私が取り組んでいるプロジェクトの HLSL ピクセル シェーダーを作成しようとしています。基本的にやりたいのは、テクスチャに float 値が 0.52 のピクセルがある場合 (スケール 0-255 は 132.6)、133 を 60% の時間で出力し、132 を 40% の時間で出力したいということです。今書いてください、私はRGB値の残りの部分を出力しようとしているだけです(つまり、ピクセルを増やす可能性があります)しかし、私は常にゼロの値を取得します)これは、色が0〜255スケールに量子化されているためだと思いますシェーダーに到達する前ですが、色に関する多くの情報を保存できる A32B32G32R32f 形式を使用しているため、これがなぜなのかわかりません。これが私の非常に単純なシェーダーコードです。それが問題になる場合は、SlimDX (DX9) を使用しています。
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();
}
}
重要な場合、これが私のslimDXコードです。
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