数周来,我一直在努力让SSAO与DirectX11 / C ++图形引擎一起使用,但我想不出在此代码中可能会犯的更多错误。
我正在关注this OpenGL tutorial,使用DirectX和HLSL(着色器模型5)着色器基本上具有完全相同的实现。我有两个帧缓冲区,一个用于位置数据,一个用于法线,都被转换为视图空间并在第一遍着色器中导出:
几何图形通过顶点着色器:
struct VStoPS {
float4 pos_ : SV_Position;
float4 posView_ : POSITION1;
float4 normalView_ : NORMAL1;
};
/********************** constant buffers ***********************/
cbuffer cbCamera_ {
float4x4 matView_;
float4x4 matProjection_;
};
cbuffer cbTransformations_ {
float4x4 matModel_;
float4x4 matNormalView_;
};
/*************************** main ******************************/
VStoPS vs_main(float3 pos : POSITION, float3 normal0 : NORMAL0, float2 texCoord0 : TEXCOORD0) {
VStoPS output = (VStoPS) 0;
output.posView_ = mul(matView_, mul(matModel_, float4(pos, 1.0)));
output.normalView_ = normalize(mul(matNormalView_, float4(normal0, 0.0)));
float4x4 viewProj = mul(matProjection_, matView_);
float4x4 mvp = mul(viewProj, matModel_);
output.pos_ = mul(mvp, float4(pos, 1.0));
return output;
}
几何图形传递像素着色器:
/************************** structs ****************************/
struct VStoPS {
float4 pos_ : SV_Position;
float4 posView_ : POSITION1;
float4 normalView_ : NORMAL1;
};
struct PS_Output {
float4 positionView;
float4 normalView;
};
/*************************** main ******************************/
PS_Output ps_main(VStoPS input) : SV_Target
{
PS_Output output = (PS_Output)0;
output.positionView = input.posView_;
output.normalView = input.normalView_;
return output;
}
我这样计算法线视图矩阵:
mat4 normalView = (viewMatrix * modelMatrix).getTransposed().getInverse();
我构建了示例内核及其类似的随机旋转(随机函数返回介于0.0和1.0之间的浮点数):
// Build the main kernel with random samples
for (int i = 0; i < D3D_SSAO_SAMPLE_COUNT; i++)
{
// Sample kernel is a hemisphere along the positive z axis
vec3 sample(
random() * 2.0f - 1.0f,
random() * 2.0f - 1.0f,
random()
);
// Put more samples closer to the origin of the hemisphere for better results
float scale = lerp(0.1f, 1.0f, pow(static_cast<float>(i) / static_cast<float>(D3D_SSAO_SAMPLE_COUNT), 2));
ssaoKernel_[i] = sample.getNormalized() * scale;
}
// Build random kernel rotations to reduce banding
for (int i = 0; i < D3D_SSAO_ROTATIONS_COUNT; i++)
{
vec3 rotation(
random() * 2.0f - 1.0f,
random() * 2.0f - 1.0f,
0.0f
);
ssaoKernelRotations_[i] = rotation.getNormalized();
}
然后渲染SSAO通行证。顶点着色器仅渲染全屏四边形,像素着色器执行实际的SSAO工作,如下所示:
/************************** structs ****************************/
struct VStoPS {
float4 pos_ : SV_Position;
float2 texCoord0_ : TEXCOORD0;
};
/********************** constant buffers ***********************/
cbuffer cbSSAO_ {
float3 samples_[32];
float3 rotations_[9];
};
cbuffer cbGBufferCamera_ {
float4x4 matCameraView_;
float4x4 matCameraProjection_;
};
cbuffer cbScreenInfo_ {
int screenWidth_;
int screenHeight_;
};
/********************** shader resources ***********************/
SamplerState sampler_;
Texture2D<float4> gPositionViewFramebuffer_;
Texture2D<float4> gNormalViewFramebuffer_;
/*************************** main ******************************/
float4 ps_main(VStoPS input) : SV_Target {
const int kernelSize = 32;
// Get the proper rotation vector for the current fragment
const float w = (float) screenWidth_;
const float h = (float) screenHeight_;
const float2 noiseScale = float2(w / 3.0, h / 3.0);
const float2 scaledCoordinates = input.texCoord0_ * noiseScale;
const uint rotationIndex = (scaledCoordinates.x % 3) * (scaledCoordinates.y % 3);
const float3 kernelRotationVector = normalize(rotations_[rotationIndex]);
// Sample fragment position and normal from textures
const float3 fragPos = gPositionViewFramebuffer_.Sample(sampler_, input.texCoord0_).xyz;
const float3 normal = normalize(gNormalViewFramebuffer_.Sample(sampler_, input.texCoord0_).xyz);
// Build a transformation matrix from tangent space to view space
const float3 tangent = normalize(kernelRotationVector - normal * dot(kernelRotationVector, normal));
const float3 bitangent = cross(normal, tangent);
const float3x3 TBN = transpose(float3x3(tangent, bitangent, normal));
// Calculate occlusion
float occlusion = 0.0;
const float radius = 0.5;
for (int i = 0; i < kernelSize; i++)
{
// Transform the sample
float3 currentSample = mul(TBN, samples_[i]);
currentSample = fragPos + (currentSample * radius);
// Get the respective depth value from the gBuffer at the same projected location
float4 offset = float4(currentSample, 1.0);
offset = mul(matCameraProjection_, offset);
float2 coords = ((offset.xy / offset.w) + float2(1.0, 1.0)) / 2.0;
float sampleDepth = gPositionViewFramebuffer_.Sample(sampler_, coords.xy).z;
// Increase occlusion if the sample is actually occluded
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth <= currentSample.z ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / ((float) kernelSize));
return float4(occlusion, occlusion, occlusion, 1.0);
}
在那之后,我应用模糊滤镜来修复由随机旋转矢量产生的噪声。直截了当看,结果看起来还不错:
当然,有一些工件,它不是超级干净,但可行。镜头前实际上有一个立方体徘徊,但由于周围没有环境光遮挡,所以它甚至不会弹出。但是一旦我将相机向上倾斜,就会发生这种情况:
基本上,整个场景沿y轴压缩,而多维数据集沿x轴镜像。我已经调试了几个小时,无法找出问题所在。以下是我排除的可能问题的列表(主要是使用NSight):
我真的很茫然。非常感谢您提供有关我可以尝试解决的任何帮助或技巧。如有必要,我很乐意提供有关代码的更多信息。