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;

}

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