【问题标题】:HLSL How can one pass data between shaders / read existing colour value?HLSL 如何在着色器之间传递数据/读取现有颜色值?
【发布时间】:2010-05-11 09:50:37
【问题描述】:

我有 2 个 HLSL ps2.0 着色器。简而言之,它们是:

着色器 1

  • 读取纹理
  • 基于此纹理输出颜色值

着色器 2

  • 问题:需要从 Shader 1 读取颜色
  • 输出作为输入颜色函数的最终颜色

(它们需要不同的着色器,因为我已经达到了 1 个着色器的最大顶点着色器输出)


我的问题是我无法弄清楚 Shader 2 如何访问现有的片段/像素颜色。

知道如何使用 HLSL 做任何这些事情都会解决我的问题;

  • 读取现有像素颜色(我认为这是不可能的)
  • 将 Shader 1 的结果作为 float4 传递给 Shader 2
  • 将着色器 1 的结果渲染为内存中的纹理,并让着色器 2 将其读取

【问题讨论】:

标签: shader hlsl ogre pixel-shader


【解决方案1】:

选项 3:

您的 HLSL 代码将很简单,第二个着色器将仅从纹理 2D 中采样并用于计算。

您需要使用您的第一个着色器绘制到一个渲染目标,然后您可以将您的渲染目标绑定到一个纹理,并从第二个着色器访问它,就像它是任何其他纹理2D 一样。请注意,您无法从当前设置的渲染目标中读取数据,因此请在第二遍之前设置回帧缓冲区。

另外,请解释一下您是如何设法达到顶点着色器输出的限制的?我很好奇:P。

【讨论】:

    【解决方案2】:

    要做你想做的事,你可以在 shader1 和 shader2 的执行之间切换渲染目标。 您将第一个着色器输出到纹理,然后将此纹理传递给第二个着色器。

    这是在 Ogre 中使用 Compositor scripts 和目标完成的。

    【讨论】:

    【解决方案3】:

    合成器脚本似乎只用于全屏(或更准确地说,全视口)效果。

    渲染到纹理是要走的路。不一定用合成器脚本来完成。

    我在 Ogre 论坛上的This thread 会更详细地介绍;

       Ogre::Root r(...);
       Ogre::RenderWindow* window = r.createRenderWindow(...);
       //...
       Ogre::SceneManager* sm = r.createSceneManager(Ogre::ST_GENERIC, "sm");
       //...
    
       //Main scene camera
       Ogre::Camera* c = sm->createCamera("camera");
       {
           c->setNearClipDistance(5);
           Ogre::Viewport* v = window->addViewport(c);
           v->setBackgroundColour (Ogre::ColourValue(0, 0, 0));
           c->setAspectRatio (static_cast<double> (v->getActualWidth ()) / v->getActualHeight ());
       }
    
       //RTT
       Ogre::TexturePtr ptrTexture = Ogre::TextureManager::getSingleton().createManual(
           "RttTex",
           Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
           Ogre::TEX_TYPE_2D,
           512,//window->getWidth(),
           512,//window->getHeight(),
           0, //MIP_DEFAULT?
           Ogre::PF_R8G8B8,
           Ogre::TU_RENDERTARGET,
           0
       );
       Ogre::RenderTexture* renderTexture = ptrTexture->getBuffer()->getRenderTarget();
       renderTexture->setAutoUpdated(true);
    
       //Create material to use with rect
       {
           //You should replace this with the material you wish to render to texture
           //It can be defined in c++ (as this is) or in a material script
           Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create("material", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
           Ogre::Technique* tech = material->createTechnique();
           tech->createPass();
           material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
           material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
           material->getTechnique(0)->getPass(0)->createTextureUnitState("my_square_texture.dds");
       }
    
       //Create rect2D in yz plane to which we will draw our textures
       //Most likely you'll wish to reposition the node so it's offscreen
       const static float r_dimension = 1000.0;
       Ogre::SceneNode* rect_node = sm->getRootSceneNode()->createChildSceneNode("rect_node");
       {
           Ogre::ManualObject *rect = sm->createManualObject("rect");
           rect->begin("material", Ogre::RenderOperation::OT_TRIANGLE_FAN);
           rect->position(0, r_dimension, r_dimension);
           rect->textureCoord(0,0);
           rect->normal(0, 1, 0);
           rect->position(0, -r_dimension, r_dimension);
           rect->textureCoord(0,1);
           rect->normal(0, 1, 0);
           rect->position(0, -r_dimension, -r_dimension);
           rect->textureCoord(1,1);
           rect->normal(0, 1, 0);
           rect->position(0, r_dimension, -r_dimension);
           rect->textureCoord(1,0);
           rect->normal(0, 1, 0);
           rect->end();
           rect_node->attachObject(rect);
       }
    
       //Create camera, make it look at this rect2D
       Ogre::Camera* rtt_cam = sm->createCamera("rtt_cam");
    
       //Use same FOV as main camera
       Ogre::Radian fov_y = c->getFOVy();
       rtt_cam->setFOVy(fov_y);
    
       //Position the camera such that the texture fills the viewpoint
       {
           //Angle from normal (ie, "vector origin->camera") to to top of tecture is FOV/2
           //Distance origin to top of texture is r_dimension
           double cam_to_rect_distance = r_dimension/tan((fov_y.valueRadians())/2);
           rtt_cam->setPosition(cam_to_rect_distance, 0, 0);
           rtt_cam->lookAt(rect_node->getPosition());
       }
    
       //Debug using main window
       //window->addViewport(rtt_cam);
    
       //Write to RTT
       Ogre::Viewport* v = renderTexture->addViewport(rtt_cam);
    
       v->setClearEveryFrame(true); //You may wish to set this to false and render only when your material updates/changes
       v->setBackgroundColour(Ogre::ColourValue::Blue); //Debug colour. If we see blue border in RTT our cam position is wrong.
       v->setOverlaysEnabled(false); //We don't want overlays to show up on the RTT
    
       //TEMP Create debug screen (lifted from Ogre Tutorial 7)
       //Draws the result of RTT onscreen picture-in-picture
       {
           Ogre::Rectangle2D *miniScreen = new Ogre::Rectangle2D(true);
           miniScreen->setCorners(0.5f, -0.5f, 1.0f, -1.0f);
           //miniScreen->setBoundingBox(Ogre::AxisAlignedBox(-100000.0f * Ogre::Vector3::UNIT_SCALE, 100000.0f * Ogre::Vector3::UNIT_SCALE));
           Ogre::SceneNode* miniScreenNode = sm->getRootSceneNode()->createChildSceneNode("MiniScreenNode");
           miniScreenNode->attachObject(miniScreen);
    
           //Create material to read result of Rtt, purely for debug purposes
           Ogre::MaterialPtr screenMaterial = Ogre::MaterialManager::getSingleton().create("ScreenMatt", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
           Ogre::Technique* screenTechnique = screenMaterial->createTechnique();
           screenTechnique->createPass();
           screenMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
           screenMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RttTex");
    
           miniScreen->setMaterial("ScreenMatt");
    
           //TODO ideally we'd have render target listeners call setVisible(false) on pre update and  setVisible(true) post update,
           //so we don't get the infinite line picture-in-picture-in-picture in the preview window.
       }
    
       //Now you can bind your shader's material script to the rtt
    {
        Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("your_material_name");
        Ogre::Technique *technique = material->getTechnique(0);
        Ogre::Pass *pass = technique->getPass(0);
        Ogre::TextureUnitState *tunit = pass->getTextureUnitState("your_materials_tunit_name");
        tunit->setTextureName("Rtt");
    }
    
       //...
    
       while (! window->isClosed ()) {
           //...
           r.renderOneFrame();
       }
    

    【讨论】:

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