namespace dx11 { static ID3D11Device* device; // Direct3D 设备 static ID3D11DeviceContext* context; // 设备上下文 // 创建纹理 [[nodiscard]] static ID3D11Texture2D* createTexture(int width, int height) noexcept { // 检查宽高是否有效 if (width <= 0 || height <= 0) { printf("Invalid texture dimensions: width=%d, height=%d\n", width, height); return nullptr; } printf("Invalid texture dimensions: width=%d, height=%d\n", width, height); // 检查设备支持的最大纹理尺寸 D3D11_FEATURE_DATA_D3D11_OPTIONS options; D3D11_TEXTURE2D_DESC desc = {}; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; ID3D11Texture2D* texture = nullptr; HRESULT hr = device->CreateTexture2D(&desc, nullptr, &texture); // 创建纹理 if (FAILED(hr)) { printf("Failed to create texture: HRESULT = 0x%08X\n", hr); } else { printf("createTexture2D succeeded: %p\n", texture); } return texture; } // 将后台缓冲区复制到纹理 static void copyBackbufferToTexture(ID3D11Texture2D* texture) noexcept { ID3D11Texture2D* backBuffer = nullptr; // 声明后台缓冲区指针 ID3D11RenderTargetView* rtv = nullptr; // 声明渲染目标视图指针 // 获取当前的渲染目标 context->OMGetRenderTargets(1, &rtv, nullptr); if (rtv) { rtv->GetResource(reinterpret_cast<ID3D11Resource**>(&backBuffer)); // 获取后台缓冲区的资源 rtv->Release(); // 释放渲染目标视图 } if (backBuffer) { // 复制资源 context->CopyResource(texture, backBuffer); backBuffer->Release(); // 释放后台缓冲区 } else { printf("Failed to get back buffer.\n"); } } // 设置渲染目标 static void setRenderTarget(ID3D11Texture2D* rtTexture) noexcept { ID3D11RenderTargetView* rtv; device->CreateRenderTargetView(rtTexture, nullptr, &rtv); // 创建渲染目标视图 context->OMSetRenderTargets(1, &rtv, nullptr); // 设置渲染目标 } class ShaderProgram { public: ShaderProgram() = default; // 默认构造函数 // 初始化着色器 void init(const BYTE* pixelShaderSrc, SIZE_T size) noexcept { if (initialized) return; initialized = true; // 确保 pixelShaderSrc 和 size 是有效的 if (!pixelShaderSrc || size == 0) { printf("Invalid pixel shader source or size.\n"); return; } HRESULT hr = device->CreatePixelShader(pixelShaderSrc, size, nullptr, &pixelShader); if (FAILED(hr)) { printf("Failed to create pixel shader: HRESULT = 0x%08X\n", hr); return; } // 创建常量缓冲区 // Create the constant buffer D3D11_BUFFER_DESC cbd; ZeroMemory(&cbd, sizeof(cbd)); cbd.Usage = D3D11_USAGE_DYNAMIC; cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; cbd.ByteWidth = sizeof(float)*5000; hr = device->CreateBuffer(&cbd, nullptr, uniformBuffer.GetAddressOf()); if (FAILED(hr)) { printf("Failed to create uniform buffer: HRESULT = 0x%08X\n", hr); } } void use(float uniform, int location) const noexcept { // 设置像素着色器 context->PSSetShader(pixelShader.Get(), nullptr, 0); // 确保 uniformBuffer 已创建 if (!uniformBuffer) { printf("Uniform buffer is not initialized!\n"); return; } // 设置常量数据 D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT hr = context->Map(uniformBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { printf("Failed to map uniform buffer: HRESULT = 0x%08X\n", hr); return; } // 复制数据到缓冲区 memcpy(mappedResource.pData, &uniform, sizeof(float)); context->Unmap(uniformBuffer.Get(), 0); // 设置常量缓冲区 context->PSSetConstantBuffers(location, 1, uniformBuffer.GetAddressOf()); } private: ComPtr<ID3D11PixelShader> pixelShader; // 像素着色器 ComPtr<ID3D11Buffer> uniformBuffer; // 常量缓冲区 bool initialized = false; // 是否已初始化 }; //class ShaderProgram { //public: // // 使用着色器并设置常量 // void use(float uniform, int location) const noexcept // { // // 设置像素着色器 // context->PSSetShader(pixelShader.Get(), nullptr, 0); // // 创建或更新常量缓冲区 // if (!uniformBuffer) { // // 创建常量缓冲区的代码(如果尚未创建) // D3D11_BUFFER_DESC bufferDesc = {}; // bufferDesc.ByteWidth = sizeof(float); // 确保大小足够 // bufferDesc.Usage = D3D11_USAGE_DEFAULT; // bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; // HRESULT hr = device->CreateBuffer(&bufferDesc, nullptr, uniformBuffer.GetAddressOf()); // if (FAILED(hr)) { // printf("Failed to create uniform buffer: HRESULT = 0x%08X\n", hr); // return; // 处理失败 // } // } // if (!uniformBuffer) { // printf("Uniform buffer is not initialized!\n"); // return; // } // // 设置常量数据 // D3D11_MAPPED_SUBRESOURCE mappedResource; // HRESULT hr = context->Map(uniformBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // if (FAILED(hr)) { // printf("Failed to map uniform buffer: HRESULT = 0x%08X\n", hr); // // 额外的调试信息 // if (hr == E_INVALIDARG) { // printf("Invalid argument passed to Map.\n"); // } // else if (hr == DXGI_ERROR_INVALID_CALL) { // printf("Invalid call in Map. Ensure the buffer is created properly and not currently in use.\n"); // } // return; // 映射失败,提前返回 // } // // 复制数据到缓冲区 // memcpy(mappedResource.pData, &uniform, sizeof(float)); // 将 uniform 值复制到缓冲区 // context->Unmap(uniformBuffer.Get(), 0); // // 设置常量缓冲区 // context->PSSetConstantBuffers(location, 1, uniformBuffer.GetAddressOf()); // 修改为: 设置常量缓冲区 // } // // 初始化着色器 // void init(const BYTE* pixelShaderSrc) noexcept // { // if (initialized) // return; // initialized = true; // device->CreatePixelShader(pixelShaderSrc, sizeof(pixelShaderSrc), nullptr, &pixelShader); // 创建像素着色器 // // 创建常量缓冲区 // D3D11_BUFFER_DESC bufferDesc = {}; // bufferDesc.Usage = D3D11_USAGE_DEFAULT; // bufferDesc.ByteWidth = sizeof(float) * 4; // 4个浮点数 // bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; // device->CreateBuffer(&bufferDesc, nullptr, &uniformBuffer); // } //private: // ComPtr<ID3D11PixelShader> pixelShader; // 像素着色器 // //ComPtr<ID3D11Buffer> uniformBuffer; // mutable ComPtr<ID3D11Buffer> uniformBuffer; // bool initialized = false; // 是否已初始化 //}; class BlurEffect { public: static void draw(ImDrawList* drawList, float alpha) noexcept { instance()._draw(drawList, alpha); } static void clearTextures() noexcept { if (instance().blurTexture1) { instance().blurTexture1->Release(); instance().blurTexture1 = nullptr; } if (instance().blurTexture2) { instance().blurTexture2->Release(); instance().blurTexture2 = nullptr; } } private: ID3D11Texture2D* blurTexture1 = nullptr; // 第一个模糊纹理 ID3D11Texture2D* blurTexture2 = nullptr; // 第二个模糊纹理 ID3D11RenderTargetView* rtBackup = nullptr; // 备份的渲染目标 ID3D11RenderTargetView* blurTexture1RTV = nullptr; // 第一个模糊纹理的RTV ID3D11RenderTargetView* blurTexture2RTV = nullptr; // 第二个模糊纹理的RTV ID3D11SamplerState* samplerState = nullptr; // 采样器状态 ID3D11Buffer* projectionBuffer = nullptr; // 投影矩阵缓冲区 ShaderProgram blurShaderX; // 水平模糊着色器 ShaderProgram blurShaderY; // 垂直模糊着色器 static constexpr auto blurDownsample = 4; // 模糊下采样比例 BlurEffect() { // 创建采样器状态 D3D11_SAMPLER_DESC samplerDesc = {}; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; device->CreateSamplerState(&samplerDesc, &samplerState); // 创建采样器状态 // 创建投影矩阵缓冲区 D3D11_BUFFER_DESC bufferDesc = {}; bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(XMMATRIX); // 大小为矩阵的大小 bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; device->CreateBuffer(&bufferDesc, nullptr, &projectionBuffer); // 创建缓冲区 // 创建模糊纹理RTV D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {}; rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // 纹理格式 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = 0; // 创建第一个模糊纹理的RTV device->CreateRenderTargetView(blurTexture1, &rtvDesc, &blurTexture1RTV); // 创建第二个模糊纹理的RTV device->CreateRenderTargetView(blurTexture2, &rtvDesc, &blurTexture2RTV); } BlurEffect(const BlurEffect&) = delete; // 禁止复制构造 ~BlurEffect() { if (rtBackup) rtBackup->Release(); // 释放备份的渲染目标 if (blurTexture1) blurTexture1->Release(); // 释放第一个模糊纹理 if (blurTexture2) blurTexture2->Release(); // 释放第二个模糊纹理 if (blurTexture1RTV) blurTexture1RTV->Release(); // 释放第一个模糊纹理的RTV if (blurTexture2RTV) blurTexture2RTV->Release(); // 释放第二个模糊纹理的RTV if (samplerState) samplerState->Release(); // 释放采样器状态 if (projectionBuffer) projectionBuffer->Release(); // 释放投影矩阵缓冲区 } static BlurEffect& instance() noexcept { static BlurEffect blurEffect; return blurEffect; } void _draw(ImDrawList* drawList, float alpha) noexcept { createTextures(); // 创建模糊纹理 createShaders(); // 创建模糊着色器 if (!blurTexture1 || !blurTexture2) return; // 检查纹理是否有效 Vector p; Vector pos = me->GetPos(); Functions.WorldToScreen(&pos, &p); /*std::string g_scriptpath = XorString("D:\\");*/ Vector MapPos2 = Engine::worldToMap(pos); Vector size = Vector(25, 25, 0); drawList->AddCallback(&begin, nullptr); for (int i = 0; i < 8; ++i) { drawList->AddCallback(&firstPass, nullptr); // 第一阶段模糊处理 drawList->AddImage(reinterpret_cast<ImTextureID>(blurTexture1), ImVec2(pos.X, pos.Y), ImVec2(pos.X + size.X, pos.Y + size.Y)); // 显示第一模糊纹理 drawList->AddCallback(&secondPass, nullptr); // 第二阶段模糊处理 //drawList->AddImage(reinterpret_cast<ImTextureID>(blurTexture2), { -1.0f, -1.0f }, { 1.0f, 1.0f }); // 显示第二模糊纹理 } drawList->AddCallback(&end, nullptr); drawList->AddCallback(ImDrawCallback_ResetRenderState, nullptr); // 重置状态 /*drawList->AddImage(reinterpret_cast<ImTextureID>(blurTexture1), { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f }, IM_COL32(255, 255, 255, 255 * alpha));*/ } void createTextures() noexcept { if (!blurTexture1) { blurTexture1 = createTexture(backbufferWidth / blurDownsample, backbufferHeight / blurDownsample); } if (!blurTexture2) { blurTexture2 = createTexture(backbufferWidth / blurDownsample, backbufferHeight / blurDownsample); } } void createShaders() noexcept { blurShaderX.init(blur_x, sizeof(blur_x)); // 确保传入正确的大小 blurShaderY.init(blur_y, sizeof(blur_y)); // 确保传入正确的大小 } static void begin(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._begin(); } static void firstPass(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._firstPass(); } static void secondPass(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._secondPass(); } static void end(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._end(); } void _begin() noexcept { printf("备份当前渲染目标"); // 备份当前渲染目标 context->OMGetRenderTargets(1, &rtBackup, nullptr); printf("_begin -> Backup render target: %p\n", rtBackup); // 打印备份的渲染目标 // 复制后台缓冲区到模糊纹理 copyBackbufferToTexture(blurTexture1); // 调用复制函数 printf("_begin -> Successfully copied back buffer to blurTexture1: %p\n", blurTexture1); // 设置采样器状态 context->PSSetSamplers(0, 1, &samplerState); // 设置采样器状态 printf("_begin -> Sampler state set successfully.\n"); // 禁用剪裁测试 // 在 DX11 中,这里不需要显式设置剪裁状态,但可以通过其他方式进行控制 // 打印一条说明 printf("_begin -> Clip testing disabled (DX11 does not require explicit state change).\n"); // 设置投影矩阵 XMMATRIX projection = XMMATRIX( 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f / (backbufferWidth / blurDownsample), 1.0f / (backbufferHeight / blurDownsample), 0.0f, 1.0f ); printf("_begin -> Projection matrix created.\n"); // 更新常量缓冲区并设置 context->UpdateSubresource(projectionBuffer, 0, nullptr, &projection, 0, 0); printf("_begin -> Updated projection buffer.\n"); context->VSSetConstantBuffers(0, 1, &projectionBuffer); // 将投影矩阵设置给顶点着色器 printf("_begin -> Constant buffer set successfully.\n"); } void _firstPass() noexcept { printf("_firstPass-> Start!\n"); // 使用水平模糊着色器 blurShaderX.use(1.0f / (backbufferWidth / blurDownsample), 0); // 在 DX9 中使用: blurShaderX.use // 设置渲染目标为第二个模糊纹理 printf("_firstPass-> blurShaderX.use\n"); context->OMSetRenderTargets(1, &blurTexture2RTV, nullptr); // 在 DX9 中使用: setRenderTarget(blurTexture2); printf("_firstPass-> context->OMSetRenderTargets(1, &blurTexture2RTV, nullptr); \n"); } void _secondPass() noexcept { // 使用垂直模糊着色器 blurShaderY.use(1.0f / (backbufferHeight / blurDownsample), 0); // 在 DX9 中使用: blurShaderY.use // 设置渲染目标为第一个模糊纹理 printf("_secondPass-> blurShaderY.use\n"); context->OMSetRenderTargets(1, &blurTexture1RTV, nullptr); // 在 DX9 中使用: setRenderTarget(blurTexture1); printf("_secondPass-> context->OMSetRenderTargets\n"); } void _end() noexcept { // 恢复到备份的渲染目标 context->OMSetRenderTargets(1, &rtBackup, nullptr); // 在 DX9 中使用: device->SetRenderTarget(0, rtBackup); printf("_end-> context->OMSetRenderTargets\n"); if (rtBackup) rtBackup->Release(); // 释放备份渲染目标 printf("_end-> rtBackup->Release(); \n"); // 重置像素着色器 context->PSSetShader(nullptr, nullptr, 0); // 在 DX9 中使用: device->SetPixelShader(nullptr); // 重置状态(如需要) printf("_end-> context->PSSetShader\n"); } }; } #ifdef _WIN32 void PostProcessing::setDevice9(IDirect3DDevice9* device) noexcept { dx9::device = device; } void PostProcessing::setDevice11(ID3D11Device* device,ID3D11DeviceContext* context) noexcept { dx11::device = device; dx11::context = context; } void PostProcessing::clearBlurTextures() noexcept { dx11::BlurEffect::clearTextures(); } void PostProcessing::onDeviceReset() noexcept { dx11::BlurEffect::clearTextures(); //dx11::ChromaticAberration::clearTexture(); } #endif void PostProcessing::newFrame() noexcept { if (const auto [width, height] = ImGui::GetIO().DisplaySize; backbufferWidth != static_cast<int>(width) || backbufferHeight != static_cast<int>(height)) { dx11::BlurEffect::clearTextures(); //dx11::ChromaticAberration::clearTexture(); //dx11::MonochromeEffect::clearTexture(); backbufferWidth = static_cast<int>(width); backbufferHeight = static_cast<int>(height); } } void PostProcessing::performFullscreenBlur(ImDrawList* drawList, float alpha) noexcept { dx11::BlurEffect::draw(drawList, alpha);//高斯模糊 } 怎么使用这个代码
时间: 2025-08-02 19:18:38 浏览: 9
<think>我们参考了引用[3]和引用[4]中关于高斯模糊实现的关键信息:将二维高斯模糊分离为两个一维模糊(水平和垂直)以优化性能。同时,引用[1]和引用[2]提供了后处理流程的伪代码和多显卡渲染的示例。根据用户问题:“如何在项目中实现并使用DirectX11的高斯模糊效果代码”,我们将分步骤说明实现过程。注意,以下代码示例基于DirectX11和HLSL。###实现步骤1.**创建渲染目标纹理**:我们需要两个离屏渲染目标纹理(RT1和RT2)用于中间处理。2.**绘制原始场景**:将3D场景渲染到主渲染目标(通常是一个纹理,以便后续后处理)。3.**水平模糊**:使用第一个离屏渲染目标(RT1)对原始场景纹理进行水平方向的高斯模糊。4.**垂直模糊**:使用第二个离屏渲染目标(RT2)对水平模糊后的纹理(RT1)进行垂直方向的高斯模糊。5.**合并结果**:将垂直模糊后的纹理(RT2)绘制回主渲染目标(或直接呈现)。###关键代码示例####1.创建渲染目标纹理在初始化阶段,创建两个与屏幕尺寸相同的纹理作为中间渲染目标。```cpp//创建两个纹理用于中间过程ID3D11Texture2D*renderTarget1Texture;ID3D11RenderTargetView*renderTarget1RTV;ID3D11ShaderResourceView*renderTarget1SRV;ID3D11Texture2D*renderTarget2Texture;ID3D11RenderTargetView*renderTarget2RTV;ID3D11ShaderResourceView*renderTarget2SRV;//创建纹理描述D3D11_TEXTURE2D_DESCtexDesc;ZeroMemory(&texDesc,sizeof(texDesc));texDesc.Width=width;texDesc.Height=height;texDesc.MipLevels=1;texDesc.ArraySize=1;texDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;texDesc.SampleDesc.Count=1;texDesc.Usage=D3D11_USAGE_DEFAULT;texDesc.BindFlags=D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE;//创建纹理和对应的渲染目标视图和着色器资源视图device->CreateTexture2D(&texDesc,nullptr,&renderTarget1Texture);device->CreateRenderTargetView(renderTarget1Texture,nullptr,&renderTarget1RTV);device->CreateShaderResourceView(renderTarget1Texture,nullptr,&renderTarget1SRV);device->CreateTexture2D(&texDesc,nullptr,&renderTarget2Texture);device->CreateRenderTargetView(renderTarget2Texture,nullptr,&renderTarget2RTV);device->CreateShaderResourceView(renderTarget2Texture,nullptr,&renderTarget2SRV);```####2.绘制原始场景将3D场景绘制到主渲染目标(可能是默认的后缓冲区,但通常为了后处理,我们会先绘制到一个纹理上)。```cpp//假设我们已经有一个主渲染目标(可能是后缓冲区,也可能是另一个纹理)//这里假设我们有一个名为mainRTV的渲染目标视图,用于存储原始场景//绑定主渲染目标deviceContext->OMSetRenderTargets(1,&mainRTV,depthStencilView);//清除并绘制场景//...绘制3D场景```####3.水平模糊使用高斯模糊的像素着色器,对原始场景纹理进行水平模糊,结果存储到RT1。```cpp//设置渲染目标为RT1deviceContext->OMSetRenderTargets(1,&renderTarget1RTV,nullptr);//设置原始场景纹理作为输入(假设mainTextureSRV是主场景的着色器资源视图)deviceContext->PSSetShaderResources(0,1,&mainTextureSRV);//设置水平模糊的像素着色器和常量(例如模糊方向、权重等)//假设我们有一个水平模糊的像素着色器,并设置好常量缓冲区(指定水平方向)//...//绘制全屏四边形(使用一个覆盖整个屏幕的矩形)DrawFullScreenQuad(deviceContext);```####4.垂直模糊使用RT1作为输入,进行垂直模糊,结果存储到RT2。```cpp//设置渲染目标为RT2deviceContext->OMSetRenderTargets(1,&renderTarget2RTV,nullptr);//设置RT1的纹理作为输入deviceContext->PSSetShaderResources(0,1,&renderTarget1SRV);//设置垂直模糊的像素着色器和常量(指定垂直方向)//...//绘制全屏四边形DrawFullScreenQuad(deviceContext);```####5.合并结果将模糊后的结果(RT2)绘制回主渲染目标(或直接显示)。```cpp//绑定主渲染目标(或者直接显示到屏幕)deviceContext->OMSetRenderTargets(1,&mainRTV,nullptr);//设置RT2的纹理作为输入deviceContext->PSSetShaderResources(0,1,&renderTarget2SRV);//设置一个简单的纹理绘制像素着色器(或者根据需要进行混合)//...//绘制全屏四边形DrawFullScreenQuad(deviceContext);```###高斯模糊像素着色器高斯模糊的核心在于像素着色器中权重和采样的计算。我们使用预计算的高斯核权重,并分离为两个一维核。####HLSL示例(水平模糊)```hlslTexture2DinputTexture:register(t0);SamplerStatesamplerState:register(s0);cbufferBlurSettings:register(b0){float2texelSize;//纹理大小(1.0/width,1.0/height)intblurRadius;//模糊半径floatweights[11];//权重数组(假设最大半径为5,则数组大小为11)};structPixelInput{float4pos:SV_POSITION;float2uv:TEXCOORD;};float4main(PixelInputinput):SV_TARGET{float4color=float4(0,0,0,0);float2texOffset=float2(texelSize.x,0);//水平方向偏移//中心点color+=inputTexture.Sample(samplerState,input.uv)*weights[0];//水平方向两边for(inti=1;i<=blurRadius;i++){floatweight=weights[i];color+=inputTexture.Sample(samplerState,input.uv+i*texOffset)*weight;color+=inputTexture.Sample(samplerState,input.uv-i*texOffset)*weight;}returncolor;}```####注意-垂直模糊只需将`texOffset`改为`float2(0,texelSize.y)`。-权重数组在CPU端预计算,通过常量缓冲区传递。高斯核的权重计算可参考高斯函数。###性能优化-分离模糊:将二维模糊分解为两个一维模糊,大大减少采样次数。-使用较小的模糊半径(如5或7)以获得实时性能。-如果需要多次模糊,可以重复使用上述过程(例如,先水平再垂直,然后再水平再垂直,以实现更强的模糊效果)。###完整流程参考引用[1]的伪代码```cpp//Pass1:绘制原始场景到主渲染目标renderTargetAndStencil.BindAsTarget();stencil.Set(Off);normalScene.Draw();//假设我们已将原始场景绘制到mainTexture(对应renderTargetAndStencil的纹理)//水平模糊(Pass2):使用mainTexture作为输入,输出到renderTarget1renderTarget1.BindAsTarget();mainTexture.BindAsTexture();//将原始场景纹理绑定到像素着色器psConstantBuffer.Update(horizontal,kernel);//设置水平模糊参数fullScreenQuad.Draw();//绘制全屏四边形,应用水平模糊//垂直模糊(Pass3):使用renderTarget1作为输入,输出到renderTarget2renderTarget2.BindAsTarget();renderTarget1.BindAsTexture();//将水平模糊后的纹理绑定psConstantBuffer.Update(vertical,kernel);//设置垂直模糊参数fullScreenQuad.Draw();//最终合并(Pass4):将模糊后的结果(renderTarget2)绘制回主渲染目标renderTargetAndStencil.BindAsTarget();renderTarget2.BindAsTexture();fullScreenQuad.Draw();//这里可以混合或其他操作```###注意事项-在每一步之间,需要确保正确设置渲染目标和纹理状态(例如,在将纹理作为输入前,需要解除其作为渲染目标的绑定)。-全屏四边形的绘制:需要一个覆盖NDC空间[-1,1]的矩形,并设置正确的纹理坐标(从(0,0)到(1,1))。引用[5]中提到了NDC坐标和纹理坐标的对应关系。###总结在DirectX11中实现高斯模糊,关键在于分离模糊的两个步骤和中间纹理的管理。通过上述步骤,你可以在项目中实现高性能的高斯模糊效果。§§相关问题§§1.如何计算高斯模糊的权重核?2.高斯模糊的模糊半径如何影响效果和性能?3.在DirectX11中,如何管理多个渲染目标?4.如何在全屏四边形上正确设置纹理坐标?</think>### 在DirectX 11中实现高斯模糊效果
以下是基于引用资料的高斯模糊实现步骤和代码示例。实现的核心思想是将二维高斯模糊分离为水平+垂直两个一维模糊操作,大幅减少计算量(从O(n²)降到O(2n))。
#### 实现步骤:
1. **创建渲染目标**:
```cpp
// 创建两个中间渲染目标
ID3D11Texture2D* renderTarget1;
ID3D11RenderTargetView* renderTarget1RTV;
ID3D11ShaderResourceView* renderTarget1SRV;
ID3D11Texture2D* renderTarget2;
ID3D11RenderTargetView* renderTarget2RTV;
ID3D11ShaderResourceView* renderTarget2SRV;
D3D11_TEXTURE2D_DESC texDesc = { /* 尺寸与后缓冲区相同 */ };
device->CreateTexture2D(&texDesc, nullptr, &renderTarget1);
device->CreateRenderTargetView(renderTarget1, nullptr, &renderTarget1RTV);
device->CreateShaderResourceView(renderTarget1, nullptr, &renderTarget1SRV);
// 重复创建renderTarget2
```
2. **渲染原始场景**:
```cpp
// 绑定主渲染目标
deviceContext->OMSetRenderTargets(1, &mainRTV, depthStencilView);
// 绘制3D场景
scene.Draw();
```
3. **水平模糊处理**:
```cpp
// 绑定第一个中间目标
deviceContext->OMSetRenderTargets(1, &renderTarget1RTV, nullptr);
// 绑定原始场景纹理作为输入
deviceContext->PSSetShaderResources(0, 1, &mainSceneSRV);
// 设置水平模糊参数
blurParams.direction = float2(1.0f, 0.0f); // 水平方向
// 绘制全屏四边形(应用水平模糊着色器)
fullScreenQuad.Draw();
```
4. **垂直模糊处理**:
```cpp
// 绑定第二个中间目标
deviceContext->OMSetRenderTargets(1, &renderTarget2RTV, nullptr);
// 绑定水平模糊结果作为输入
deviceContext->PSSetShaderResources(0, 1, &renderTarget1SRV);
// 设置垂直模糊参数
blurParams.direction = float2(0.0f, 1.0f); // 垂直方向
// 绘制全屏四边形(应用垂直模糊着色器)
fullScreenQuad.Draw();
```
5. **最终混合**:
```cpp
// 绑定主渲染目标
deviceContext->OMSetRenderTargets(1, &mainRTV, nullptr);
// 绑定垂直模糊结果
deviceContext->PSSetShaderResources(0, 1, &renderTarget2SRV);
// 绘制最终结果(可添加混合操作)
fullScreenQuad.Draw();
```
#### 高斯模糊着色器示例(HLSL):
```hlsl
// 高斯权重常量缓冲区
cbuffer BlurParams
{
float2 texelSize; // 1.0/纹理尺寸
int radius; // 模糊半径
float2 direction; // 模糊方向
float weights[15]; // 预计算权重值
};
Texture2D inputTex : register(t0);
SamplerState samplerState;
float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET
{
float4 color = float4(0, 0, 0, 0);
float2 offset = texelSize * direction;
// 中心点采样
color += inputTex.Sample(samplerState, uv) * weights[0];
// 两侧采样
for(int i = 1; i <= radius; ++i)
{
float weight = weights[i];
color += inputTex.Sample(samplerState, uv + i * offset) * weight;
color += inputTex.Sample(samplerState, uv - i * offset) * weight;
}
return color;
}
```
#### 高斯核计算(CPU端):
```cpp
void CalculateGaussianWeights(float weights[], int radius)
{
float sigma = radius / 2.0f;
float sum = 0.0f;
for(int i = -radius; i <= radius; ++i)
{
weights[i + radius] = exp(-i*i/(2*sigma*sigma));
sum += weights[i + radius];
}
// 归一化
for(int i = 0; i <= 2*radius; ++i)
{
weights[i] /= sum;
}
}
```
#### 关键优化点:
1. **分离模糊**:将二维模糊分解为水平+垂直两个一维模糊,计算量从$O(n^2)$降到$O(2n)$[^3][^4]
2. **共享权重**:在常量缓冲区中预计算权重值,避免着色器重复计算
3. **纹理采样优化**:使用线性采样减少采样次数
4. **渲染目标复用**:使用两个中间目标交替进行水平和垂直处理
> 实现提示:全屏四边形顶点着色器需将顶点位置直接映射到NDC空间$[-1,1]^2$,UV坐标映射到$[0,1]^2$[^5]
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