranslation(&movTrans,366,g_pBaseTerrain->GetExactHeightAt(366,190)-5.0f,190);
    g_pMesh->DrawXMesh(scalTrans * movTrans);
}

void UnloadContent()
{
    ReleaseCOM(g_pBloom);
    ReleaseCOM(g_pMesh);
    ReleaseCOM(g_pFlare);
    ReleaseCOM(g_pPlant);
    ReleaseCOM(g_pWater);
    ReleaseCOM(g_pBaseTerrain);
    ReleaseCOM(g_pSkybox);
}

void Dispose()
{
    ReleaseCOM(g_pSpriteBatch);
    ReleaseCOM(g_pD3DCamera);
    ReleaseCOM(g_pKeyboardInput);
    ReleaseCOM(g_pMouseInput);
    ReleaseCOM(g_pD3DDevice);
    ReleaseCOM(g_pD3D);
}


 
 
 
对Bloom参数体各个成员变量数值进行交叉组合,则我们可以得到一系列不同的Bloom效果:





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