笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。
CSDN课程视频网址:http://edu.csdn.net/lecturer/144
对于3D游戏产品都需要阴影技术的实现,阴影的运行效率也成为判定游戏研发技术水平的手段之一。游戏中实现阴影的方式有很多种,主要分三种:一种是对于静态物体比如建筑物可以使用LightMap渲染,将建筑的阴影直接渲染到地面上这种技术广泛应用在移动端,Unity引擎本身就提供了此功能。另一种是对于游戏中动态的物体,实现方式是在移动端或者在网页游戏中为了优化效率,直接用一张带有Alpha通道的贴图放到角色的下面,可以实时跟随角色移动。第三种实现方式是该书重点讲解的实时阴影渲染,实时阴影在PC端游特别是次时代网游中很常见,鉴于PC端硬件的强大处理能力,应用实时阴影技术对整个游戏场景进行渲染,为的是增加游戏场景的真实性。当然实时阴影技术的运用会对CPU和GPU有一定的消耗,所以对于实时阴影的渲染,可以通过摒弃掉不需要实时渲染的建筑物进行效率优化。实时渲染技术常用的是PSSM(Parallel-Split ShadowMap)算法,实现阴影的算法非常多的,我就不一一列举了。PSSM通过字面意思知道就是平行切分视锥,游戏中实时阴影的渲染效果如下图:
要实现如此的效果,得从PSSM实现的原理讲起,PSSM算法的核心就是把视椎体进行分割,然后分别渲染组合。语言讲解不如看图直观,先通过视锥体分割说起。效果如下图:
PSSM实时阴影的绘制首先需要灯光,在现实生活中,白天只有太阳出来了才可以看到影子。在虚拟世界中也是一样的,场景使用的是Directional(平行光)相当于现实世界的太阳光。上图左边部分显示的是视景体的投影,利用PSSM算法将其平行的分割成多个部分,然后对每个部分进行渲染,分割成的块数是可以自己设置的。右半部分是顶视角观看的分割效果,把物体分成三块进行实时阴影的渲染。渲染的计算是GPU中执行的,在GPU中执行的流程如下图:
上图的处理流程首先是场景中的灯光照射到需要投影的物体上,接下来程序对投影的物体顶点进行矩阵变换将其转换到投影空间中,再转换到裁剪空间进行视口的平行分割,最后将其分别渲染出来。渲染阴影流程讲完了接下来解决Shader渲染的问题,我们把平行分割的计算放到GPU中执行,需要编写Shader脚本文件,新建一个文本文件把其扩展名字改成.fx。Shader的完整内容如下:
float4x4 g_mViewPRoj;void VS_RenderShadowMap( float4 vPos : POSITION, out float4 vPosOut : POSITION, out float3 vPixelOut : TEXCOORD0){ // pass vertex position through as usual vPosOut = mul(vPos, g_mViewProj); // output pixel pos vPixelOut=vPosOut.xyz;}float4 PS_RenderShadowMap(float3 vPixelPos : TEXCOORD0): COLOR{ // write z coordinate (linearized depth) to texture return vPixelPos.z;}// This technique is used when rendering meshes to the shadowmap// technique RenderShadowMap{ pass p0 { // render back faces to hide artifacts CullMode = CW; VertexShader = compile vs_2_0 VS_RenderShadowMap(); PixelShader = compile ps_2_0 PS_RenderShadowMap(); }}float3 g_vLightDir;float3 g_vLightColor;float3 g_vAmbient;float g_fShadowMapSize;float4x4 g_mShadowMap;// no filtering in floating point texturesampler2D g_samShadowMap =sampler_state{ MinFilter = Point; MagFilter = Point; MipFilter = None; AddressU = Border; AddressV = Border; BorderColor = 0xFFFFFFFF;};void VS_Shadowed( in float4 vPos : POSITION, in float3 vNormal : NORMAL, in float fAmbientIn : TEXCOORD0, out float4 vPosOut : POSITION, out float4 vShadowTex : TEXCOORD0, out float fAmbientOut : TEXCOORD1, out float3 vDiffuse : COLOR0){ // pass vertex position through as usual vPosOut = mul(vPos, g_mViewProj); // calculate per vertex lighting vDiffuse = g_vLightColor * saturate(dot(-g_vLightDir, vNormal)); // coordinates for shadowmap vShadowTex = mul(vPos, g_mShadowMap); // ambient occlusion fAmbientOut = saturate(0.5f+fAmbientIn);}float4 PS_Shadowed( float4 vShadowTex : TEXCOORD0, float fAmbientOcclusion : TEXCOORD1, float4 vDiffuse : COLOR0) : COLOR{ float fTexelSize=1.0f/g_fShadowMapSize; // project texture coordinates vShadowTex.xy/=vShadowTex.w; // 2x2 PCF Filtering // float fShadow[4]; fShadow[0] = (vShadowTex.z < tex2D(g_samShadowMap, vShadowTex).r); fShadow[1] = (vShadowTex.z < tex2D(g_samShadowMap, vShadowTex + float2(fTexelSize,0)).r); fShadow[2] = (vShadowTex.z < tex2D(g_samShadowMap, vShadowTex + float2(0,fTexelSize)).r); fShadow[3] = (vShadowTex.z < tex2D(g_samShadowMap, vShadowTex + float2(fTexelSize,fTexelSize)).r); float2 vLerpFactor = frac(g_fShadowMapSize * vShadowTex); float fLightingFactor = lerp(lerp( fShadow[0], fShadow[1], vLerpFactor.x ), lerp( fShadow[2], fShadow[3], vLerpFactor.x ), vLerpFactor.y); // multiply diffuse with shadowmap lookup value vDiffuse*=fLightingFactor; // final color float4 vColor=1; vColor.rgb = saturate(g_vAmbient*fAmbientOcclusion + vDiffuse).rgb; return vColor;}// This technique is used to render the final shadowed meshes//technique Shadowed{ pass p0 { / / render front faces CullMode = CCW; VertexShader = compile vs_2_0 VS_Shadowed(); PixelShader = compile ps_2_0 PS_Shadowed(); }} 理论讲了很多,Shader代码实现起来比较简单,为了消除阴影锯齿,使用了PCF Filtering过滤技术。其他的代码跟以前讲的很类似这里就不一一分析了。接下来通过C++函数接口将参数传递给Shader文件,C++代码核心函数实现如下所示:void RenderScene(D3DXMATRIX &mView, D3DXMATRIX &mProj){ // Set constants // D3DXMATRIX mViewProj=mView * mProj; _pEffect->SetMatrix("g_mViewProj",&mViewProj); _pEffect->SetVector("g_vLightDir",&_vLightDir); _pEffect->SetVector("g_vLightColor",&_vLightDiffuse); _pEffect->SetVector("g_vAmbient",&_vLightAmbient); _pEffect->SetFloat("g_fShadowMapSize",(FLOAT)_iShadowMapSize); // enable effect unsigned int iPasses=0; _pEffect->Begin(&iPasses,0); // for each pass in effect for(unsigned int i=0;i<iPasses;i++) { // start pass _pEffect->BeginPass(i); { // for each subset in mesh for(DWord j=0;j<_iMeshMaterials;j++) { // draw subset _pMesh->DrawSubset(j); } } // end pass _pEffect->EndPass(); } // disable effect _pEffect->End();} 该函数主要是将Shader文件中需要使用的参数通过C++代码传递给GPU进行渲染,在介绍PSSM原理时对物体进行Split操作。在C++中的函数如下所示:void CalculateSplitDistances(void){ // Reallocate array in case the split count has changed // delete[] _pSplitDistances; _pSplitDistances=new float[_iNumSplits+1]; _fSplitSchemeLambda=Clamp(_fSplitSchemeLambda,0.0f,1.0f); for(int i=0;i<_iNumSplits;i++) { float fIDM=i/(float)_iNumSplits; float fLog=_fCameraNear*powf((_fCameraFar/_fCameraNear),fIDM); float fUniform=_fCameraNear+(_fCameraFar-_fCameraNear)*fIDM; _pSplitDistances[i]=fLog*_fSplitSchemeLambda+fUniform*(1-_fSplitSchemeLambda); } // make sure border values are right _pSplitDistances[0]=_fCameraNear; _pSplitDistances[_iNumSplits]=_fCameraFar;}最后将上述实现的两个关键函数在Render函数中调用,完成最终的代码实现。渲染函数如下所示:void Render(void){ // move camera, adjust settings, etc.. DoControls(); // calculate the light position _vLightSource=D3DXVECTOR3(-200*sinf(_fLightRotation),120,200*cosf(_fLightRotation)); _vLightTarget=D3DXVECTOR3(0,0,0); // and direction _vLightDir=D3DXVECTOR4(_vLightTarget-_vLightSource,0); D3DXVec4Normalize(&_vLightDir,&_vLightDir); // calculate camera aspect D3DPRESENT_PARAMETERS pp=GetApp()->GetPresentParams(); float fCameraAspect=pp.BackBufferWidth/(float)pp.BackBufferHeight; AdjustCameraPlanes(); CalculateSplitDistances(); // Clear the screen // GetApp()->GetDevice()->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DXCOLOR(0.5f,0.5f,0.5f,0.5f), 1.0f, 0);for(int iSplit=0;iSplit<_iNumSplits;iSplit++) { // use numpad to skip rendering if(GetKeyDown(VK_NUMPAD1+iSplit)) continue; // near and far planes for current frustum split float fNear=_pSplitDistances[iSplit]; float fFar=_pSplitDistances[iSplit+1]; // Calculate corner points of frustum split float fScale=1.1f; D3DXVECTOR3 pCorners[8]; CalculateFrustumCorners(pCorners,_vCameraSource,_vCameraTarget,_vCameraUpVector, fNear,fFar,_fCameraFOV,fCameraAspect,fScale); // Calculate view and projection matrices CalculateLightForFrustum(pCorners); // Enable rendering to shadowmap _ShadowMapTexture.EnableRendering(); // Clear the shadowmap GetApp()->GetDevice()->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 1.0f, 0); // Set up shaders // To hide artifacts, only render back faces of the scene _pEffect->SetTechnique("RenderShadowMap"); // Render the scene to the shadowmap RenderScene(_mLightView,_mLightProj); // Go back to normal rendering _ShadowMapTexture.DisableRendering(); ///////////////////////////////////////////////////////////// // At this point we have the shadowmap texture rendered. // ///////////////////////////////////////////////////////////// // Calculate a matrix to transform points to shadowmap texture coordinates // (this should be exactly like in your standard shadowmap implementation) float fTexOffset=0.5f+(0.5f/(float)_iShadowMapSize); D3DXMATRIX mTexScale( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, fTexOffset, fTexOffset, 0.0f, 1.0f ); D3DXMATRIX mShadowMap=_mLightView * _mLightProj * mTexScale; // store it to the shader _pEffect->SetMatrix("g_mShadowMap",&mShadowMap); // Since the near and far planes are different for each // rendered split, we need to change the depth value range // to avoid rendering over previous splits D3DVIEWPORT9 CameraViewport; GetApp()->GetDevice()->GetViewport(&CameraViewport); // as long as ranges are in order and don't overlap it should be all good... CameraViewport.MinZ=iSplit/(float)_iNumSplits; CameraViewport.MaxZ=(iSplit+1)/(float)_iNumSplits; GetApp()->GetDevice()->SetViewport(&CameraViewport); // use the current splits near and far plane // when calculating matrices for the camera CalculateViewProj(_mCameraView, _mCameraProj, _vCameraSource,_vCameraTarget,_vCameraUpVector, _fCameraFOV, fNear, fFar, fCameraAspect); // setup shaders _pEffect->SetTechnique("Shadowed"); // bind shadowmap as a texture GetApp()->GetDevice()->SetTexture(0,_ShadowMapTexture.GetColorTexture()); // render the final scene RenderScene(_mCameraView, _mCameraProj); // unbind texture so we can render on it again GetApp()->GetDevice()->SetTexture(0,NULL); // draw the shadowmap texture to HUD RenderSplitOnHUD(iSplit); } // render other HUD stuff RenderHUD();}整个PSSM的核心代码就实现完成了,最后本书实现了9级平行分割对物体阴影的实现,实现效果如下:
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