我正在尝试为我正在从事的项目编写 HLSL 像素着色器。基本上我想做的是,如果纹理有一个浮点值为 0.52 的像素(在 0-255 的比例上是 132.6),我想在 60% 的时间输出 133,在 40% 的时间输出 132。现在写我只是想输出 RGB 值的小数余数(即提高像素的机会)但是我总是得到一个零值)我认为这是因为颜色被量化到 0-255 比例在他们到达着色器之前,但我不知道为什么会这样,因为我使用的是 A32B32G32R32f 格式,它应该能够存储大量有关颜色的信息。这是我非常简单的着色器代码。如果这很重要,我正在使用 SlimDX (DX9)。
sampler2D Tex0 : register(s0);
float4 DitherByChance(float2 coords : TEXCOORD0) : COLOR
{
float4 newColor = float4(0, 0, 0, 0); // The pixel color to return
double4 oldColor = tex2D(Tex0, coords);
double scale = 0.0039215686274509803921568627451; // 1 / 255
double rPercentChance = frac(oldColor.r / scale); //Chance to round red channel up
double gPercentChance = frac(oldColor.g / scale); //Chance to round green channel up
double bPercentChance = frac(oldColor.b / scale); //Chance to round blue channel up
newColor.r = rPercentChance;
newColor.g = gPercentChance;
newColor.b = bPercentChance;
newColor.a = 1;
return newColor;
}
technique DitherViaChance
{
pass Pass1
{
PixelShader = compile ps_2_0 DitherByChance();
}
}
如果重要的话,这是我的 slimDX 代码:
Public Class TextStimulusDisplay
Inherits BaseStimulusDisplay
Protected ditherByChanceEffect As PixelShader
Protected psByteCode As ShaderBytecode
Protected gStream As DataStream
Protected ditherBC As Effect
Protected tex As Texture
Protected spriteRender As Sprite
Public displaySettings As DisplaySettings
Public charText As Texture
Public randomText As Texture
Protected rando As Random
Public Sub New(ByVal displaysettings As DisplaySettings, Optional ByVal WindowedMode As Boolean = False)
MyBase.New(New Size(displaysettings.xResolution, displaysettings.yResolution), WindowedMode)
Me.displaySettings = displaysettings
End Sub
Public Overrides Sub CreateDeviceResources()
MyBase.CreateDeviceResources()
ditherBC = Effect.FromFile(device, Application.StartupPath & "\effects\DitherByChance.fx", ShaderFlags.Debug)
rando = New Random()
randomText = New Texture(device, 100, 100, 1, Usage.Dynamic, Format.A32B32G32R32F, Pool.Default)
Dim data(80000) As Byte
rando.NextBytes(data)
Dim dataBox As DataRectangle = randomText.GetSurfaceLevel(0).LockRectangle(LockFlags.None)
dataBox.Data.Seek(0, IO.SeekOrigin.Begin)
dataBox.Data.Write(data, 0, data.Length)
dataBox.Data.Close()
randomText.GetSurfaceLevel(0).UnlockRectangle()
device.SetTexture(1, randomText)
'psByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath & "\effects\DitherByChance.fx", "DitherByChance", "ps_2_0", ShaderFlags.None)
'ditherByChanceEffect = New PixelShader(device, psByteCode)
'device.PixelShader = ditherByChanceEffect
spriteRender = New Sprite(device)
spriteRender.Transform = Matrix.Identity
tex = createCharacterTexture()
End Sub
Public Overrides Sub ReleaseDeviceResources()
MyBase.ReleaseDeviceResources()
End Sub
Public Overrides Sub RenderScene()
'ditherBC.Technique = ditherBC.GetTechnique("DitherViaChance")
Me.device.BeginScene()
spriteRender.Begin(SpriteFlags.None)
ditherBC.Begin()
ditherBC.BeginPass(0)
spriteRender.Draw(tex, New Rectangle(0, 0, 50, 50), New Color4(1, 1, 1))
'spriteRender.Draw(randomText, New Rectangle(0, 0, 1000, 1000), New Color4(1, 1, 1))
spriteRender.End()
ditherBC.EndPass()
ditherBC.End()
Me.device.EndScene()
End Sub
Public Function createCharacterTexture() As Texture
Dim RtsHelper As RenderToSurface = New RenderToSurface(device, 100, 100, Format.A32B32G32R32F)
Dim texture As Texture = New Texture(device, 100, 100, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default)
Dim sloanFont As Font = New Font(device, 98, 98, FontWeight.Normal, 1, False, CharacterSet.Default, Precision.Default,
FontQuality.ClearTypeNatural, PitchAndFamily.Default, "Sloan")
RtsHelper.BeginScene(texture.GetSurfaceLevel(0), New Viewport(0, 0, 100, 100))
sloanFont.DrawString(Nothing, "A", 1, 1, New SlimDX.Color4())
RtsHelper.EndScene(Filter.None)
Font.Dispose()
RtsHelper.Dispose()
Return texture
End Function
End Class