필요한 개념
Bloom : 뽀샤시한 효과(태양이 비치면 빛이 퍼지는 현상)
밝은 면을 추출한 다음 블러를 먹이고 그걸 합산하는 방식을 사용, 글래어라고도 함
RenderTargetView가 5개가 필요(diffuse 때문에)
1단계 : Luminosity(밝은 면을 추출)
2단계 : BlurX후 BlurY
3단계 : 1,2 단계의 결과를 합침
GaussianBlur를 먹여서 사용을 할 것이다.(이전에는 고정값으로 사용했지만, 지금은 세팅해주는 함수 만들고 가우시안 함수만든다)
식은 인터넷 가우시안함수 참고하면 된다.
가우스 함수 : 임의의 실수 x에 대하여 x보다 크지 않은 최대의 정수(버림 함수)
2.25 ~ 4.25 상에서 3.25를 x로 설정한다면
2.25 ~ 3.25 사이의 값인 3이 될 것이다. 3.25 - 0.25를 버려서 3이됨
정수로만 짤라져서
(1 그래프)
이런 그래프가 나온다.
y = 2.5라면 y = 2가 됨..
y = 1.25라면 y = 1이 됨
가우시안 함수는 이전 선형들과 달리 부드럽게 값을 먹일 수 있다.(위에 그림을 보면 알 수 있다.)
Tip)
Pass로 구분하고 하나의 함수로 여러개를 쓸때 사용
float4 PS_Blur(VertexOutput input, uniform int index) : SV_Target
pass P1
{
// 이런식으로 안에 값을 주면 저 함수의 index 파라미터로 값이 넘어간다.
SetPixelShader(CompileShader(ps_5_0, PS_Blur(1)));
}
BlurCount가 적어야 더 밝고 강하게 들어가고, 많으면 어두워짐
결과를 보면 선들이 부드러워지고, 뽀샤시해진다. 빛나는 것처럼 보임
ColorGrading : 색상 보정해주는 기술, 색 공간으로 나오게 한다음 rgb로 한다음 최종적인 색 보정을 해주는(찾고 싶으면 찾아보심)
BloomDemo.h
#pragma once
#include "Systems/IExecute.h"
// Mrt로
class BloomDemo : public IExecute
{
public:
virtual void Initialize() override;
virtual void Ready() override {}
virtual void Destroy() override {}
virtual void Update() override;
virtual void PreRender() override;
virtual void Render() override;
virtual void PostRender() override;
virtual void ResizeScreen() override {}
private:
void Billboards();
void Mesh();
void Airplane();
void Kachujin();
void KachujinCollider();
void KachujinWeapon();
void PointLighting();
void SpotLighting();
void Pass(UINT mesh, UINT model, UINT anim);
private:
void SetBlur();
void GetBlurParameter(vector<float>& weights, vector<Vector2>& offsets, float x, float y);
float GetGaussFunction(float val);
private:
float threshold = 0.05f;
// 블러를 몇번 할지
UINT blurCount = 15;
vector<float> weightX; // 가중치
vector<Vector2> offsetX; // 얼마만큼 이동할지
vector<float> weightY;
vector<Vector2> offsetY;
private:
Shader* shader;
// 5개가 필요(diffuse 때문에)
// 1단계 : Luminosity(밝은 면을 추출)
// 2단계 : BlurX후 BlurY
// 3단계 : 1,2 단계의 결과를 합침
RenderTarget* renderTarget[5];
DepthStencil* depthStencil;
Viewport* viewport;
Render2D* render2D;
PostEffect* postEffect;
Billborad* billboard;
CubeSky* sky;
Material* floor;
Material* stone;
Material* brick;
Material* wall;
MeshRender* cube;
MeshRender* cylinder;
MeshRender* sphere;
MeshRender* grid;
ModelRender* airplane = NULL;
ModelAnimator* kachujin = NULL;
Transform* colliderInitTransforms;
ColliderObject** colliders;
ModelRender* weapon = NULL;
Transform* weaponInitTransform;
vector<MeshRender*> meshes;
vector<ModelRender*> models;
vector<ModelAnimator*> animators;
};
BloomDemo.cpp
#include "stdafx.h"
#include "BloomDemo.h"
void BloomDemo::Initialize()
{
Context::Get()->GetCamera()->RotationDegree(20, 0, 0);
Context::Get()->GetCamera()->Position(1, 36, -85);
shader = new Shader(L"96_Billboard.fxo");
float width = D3D::Width(), height = D3D::Height();
renderTarget[0] = new RenderTarget((UINT)width, (UINT)height); // Diffuse
renderTarget[1] = new RenderTarget((UINT)width, (UINT)height); // Luminosity(밝기)
renderTarget[2] = new RenderTarget((UINT)width, (UINT)height); // BlurX
renderTarget[3] = new RenderTarget((UINT)width, (UINT)height); // BlurY
renderTarget[4] = new RenderTarget((UINT)width, (UINT)height); // Composite(합침), 1,2 단계 합침
depthStencil = new DepthStencil((UINT)width, (UINT)height);
viewport = new Viewport(width, height);
render2D = new Render2D();
render2D->GetTransform()->Scale(355, 200, 1);
render2D->GetTransform()->Position(200, 120, 0);
render2D->SRV(renderTarget[0]->SRV());
postEffect = new PostEffect(L"106_Bloom.fxo");
sky = new CubeSky(L"Environment/GrassCube1024.dds");
Billboards();
Mesh();
Airplane();
Kachujin();
KachujinCollider();
KachujinWeapon();
PointLighting();
SpotLighting();
}
void BloomDemo::Update()
{
ImGui::InputFloat("Threshold", &threshold, 0.01f);
postEffect->GetShader()->AsScalar("Threshold")->SetFloat(threshold);
ImGui::InputInt("BlurCount", (int*)&blurCount, 2);
blurCount %= 33;
if (blurCount < 1)
blurCount = 1;
postEffect->GetShader()->AsScalar("BlurCount")->SetInt(blurCount);
sky->Update();
cube->Update();
grid->Update();
cylinder->Update();
sphere->Update();
airplane->Update();
kachujin->Update();
Matrix worlds[MAX_MODEL_TRANSFORMS];
for (UINT i = 0; i < kachujin->GetTransformCount(); i++)
{
kachujin->GetAttachTransform(i, worlds);
weapon->GetTransform(i)->World(weaponInitTransform->World() * worlds[40]);
}
weapon->UpdateTransforms();
weapon->Update();
billboard->Update();
render2D->Update();
postEffect->Update();
}
void BloomDemo::PreRender()
{
// 렌더타겟용 뷰포트로 설정해줌
viewport->RSSetViewport();
// Render
{
renderTarget[0]->PreRender(depthStencil);
sky->Render();
Pass(0, 1, 2);
wall->Render();
sphere->Render();
brick->Render();
cylinder->Render();
stone->Render();
cube->Render();
floor->Render();
grid->Render();
airplane->Render();
kachujin->Render();
weapon->Render();
billboard->Render();
}
Vector2 PixelSize = Vector2(1.0f / D3D::Width(), 1.0f / D3D::Height());
postEffect->GetShader()->AsVector("PixelSize")->SetFloatVector(PixelSize);
// Luminosity
{
renderTarget[1]->PreRender(depthStencil);
postEffect->Pass(1);
postEffect->SRV(renderTarget[0]->SRV());
postEffect->Render();
}
// 파라미터를 계산
SetBlur();
// Blur를 셰이더로 넘겨줌
//BlurX
{
postEffect->GetShader()->AsScalar("Weights")->SetFloatArray(&weightX[0], 0, weightX.size());
postEffect->GetShader()->AsVector("Offsets")->SetRawValue(&offsetX[0], 0, sizeof(Vector2) * offsetX.size());
// Pass 2번 결과를 renderTarget[2]에 저장
renderTarget[2]->PreRender(depthStencil);
viewport->RSSetViewport();
postEffect->SRV(renderTarget[1]->SRV());
postEffect->Pass(2);
postEffect->Render();
}
//BlurY
{
postEffect->GetShader()->AsScalar("Weights")->SetFloatArray(&weightY[0], 0, weightY.size());
postEffect->GetShader()->AsVector("Offsets")->SetRawValue(&offsetY[0], 0, sizeof(Vector2) * offsetY.size());
// Pass 3번 결과를 renderTarget[3]에 저장
renderTarget[3]->PreRender(depthStencil);
viewport->RSSetViewport();
// x된거 renderTarget[2]를 가져다 씀
postEffect->SRV(renderTarget[2]->SRV());
postEffect->Pass(2);
postEffect->Render();
}
//Composite
{
renderTarget[4]->PreRender(depthStencil);
viewport->RSSetViewport();
// Luminosity와 x,y 이 두 개의 결과를 넘겨줌
postEffect->GetShader()->AsSRV("LuminosityMap")->SetResource(renderTarget[1]->SRV());
postEffect->GetShader()->AsSRV("BlurMap")->SetResource(renderTarget[3]->SRV());
postEffect->Pass(3);
postEffect->Render();
}
}
void BloomDemo::Render()
{
}
void BloomDemo::PostRender()
{
postEffect->Pass(0);
postEffect->SRV(renderTarget[4]->SRV());
postEffect->Render();
render2D->Render();
}
void BloomDemo::Billboards()
{
billboard = new Billborad(shader);
billboard->Pass(4);
billboard->AddTexture(L"Terrain/grass_14.tga");
billboard->AddTexture(L"Terrain/grass_07.tga");
billboard->AddTexture(L"Terrain/grass_11.tga");
for (UINT i = 0; i < 1200; i++)
{
Vector2 scale = Math::RandomVec2(1, 3);
// 5(밑에 판 크기가 -5 ~ 5 -> 10) * 12(grid 크기) = 60
Vector2 position = Math::RandomVec2(-60, 60);
billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 0);
}
for (UINT i = 0; i < 300; i++)
{
Vector2 scale = Math::RandomVec2(1, 3);
Vector2 position = Math::RandomVec2(-60, 60);
billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 1);
}
for (UINT i = 0; i < 700; i++)
{
Vector2 scale = Math::RandomVec2(1, 3);
Vector2 position = Math::RandomVec2(-60, 60);
billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 2);
}
}
void BloomDemo::Mesh()
{
//Create Material
{
floor = new Material(shader);
floor->DiffuseMap("Floor.png");
floor->Specular(1, 1, 1, 20);
floor->SpecularMap("Floor_Specular.png");
floor->NormalMap("Floor_Normal.png");
stone = new Material(shader);
stone->DiffuseMap("Stones.png");
stone->Specular(1, 1, 1, 20);
stone->SpecularMap("Stones_Specular.png");
stone->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
stone->NormalMap("Stones_Normal.png");
brick = new Material(shader);
brick->DiffuseMap("Bricks.png");
brick->Specular(1, 0.3f, 0.3f, 20);
brick->SpecularMap("Bricks_Specular.png");
brick->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
brick->NormalMap("Bricks_Normal.png");
wall = new Material(shader);
wall->DiffuseMap("Wall.png");
wall->Specular(1, 1, 1, 20);
wall->SpecularMap("Wall_Specular.png");
wall->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
wall->NormalMap("Wall_Normal.png");
}
//Create Mesh
{
Transform* transform = NULL;
cube = new MeshRender(shader, new MeshCube());
transform = cube->AddTransform();
transform->Position(0, 5, 0);
transform->Scale(20, 10, 20);
grid = new MeshRender(shader, new MeshGrid(5, 5));
transform = grid->AddTransform();
transform->Position(0, 0, 0);
transform->Scale(12, 1, 12);
cylinder = new MeshRender(shader, new MeshCylinder(0.5f, 3.0f, 20, 20));
sphere = new MeshRender(shader, new MeshSphere(0.5f, 20, 20));
for (UINT i = 0; i < 5; i++)
{
transform = cylinder->AddTransform();
transform->Position(-30, 6, -15.0f + (float)i * 15.0f);
transform->Scale(5, 5, 5);
transform = cylinder->AddTransform();
transform->Position(30, 6, -15.0f + (float)i * 15.0f);
transform->Scale(5, 5, 5);
transform = sphere->AddTransform();
transform->Position(-30, 15.5f, -15.0f + (float)i * 15.0f);
transform->Scale(5, 5, 5);
transform = sphere->AddTransform();
transform->Position(30, 15.5f, -15.0f + (float)i * 15.0f);
transform->Scale(5, 5, 5);
}
}
sphere->UpdateTransforms();
cylinder->UpdateTransforms();
cube->UpdateTransforms();
grid->UpdateTransforms();
meshes.push_back(sphere);
meshes.push_back(cylinder);
meshes.push_back(cube);
meshes.push_back(grid);
}
void BloomDemo::Airplane()
{
airplane = new ModelRender(shader);
airplane->ReadMesh(L"B787/Airplane");
airplane->ReadMaterial(L"B787/Airplane");
Transform* transform = airplane->AddTransform();
transform->Position(2.0f, 9.91f, 2.0f);
transform->Scale(0.004f, 0.004f, 0.004f);
airplane->UpdateTransforms();
models.push_back(airplane);
}
void BloomDemo::Kachujin()
{
kachujin = new ModelAnimator(shader);
kachujin->ReadMesh(L"Kachujin/Mesh");
kachujin->ReadMaterial(L"Kachujin/Mesh");
kachujin->ReadClip(L"Kachujin/Sword And Shield Idle");
kachujin->ReadClip(L"Kachujin/Sword And Shield Walk");
kachujin->ReadClip(L"Kachujin/Sword And Shield Run");
kachujin->ReadClip(L"Kachujin/Sword And Shield Slash");
kachujin->ReadClip(L"Kachujin/Salsa Dancing");
Transform* transform = NULL;
transform = kachujin->AddTransform();
transform->Position(0, 0, -30);
transform->Scale(0.075f, 0.075f, 0.075f);
kachujin->PlayTweenMode(0, 0, 1.0f);
transform = kachujin->AddTransform();
transform->Position(-15, 0, -30);
transform->Scale(0.075f, 0.075f, 0.075f);
kachujin->PlayTweenMode(1, 1, 1.0f);
transform = kachujin->AddTransform();
transform->Position(-30, 0, -30);
transform->Scale(0.075f, 0.075f, 0.075f);
kachujin->PlayTweenMode(2, 2, 0.75f);
transform = kachujin->AddTransform();
transform->Position(15, 0, -30);
transform->Scale(0.075f, 0.075f, 0.075f);
kachujin->PlayBlendMode(3, 0, 1, 2);
kachujin->SetBlendAlpha(3, 1.5f);
transform = kachujin->AddTransform();
transform->Position(30, 0, -32.5f);
transform->Scale(0.075f, 0.075f, 0.075f);
kachujin->PlayTweenMode(4, 4, 0.75f);
kachujin->UpdateTransforms();
animators.push_back(kachujin);
}
void BloomDemo::KachujinCollider()
{
UINT count = kachujin->GetTransformCount();
colliders = new ColliderObject * [count];
colliderInitTransforms = new Transform();
colliderInitTransforms->Position(-2.9f, 1.45f, -50.0f);
colliderInitTransforms->Scale(5, 5, 75);
for (UINT i = 0; i < count; i++)
{
colliders[i] = new ColliderObject();
//colliders[i]->Init = new Transform();
//colliders[i]->Init->Position(0, 0, 0);
//colliders[i]->Init->Scale(10, 30, 10);
colliders[i]->Transform = new Transform();
//colliders[i]->Collider = new Collider(colliders[i]->Transform, colliders[i]->Init);
colliders[i]->Collider = new Collider(colliders[i]->Transform, colliderInitTransforms);
}
}
void BloomDemo::KachujinWeapon()
{
weapon = new ModelRender(shader);
weapon->ReadMesh(L"Weapon/Sword");
weapon->ReadMaterial(L"Weapon/Sword");
UINT count = kachujin->GetTransformCount();
for (UINT i = 0; i < count; i++)
weapon->AddTransform();
weapon->UpdateTransforms();
models.push_back(weapon);
weaponInitTransform = new Transform();
weaponInitTransform->Position(-2.9f, 1.45f, -6.45f);
weaponInitTransform->Scale(0.5f, 0.5f, 0.75f);
weaponInitTransform->Rotation(0, 0, 1);
}
void BloomDemo::PointLighting()
{
PointLight light;
light =
{
Color(0.0f, 0.0f, 0.0f, 1.0f), //Ambient
Color(0.0f, 0.0f, 1.0f, 1.0f), //Diffuse
Color(0.0f, 0.0f, 0.7f, 1.0f), //Specular
Color(0.0f, 0.0f, 0.7f, 1.0f), //Emissive
Vector3(-30, 10, -30), 5.0f, 0.9f // 위치, 범위, 강도
};
Lighting::Get()->AddPointLight(light);
light =
{
Color(0.0f, 0.0f, 0.0f, 1.0f),
Color(1.0f, 0.0f, 0.0f, 1.0f),
Color(0.6f, 0.2f, 0.0f, 1.0f),
Color(0.6f, 0.3f, 0.0f, 1.0f),
Vector3(15, 10, -30), 10.0f, 0.3f
};
Lighting::Get()->AddPointLight(light);
light =
{
Color(0.0f, 0.0f, 0.0f, 1.0f), //Ambient
Color(0.0f, 1.0f, 0.0f, 1.0f), //Diffuse
Color(0.0f, 0.7f, 0.0f, 1.0f), //Specular
Color(0.0f, 0.7f, 0.0f, 1.0f), //Emissive
Vector3(-5, 1, -17.5f), 5.0f, 0.9f
};
Lighting::Get()->AddPointLight(light);
light =
{
Color(0.0f, 0.0f, 0.0f, 1.0f),
Color(0.0f, 0.0f, 1.0f, 1.0f),
Color(0.0f, 0.0f, 0.7f, 1.0f),
Color(0.0f, 0.0f, 0.7f, 1.0f),
Vector3(-10, 1, -17.5f), 5.0f, 0.9f
};
Lighting::Get()->AddPointLight(light);
}
void BloomDemo::SpotLighting()
{
SpotLight light;
light =
{
Color(0.3f, 1.0f, 0.0f, 1.0f),
Color(0.7f, 1.0f, 0.0f, 1.0f),
Color(0.3f, 1.0f, 0.0f, 1.0f),
Color(0.3f, 1.0f, 0.0f, 1.0f),
Vector3(-15, 20, -30), 25.0f,
Vector3(0, -1, 0), 30.0f, 0.4f
};
Lighting::Get()->AddSpotLight(light);
light =
{
Color(1.0f, 0.2f, 0.9f, 1.0f),
Color(1.0f, 0.2f, 0.9f, 1.0f),
Color(1.0f, 0.2f, 0.9f, 1.0f),
Color(1.0f, 0.2f, 0.9f, 1.0f),
Vector3(0, 20, -30), 30.0f,
Vector3(0, -1, 0), 40.0f, 0.55f
};
Lighting::Get()->AddSpotLight(light);
}
void BloomDemo::Pass(UINT mesh, UINT model, UINT anim)
{
for (MeshRender* temp : meshes)
temp->Pass(mesh);
for (ModelRender* temp : models)
temp->Pass(model);
for (ModelAnimator* temp : animators)
temp->Pass(anim);
}
void BloomDemo::SetBlur()
{
// x방향, y방향을 각각 콜
float x = 1.0f / D3D::Width();
float y = 1.0f / D3D::Height();
// 각각 Blur함수를 빼오는 부분
GetBlurParameter(weightX, offsetX, x, 0); // x축만 계산됨
GetBlurParameter(weightY, offsetY, 0, y); // y축만 계산됨
}
// 가중치를 계산해 준다.
void BloomDemo::GetBlurParameter(vector<float>& weights, vector<Vector2>& offsets, float x, float y)
{
// x,y에 대해 weight, offset을 만들어준다.
weights.clear();
weights.assign(blurCount, float());
offsets.clear();
offsets.assign(blurCount, Vector2());
weights[0] = GetGaussFunction(0); //1
offsets[0] = Vector2(0, 0);
float sum = weights[0];
for (UINT i = 0; i < blurCount / 2; i++)
{
float temp = GetGaussFunction((float)(i + 1));
weights[i * 2 + 1] = temp;
weights[i * 2 + 2] = temp;
sum += temp * 2;
Vector2 temp2 = Vector2(x, y) * (i * 2 + 1.5f);
offsets[i * 2 + 1] = temp2;
offsets[i * 2 + 2] = -temp2;
}
for (UINT i = 0; i < blurCount; i++)
weights[i] /= sum;
}
float BloomDemo::GetGaussFunction(float val)
{
// 가우시안 함수 간단히 해놓은 식(상수 1.0으로 고정)이다.(인터넷 찾아서 수식 비교해서 보면 됨)
return (float)((1.0 / sqrt(2 * Math::PI * blurCount)) * exp(-(val * val) / (2 * blurCount * blurCount)));
}
106_Bloom.fx
#include "00_Global.fx"
#include "00_Light.fx"
float2 PixelSize;
struct VertexOutput
{
float4 Positon : SV_Position;
float2 Uv : Uv;
};
VertexOutput VS(float4 Position : Position)
{
VertexOutput output;
output.Positon = Position;
output.Uv.x = Position.x * 0.5f + 0.5f;
output.Uv.y = -Position.y * 0.5f + 0.5f;
return output;
}
float4 PS_Diffuse(VertexOutput input) : SV_Target
{
return DiffuseMap.Sample(LinearSampler, input.Uv);
}
float Threshold = 0.6f;
// 밝은 면을 추출한다.
float4 PS_Luminosity(VertexOutput input) : SV_Target
{
// color에서 밝다는 것은 일정값 이상이라는 뜻
// 일정 값을 비율로 만든 후 saturate를 통해 일정 값 이상을 남긴다.
float4 color = DiffuseMap.Sample(LinearSampler, input.Uv);
// 비율로 한다음 0 ~ 1까지로 제한함
// 즉, threshold보다 color가 작다면 어두운 값이 됨
// Threshold보다 큰 색상만이 남는다.
// 이렇게 해서 밝은 면 추출
// Threshold 값 이상으로 추출되는 것이다.
// 가장 밝은 값은 조명들이 된다.(색상을 서로 더해서 겹쳐지니까)
return saturate((color - Threshold) / (1 - Threshold));
}
#define MAX_SAMPLE_COUNT 33 // 얼마만큼 최대로 샘플링을 할 수 있느냐
int SampleCount = 15; // 샘플 카운트 15번
float2 Offsets[MAX_SAMPLE_COUNT];
float Weights[MAX_SAMPLE_COUNT];
// offset, weight에 따라 x,y값이 바뀌는 거니까, 그냥 이걸로 x,y 각각 구해줘도 됨
// 값에 따라 방향이 바뀌기 때문에
float4 PS_Blur(VertexOutput input) : SV_Target
{
float4 color = 0;
for (int i = 0; i < SampleCount; i++)
color += DiffuseMap.Sample(LinearSampler, input.Uv + Offsets[i]) * Weights[i];
return color;
}
Texture2D LuminosityMap; // 루미노시티된 결과
Texture2D BlurMap; // 블러된 결과
// 결과를 합산하는 애
float4 PS_Composite(VertexOutput input) : SV_Target
{
float4 luminosity = LuminosityMap.Sample(LinearSampler, input.Uv);
float4 blur = BlurMap.Sample(LinearSampler, input.Uv);
// 요것은 blur를 좀 더 낮추고 luminosity를 강조한 식이다.
luminosity *= (1.0f - saturate(blur));
return float4((luminosity + blur).rgb, 1.0f);
}
technique11 T0
{
P_VP(P0, VS, PS_Diffuse)
P_VP(P1, VS, PS_Luminosity)
P_VP(P2, VS, PS_Blur)
P_VP(P3, VS, PS_Composite)
}
결과
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