Direct3D 纹理后处理/复制

发布于 2024-08-07 17:38:46 字数 959 浏览 4 评论 0原文

因此,我尝试实现一些 Direct3D 后处理,但在渲染纹理时遇到问题。基本上,我的程序看起来像这样:

// Render scene to "scene_texture" (an HDR texture)...

...

device->SetRenderTarget(0, brightpass_surface);
device->SetTexture(0, scene_texture);
// Render "scene_texture" to "brightpass_texture" using full-screen quad.
// This involves passing the quad geometry through a brightpass shader.

...

device->SetRenderTarget(0, ldr_surface);
device->SetTexture(0, brightpass_texture);
// Render "brightpass_texture" to "ldr_surface" using full-screen quad...

我遗漏了一些部分,因为有相当数量的代码(我只是想了解总体思路)。不幸的是,上述结果会导致空白屏幕。这是我想要发生的事情:

  1. 将场景渲染到纹理(HDR)
  2. 通过 Brightpass 着色器将该纹理渲染到第二个纹理
  3. 将第二个纹理渲染到可见的 LDR 表面

请注意,如果我将上面的最后一行从 更改

device->SetTexture(0, brightpass_texture);

device->SetTexture(0, scene_texture);

那么一切正常。请注意,我尝试跳过 Brightpass 着色器并简单地传递像素,但这也不起作用。

So I'm trying to implement some Direct3D post-processing, and I'm having issues rendering to textures. Basically, my program looks like this:

// Render scene to "scene_texture" (an HDR texture)...

...

device->SetRenderTarget(0, brightpass_surface);
device->SetTexture(0, scene_texture);
// Render "scene_texture" to "brightpass_texture" using full-screen quad.
// This involves passing the quad geometry through a brightpass shader.

...

device->SetRenderTarget(0, ldr_surface);
device->SetTexture(0, brightpass_texture);
// Render "brightpass_texture" to "ldr_surface" using full-screen quad...

I've left out some parts b/c there is a fair amount of code (I'm just trying to get across the general idea). Unfortunately, the above results in a blank screen. Here is what I want to happen:

  1. Render scene to a texture (HDR)
  2. Render that texture to a second texture THROUGH a brightpass shader
  3. Render the second texture to the visible LDR surface

Note that if I change the last line above from

device->SetTexture(0, brightpass_texture);

to

device->SetTexture(0, scene_texture);

Then everything works. Note that I've tried skipping the brightpass shader and simply passing the pixels through, but that doesn't work either.

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评论(3

我不咬妳我踢妳 2024-08-14 17:38:46

问题是多重采样。在 D3DPRESENT_PARAMS 结构中,我启用了多重采样。在启用多重采样时,您无法使用“全屏四边形”技术从一个浮点纹理渲染到另一个浮点纹理。

相反,我在 HDR 场景渲染目标 (scene_texture) 中启用多重采样,并在 PRESENT_PARAMS 结构中禁用它。这很好,因为我只需要多重采样来进行场景渲染。

The problem was multisampling. In the D3DPRESENT_PARAMS structure, I had enabled multisampling. You can't render from one floating point texture into another floating point texture using the "full-screen quad" technique while multisampling is enabled.

Instead, I enabled multisampling in the HDR scene render target (scene_texture) and disabled it in the PRESENT_PARAMS structure. This is good because I only needed multisampling for the scene rendering.

漆黑的白昼 2024-08-14 17:38:46

您是否确定使用渲染到纹理标志创建了 Brightpass_texture?

Did you make sure you created the brightpass_texture with a render-to-texture flag?

最单纯的乌龟 2024-08-14 17:38:46

调试运行时是否会出现任何错误?你如何获得ldr_surface?

如果将场景直接渲染到 ldr_surface 并绕过所有 HDR 内容,会发生什么?事情可能看起来有点饱和,但它应该给你一个想法......

Does the debug runtime spew any errors out? How do you get ldr_surface?

What happens if you render your scene straight to ldr_surface and bypass all the HDR stuff? Thing will probably look a bit saturated but it should give you an idea ...

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