[DirectX11] 106 Bloom
Bloom은 카메라 렌즈에서 빛이 작동하는 방식을 시뮬레이션하기 위해 그래픽 및 게임에서 사용되는 시각 효과다. 밝은 물체 주위에 빛나는 효과를 만든다.
Bloom
다음의 과정을 거쳐 Bloom을 구현한다.
- 장면을 텍스처로 렌더링: 첫 번째 단계는 장면을 BackBuffer 대신 텍스처로 렌더링하는 것이다. 이를 통해 원래 렌더링된 이미지에 영향을 주지 않고 장면에 후처리 효과를 적용할 수 있다.
- 임계값 적용: 다음으로 텍스처에 임계값을 적용하여 장면에서 밝은 픽셀을 식별한다. 이는 각 픽셀의 색상 값을 임계값과 비교하여 수행된다. 픽셀의 색상 값이 임계값보다 크면 밝은 픽셀로 간주되어 추가 처리된다.
- 밝은 픽셀 추출: 픽셀 셰이더를 사용하여 다른 텍스처로 렌더링하여 장면에서 밝은 픽셀을 추출한다. 이 쉐이더는 블러링 또는 글로우 효과 추가와 같은 원하는 효과를 밝은 픽셀에 적용하는 데 사용할 수 있다.
- 밝은 픽셀을 원본 장면과 결합: 밝은 픽셀을 원본 텍스처 위에 렌더링하여 원본 장면과 결합한다. 이것은 두 텍스처를 함께 혼합하여 최종 블룸 효과를 생성하는 또 다른 픽셀 셰이더를 사용하여 수행된다.
- BackBuffer로 렌더링: 마지막으로 결합된 텍스처를 백 버퍼로 렌더링하여 표시합니다.
DirectX에서 Bloom을 구현하려면 Post Effect 기술을 사용하여 장면에서 밝은 픽셀을 식별하고 추출한 다음 원본 장면과 결합하여 빛나거나 후광 효과를 만든다.
Bloom.fx
Bloom.fx
더보기
#include "00_Global.fx" #include "00_Light.fx" float2 PixelSize; struct VertexOutput { float4 Position : SV_Position; float2 Uv : Uv; }; VertexOutput VS(float4 Position : Position) { VertexOutput output; output.Position = 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; float4 PS_Luminosity(VertexOutput input) : SV_Target { float4 color = DiffuseMap.Sample(LinearSampler, input.Uv); return saturate((color - Threshold) / (1 - Threshold)); } #define MAX_SAMPLE_COUNT 33 int SampleCount = 15; float2 Offsets[MAX_SAMPLE_COUNT]; float Weights[MAX_SAMPLE_COUNT]; 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; Texture2D BlurMap; float4 PS_Composite(VertexOutput input) : SV_Target { float4 luminosity = LuminosityMap.Sample(LinearSampler, input.Uv); float4 blur = BlurMap.Sample(LinearSampler, input.Uv); 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) }
float Threshold = 0.6f; float4 PS_Luminosity(VertexOutput input) : SV_Target { float4 color = DiffuseMap.Sample(LinearSampler, input.Uv); return saturate((color - Threshold) / (1 - Threshold)); }
threshold보다
- 작은 값은 어두워진다.
- 큰 값은 밝아진다.
threshold보다 큰 값을 추출한다. 이렇게해서 밝은면을 추출한다.
Bloom Demo
BloomDemo.h
더보기
#pragma once #include "Systems/IExecute.h" 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: bool bOrigin = false; float threshold = 0.05f; UINT blurCount = 15; //가중치 계산 vector<float> weightX; vector<Vector2> offsetX; vector<float> weightY; vector<Vector2> offsetY; private: Shader* shader; RenderTarget* renderTarget[5]; DepthStencil* depthStencil; Viewport* viewport; Render2D* render2D; PostEffect* postEffect; Billboard* 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; };
가중치 계산
- vector<float> weightX;
- vector<Vector2> offsetX;
- vector<float> weightY;
- vector<Vector2> offsetY;
BloomDemo.cpp
더보기
#include "stdafx.h" #include "BloomDemo.h" void BloomDemo::Initialize() { Context::Get()->GetCamera()->RotationDegree(20, 0, 0); Context::Get()->GetCamera()->Position(1, 36, -85); ((Freedom *)Context::Get()->GetCamera())->Speed(50, 2); shader = new Shader(L"96_Billboard.fxo"); float width = D3D::Width(), height = D3D::Height(); width = height = 4096; renderTarget[0] = new RenderTarget((UINT)width, (UINT)height); //Diffuse renderTarget[1] = new RenderTarget((UINT)width, (UINT)height); //Luminosity 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 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() { static bool bOrigin = false; ImGui::Checkbox("Origin", &bOrigin); 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() { 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(); } SetBlur(); //Blur값을 계산하고 넘겨준다. //BlurX { postEffect->GetShader()->AsScalar("Weights")->SetFloatArray(&weightX[0], 0, weightX.size()); postEffect->GetShader()->AsVector("Offsets")->SetRawValue(&offsetX[0], 0, sizeof(Vector2) * offsetX.size()); 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()); renderTarget[3]->PreRender(depthStencil); viewport->RSSetViewport(); postEffect->SRV(renderTarget[2]->SRV()); postEffect->Pass(2); postEffect->Render(); } //Comsite { renderTarget[4]->PreRender(depthStencil); viewport->RSSetViewport(); 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 Billboard(shader); //billboard->Pass(3); 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); 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(0.15f, 0.15f, 0.15f, 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(0.15f, 0.15f, 0.15f, 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(0.15f, 0.15f, 0.15f, 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 }; 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() { float x = 1.0f / D3D::Width(); float y = 1.0f / D3D::Height(); GetBlurParameter(weightX, offsetX, x, 0); GetBlurParameter(weightY, offsetY, 0, y); } void BloomDemo::GetBlurParameter(vector<float>& weights, vector<Vector2>& offsets, float x, float y) { 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) { return (float)((1.0 / sqrt(2 * Math::PI * blurCount)) * exp(-(val * val) / (2 * blurCount * blurCount))); }
실행화면

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