• 仿制shazzam的简单功能,将hlsl转换为WPF中的ShaderEffect


    (此文章只是在对WPF的Effect产生兴趣才稍微研究了一点后面的知识;需要了解更多可参考https://archive.codeplex.com/?p=shazzam的源代码以及WPF基础知识)

    WPF Shader 基础

    1.blend中的特效

      之前一直使用blend里自带的几个特效,突然有一天比较好奇这些特效是怎么来的。然后就听说了shazzam并看到更多的特效

    2.shazzam的代码

      在参考网址下载了shazzam的代码来研究研究,只抽取出里面【如何将.fx文件编译为.ps,再产生一个调用.ps文件的.cs文件,然后就可以像正常使用其它自带Effect一样使用了】这一过程

    3.HLSL语法

      网上有很多教程啊,目前就直接拿一些写好的来用就行,一个简单的ToonShader.fx

    /// <description>An effect that applies cartoon-like shading (posterization).</description>
    
    sampler2D inputSampler : register(S0);
    
    //-----------------------------------------------------------------------------------------
    // Shader constant register mappings (scalars - float, double, Point, Color, Point3D, etc.)
    //-----------------------------------------------------------------------------------------
    
    /// <summary>The number of color levels to use.</summary>
    /// <minValue>3</minValue>
    /// <maxValue>15</maxValue>
    /// <defaultValue>5</defaultValue>
    float Levels : register(C0);
    
    float4 main(float2 uv : TEXCOORD) : COLOR
    {
    float4 color = tex2D( inputSampler, uv );
    color.rgb /= color.a;
    
    int levels = floor(Levels);
    color.rgb *= levels;
    color.rgb = floor(color.rgb);
    color.rgb /= levels;
    color.rgb *= color.a;
    return color;
    }
    ToonShader

    4.ShaderCompiler

      利用dxd的D3DXCompileShader将.fx文件转换为.ps文件

        public void Compile(string codeText, string output, string fxName, ShaderProfile shaderProfile = ShaderProfile.ps_2_0)
        {
            IsCompiled = false;
            string path = output;
            IntPtr defines = IntPtr.Zero;
            IntPtr includes = IntPtr.Zero;
            IntPtr ppConstantTable = IntPtr.Zero;
            string methodName = "main";
            string targetProfile2 = "ps_2_0";
            targetProfile2 = ((shaderProfile != ShaderProfile.ps_3_0) ? "ps_2_0" : "ps_3_0");
            bool useDx10 = false;
            int hr2 = 0;
            ID3DXBuffer ppShader2;
            ID3DXBuffer ppErrorMsgs2;
            if (!useDx10)
            {
                hr2 = ((IntPtr.Size != 8) ?
                    DxHelper.D3DXCompileShader(codeText, codeText.Length, defines, includes, methodName, targetProfile2, 0, out ppShader2, out ppErrorMsgs2, out ppConstantTable)
                    :
                    DxHelper.D3DXCompileShader64Bit(codeText, codeText.Length, defines, includes, methodName, targetProfile2, 0, out ppShader2, out ppErrorMsgs2, out ppConstantTable));
            }
            else
            {
                int pHr = 0;
                hr2 = DxHelper.D3DX10CompileFromMemory(codeText, codeText.Length, string.Empty, IntPtr.Zero, IntPtr.Zero, methodName, targetProfile2, 0, 0, IntPtr.Zero, out ppShader2, out ppErrorMsgs2, ref pHr);
            }
            if (hr2 != 0)
            {
                IntPtr errors = ppErrorMsgs2.GetBufferPointer();
                ppErrorMsgs2.GetBufferSize();
                ErrorText = Marshal.PtrToStringAnsi(errors);
                IsCompiled = false;
            }
            else
            {
                ErrorText = "";
                IsCompiled = true;
                string psPath = path + fxName;
                IntPtr pCompiledPs = ppShader2.GetBufferPointer();
                int compiledPsSize = ppShader2.GetBufferSize();
                byte[] compiledPs = new byte[compiledPsSize];
                Marshal.Copy(pCompiledPs, compiledPs, 0, compiledPs.Length);
                using (FileStream psFile = File.Open(psPath, FileMode.Create, FileAccess.Write))
                {
                    psFile.Write(compiledPs, 0, compiledPs.Length);
                }
            }
            if (ppShader2 != null)
            {
                Marshal.ReleaseComObject(ppShader2);
            }
            ppShader2 = null;
            if (ppErrorMsgs2 != null)
            {
                Marshal.ReleaseComObject(ppErrorMsgs2);
            }
            ppErrorMsgs2 = null;
            CompileFinished();
        }
    Compile(string codeText, string output, string fxName, ShaderProfile shaderProfile)

     

    5.CodeGenerator

      生成引用.ps文件的effect.cs文件

    private static string GenerateCode(CodeDomProvider provider, CodeCompileUnit compileUnit)
        {
            // Generate source code using the code generator.
            using (StringWriter writer = new StringWriter())
            {
                string indentString = IndentUsingTabs ? "	" : String.Format("{0," + IndentSpaces.ToString() + "}", " ");
                CodeGeneratorOptions options = new CodeGeneratorOptions { IndentString = indentString, BlankLinesBetweenMembers = true, BracingStyle = "C" };
                provider.GenerateCodeFromCompileUnit(compileUnit, writer, options);
                string text = writer.ToString();
                // Fix up code: make static DP fields readonly, and use triple-slash or triple-quote comments for XML doc comments.
                if (provider.FileExtension == "cs")
                {
                    text = text.Replace("public static DependencyProperty", "public static readonly DependencyProperty");
                    text = Regex.Replace(text, @"// <(?!/?auto-generated)", @"/// <");
                }
                else
                    if (provider.FileExtension == "vb")
                {
                    text = text.Replace("Public Shared ", "Public Shared ReadOnly ");
                    text = text.Replace("'<", "'''<");
                }
                return text;
            }
        }
    GenerateCode(CodeDomProvider provider, CodeCompileUnit compileUnit)

     

    生成的cs文件内容如下:

    //------------------------------------------------------------------------------
    // <auto-generated>
    //     此代码由工具生成。
    //     运行时版本:4.0.30319.42000
    //
    //     对此文件的更改可能会导致不正确的行为,并且如果
    //     重新生成代码,这些更改将会丢失。
    // </auto-generated>
    //------------------------------------------------------------------------------
    
    using System;
    using System.ComponentModel;
    using System.Windows;
    using System.Windows.Media;
    using System.Windows.Media.Effects;
    using System.Windows.Media.Media3D;
    
    
    namespace ShaderPan
    {
        
        
        /// <summary>An effect that applies cartoon-like shading (posterization).</summary>
        public class ToonShaderEffect : ShaderEffect
        {
            
            public static readonly DependencyProperty InputProperty = ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(ToonShaderEffect), 0);
            
            public static readonly DependencyProperty LevelsProperty = DependencyProperty.Register("Levels", typeof(double), typeof(ToonShaderEffect), new UIPropertyMetadata(((double)(5D)), PixelShaderConstantCallback(0)));
            
            public ToonShaderEffect()
            {
                PixelShader pixelShader = new PixelShader();
                pixelShader.UriSource = new Uri("C:\Users\Administrator\Desktop\WpfTPL\shader\ToonShader.ps", UriKind.Absolute);
                this.PixelShader = pixelShader;
    
                this.UpdateShaderValue(InputProperty);
                this.UpdateShaderValue(LevelsProperty);
            }
            
            public Brush Input
            {
                get
                {
                    return ((Brush)(this.GetValue(InputProperty)));
                }
                set
                {
                    this.SetValue(InputProperty, value);
                }
            }
            
            /// <summary>The number of color levels to use.</summary>
            public double Levels
            {
                get
                {
                    return ((double)(this.GetValue(LevelsProperty)));
                }
                set
                {
                    this.SetValue(LevelsProperty, value);
                }
            }
        }
    }
    ToonShaderEffect : ShaderEffect

    6.ShaderPanTest

      测试功能--运用C#动态编译生成来使用Effect

     public static Assembly CompileInMemory(string code)
        {
            var provider = new CSharpCodeProvider(new Dictionary<string, string>() { { "CompilerVersion", "v4.0" } });
    
            CompilerParameters options = new CompilerParameters();
            options.ReferencedAssemblies.Add("System.dll");
            options.ReferencedAssemblies.Add("System.Core.dll");
            options.ReferencedAssemblies.Add("WindowsBase.dll");
            options.ReferencedAssemblies.Add("PresentationFramework.dll");
            options.ReferencedAssemblies.Add("PresentationCore.dll");
            options.IncludeDebugInformation = false;
            options.GenerateExecutable = false;
            options.GenerateInMemory = true;
            CompilerResults results = provider.CompileAssemblyFromSource(options, code);
            provider.Dispose();
            if (results.Errors.Count == 0)
                return results.CompiledAssembly;
            else
                return null;
        }
    CompileInMemory(string code)

    7.源码

        https://github.com/lenkasetGitHub/lkts_WPFPixelShader (exe图标来自easyicon)

                https://gitee.com/github-19276270/Song_WPF_PixelShader

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  • 原文地址:https://www.cnblogs.com/lenkaset/p/WPF_PixelShader.html
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