首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >如何将RTV输出复制到cubemap的一侧?

如何将RTV输出复制到cubemap的一侧?
EN

Stack Overflow用户
提问于 2021-04-18 05:51:31
回答 1查看 170关注 0票数 1

我目前正在实现漫射灌溉(基于图像的闪电PBR)在我的游戏引擎中。我到了一个点,我必须采取一个HDR图像,并把它变成一个立方体地图。我目前使用的EquirectangularToCubemap着色器和它的工作罚款。我能够将HDR映像投影到一个(单位)立方体上。现在是我被卡住的部分,我不能把这个立方体变成一个cubemap。我尝试使用ShaderResourceView.和1 TextureCube6 RenderTargetView's,我的计划是用90的FOV从不同的视图投影渲染6次(单元)立方体,以捕捉每个渲染目标中的整个边,最后将渲染目标的每个输出复制到纹理立方体的对应侧。我不知道如何做到这一点。

注意:--我使用DirextX11作为呈现后端。下面是关于我的问题的伪代码(不起作用)

代码语言:javascript
复制
   glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
   glm::mat4 captureViews[] =
    {
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f,  0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  1.0f,  0.0f), glm::vec3(0.0f,  0.0f,  1.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f,  0.0f), glm::vec3(0.0f,  0.0f, -1.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f,  1.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f, -1.0f), glm::vec3(0.0f, -1.0f,  0.0f))
    };
 
    //Create the TextureCube
    D3D11_TEXTURE2D_DESC textureDesc = {};
    textureDesc.Width = 512;
    textureDesc.Height = 512;
    textureDesc.MipLevels = 1;
    textureDesc.ArraySize = 6;
    textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    textureDesc.CPUAccessFlags = 0;
    textureDesc.SampleDesc.Count = 1;
    textureDesc.SampleDesc.Quality = 0;
    textureDesc.Usage = D3D11_USAGE_DEFAULT;
    textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
    textureDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
    ID3D11Texture2D* tex = nullptr;
    DX_CALL(DX11Internal::GetDevice()->CreateTexture2D(&textureDesc, nullptr, &tex));
    // Create the Shader Resource view for the texture cube
    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
    srvDesc.Format = textureDesc.Format;
    srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
    srvDesc.Texture2D.MostDetailedMip = 0;
    srvDesc.Texture2D.MipLevels = 1;
    DX_CALL(DX11Internal::GetDevice()->CreateShaderResourceView(tex, &srvDesc, &mSRV));
 
 
    //Create the Render target views
    Vector<ID3D11RenderTargetView*> rtvs;
 
    for (Uint i = 0; i < 6; i++)
    {
        D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc = {};
        renderTargetViewDesc.Format = textureDesc.Format;
        renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
        renderTargetViewDesc.Texture2D.MipSlice = 0;
 
        ID3D11RenderTargetView* view = nullptr;
        DX11Internal::GetDevice()->CreateRenderTargetView(tex, &renderTargetViewDesc, &view);
        rtvs.push_back(view);
    }
    tex->Release();
 
    auto deviceContext = DX11Internal::GetDeviceContext();
    for (Uint i = 0; i < 6; ++i)
    {
        float clearColor[4] = { 1.0f, 0.1f, 0.1f, 1.0f };
        deviceContext->ClearRenderTargetView(rtvs[i], clearColor);
        Vault::Get<Shader>("EquirectangularToCubemap.hlsl")->Bind();
 
        auto data = captureProjection * captureViews[i];
        cbuffer->Bind();
        cbuffer->SetData(&data);
        texture->Bind(0);
        tempPipeline->Bind();
        deviceContext->OMSetRenderTargets(1, &rtvs[i], nullptr);
//I am rendering the cube here from different view projection to capture the faces, but I dont't know where to copy the data to the //side of the TextureCube :( [Note that I am doing this only once]
        RenderCommand::DrawIndexed(tempPipeline, 36);
    }

提前感谢!

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2021-05-26 12:46:28

在创建呈现视图时,您没有指定要写入哪些片。切片的正确描述是:

代码语言:javascript
复制
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc = {};
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
renderTargetViewDesc.Texture2DArray.MipSlice = 0;
renderTargetViewDesc.Texture2DArray.FirstArraySlice =i;
renderTargetViewDesc.Texture2DArray.ArraySize = 1;

(注:如果您使用MSAA,ViewDimension将成为D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY)

另外,要为资源创建着色器视图,因为您想要创建默认视图,所以可以传递NULL,而不是一个自制的D3D11_SHADER_RESOURCE_VIEW_DESC。

代码语言:javascript
复制
DX_CALL(DX11Internal::GetDevice()->CreateShaderResourceView(tex, NULL, &mSRV));

您还可以创建另一个呈现视图,该视图一次性映射整个多维数据集映射:

代码语言:javascript
复制
DX11Internal::GetDevice()->CreateRenderTargetView(tex, NULL, &cubeMapFullView);

但是在这种情况下,您需要使用几何图形着色器来跨片复制几何图形(使用SV_RenderTargetArrayIndex),或者使用特定于供应商的扩展来提供相同的特性。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/67145557

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档