• 关于纹理


    纹理坐标

    想把纹理覆盖全部。必须确保矩形的每个角的坐标是以下:(0,1)(1,0)(1,1)(0,0)

    要想屏幕上的每一个像素都对应纹理的像素,必须要注意:

    计算纹理坐标

    // Texture coordinates are setup so that the full texture

    // is mapped completely onto the screen

    Out.texCoord.x = 0.5 * (1 + Pos.x);

    Out.texCoord.y = 0.5 * (1 - Pos.y);

    Combining the standard scale and offset with the texture correction offset yields the following code:

    // Texture coordinates are setup so that the full texture

    // is mapped completely onto the screen

    Out.texCoord.x = 0.5 * (1 + Pos.x - viewport_inv_width);

    Out.texCoord.y = 0.5 * (1 - Pos.y - viewport_inv_height);

    光亮度(intensity)和灰阶(grayscale)

    求光亮度最直观简单的方法是intensity = (green + blue + red)/3

    但是这是有缺陷的,人眼所接收的颜色不是均等,根据研究表明,人眼对颜色的感知得出的光度公式为 intensity = 0.299 * red + 0.587 * Green + 0.114 * blue

    (注:在《shader for game programmers and Artists》的blue乘以的是0.184)

    Pixel shader代码

    sampler Texture0;

    float4 ps_main(

    float4 inDiffuse: COLOR0,

    float2 inTxr1: TEXCOORD0

    ) : COLOR0

    {

    // Output constant color:

    float4 col = tex2D(Texture0,inTxr1);

    float Intensity;

    Intensity = 0.299 * col.r + 0.587 * col.g + 0.114 * col.b;

    //等同于上面

    Intensity = dot(col,float4(0.299,0.587,0.114,0));

    // Return the intensity as a uniform RGB color

    return float4(Intensity.xxx,col.a);

    }

    注:用点乘dot一般效率会比直接用公式要高。

    模糊(blur)和运动模糊

    模糊纹理:

    简单的模糊效果

    取一个像素的四周的像素加起来求平均值:

    因为模糊效果需要多次采样纹理,所以,最好定义一个常数向量数组:

    const float4 samples[4] =

    -1.0, 0, 0, 0.25,

    1.0, 0, 0, 0.25,

    0, -1.0, 0, 0.25,

    0, 1.0 , 0, 0.25

    pass blur的pixel shader代码:

    float viewport_inv_width;

    float viewport_inv_height;

    sampler Texture0;

    const float4 samples[4] = {

    -1.0, 0, 0, 0.25,

    1.0, 0, 0, 0.25,

    0, -1.0, 0, 0.25,

    0, 1.0 , 0, 0.25

    };

    float4 ps_main(float2 texCoord: TEXCOORD) : COLOR

    {

    float4 col = float4(0,0,0,0);

    for(int i = 0; i < 4; i++)

    {

    col+=samples[i].w * tex2D(Texture0,texCoord +

    float2(samples[i].x * viewport_inv_width,

    samples[i].x * viewport_inv_height));

    }

    return col;

    }

    边缘检测(Edge detection)

    在上面的模糊效果改下数组:

    float viewport_inv_width;

    float viewport_inv_height;

    sampler Texture0;

    const float4 samples[6] = {

    -1.0, 1.0, 0, 1.0,

    0.0, 1.0, 0, 2.0,

    1.0, 1.0, 0, 1.0,

    -1.0, -1.0, 0, -1.0,

    0.0, -1.0, 0, -2.0,

    1.0, -1.0, 0, -1.0

    };

    float4 ps_main(float2 texCoord: TEXCOORD) : COLOR

    {

    float4 col = float4(0,0,0,0);

    for(int i = 0; i < 6; i++)

    {

    col+=samples[i].w * tex2D(Texture0,texCoord +

    float2(samples[i].x * viewport_inv_width,

    samples[i].y * viewport_inv_height));

    }

    return col;

    }

    锐化(sharp color)

    在上面的模糊效果改下数组:

    float viewport_inv_width;

    float viewport_inv_height;

    sampler Texture0;

    const float4 samples[5] = {

    0.0, 0.0, 0, 11.0/3.0,

    0.0, 1.0, 0, -2.0/3.0,

    0.0, -1.0, 0, -2.0/3.0,

    -1.0, 0.0, 0, -2.0/3.0,

    1.0, 0.0, 0, -2.0/3.0

    };

    float4 ps_main(float2 texCoord: TEXCOORD0) : COLOR

    {

    float4 col = float4(0,0,0,0);

    // Sample and output the averaged colors

    for(int i=0;i<5;i++)

    col += samples[i].w*tex2D(Texture0,texCoord+

    float2(samples[i].x*viewport_inv_width,

    samples[i].y*viewport_inv_height));

    return col;

    }

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  • 原文地址:https://www.cnblogs.com/ThreeThousandBigWorld/p/2768110.html
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