WPF着色器效果-不显示抗锯齿

ewm0tg9j  于 2023-03-04  发布在  其他
关注(0)|答案(2)|浏览(151)

我遇到了一个问题,我有一个WPF着色器效果(从雷内舒尔特修改),以模拟点阵显示(DMD)。一切工作正常,但所有的点是别名。
参见随附图片。x1c 0d1x
我尝试了WPF中的许多功能,以带来抗锯齿,没有任何作用。
在构造函数中(文本框中图像);

RenderOptions.SetBitmapScalingMode(MarqueeTB, BitmapScalingMode.HighQuality);
RenderOptions.SetEdgeMode(MarqueeTB, EdgeMode.Unspecified);
RenderOptions.SetClearTypeHint(MarqueeTB, ClearTypeHint.Enabled);

我不认为这是我的显卡或Windows配置。我做了一些测试,在两台电脑,相同的结果;Windows 8.1和Windows 7.
我不知道该怎么做。欢迎任何帮助或建议。
提前感谢,问候,着色器代码:

//   Project:           Shaders
//
//   Description:       Mosaic Shader for Coding4Fun.
//
//   Changed by:        $Author$
//   Changed on:        $Date$
//   Changed in:        $Revision$
//   Project:           $URL$
//   Id:                $Id$
//
//
//   Copyright (c) 2010 Rene Schulte
//

/// <description>Mosaic Shader for Coding4Fun.</description>

/// <summary>The number pixel blocks.</summary>
/// <type>Single</type>
/// <minValue>2</minValue>
/// <maxValue>500</maxValue>
/// <defaultValue>50</defaultValue>
float BlockCount : register(C0);

/// <summary>The rounding of a pixel block.</summary>
/// <type>Single</type>
/// <minValue>0</minValue>
/// <maxValue>1</maxValue>
/// <defaultValue>0.45</defaultValue>
float Max : register(C2);

/// <summary>The aspect ratio of the image.</summary>
/// <type>Single</type>
/// <minValue>0</minValue>
/// <maxValue>10</maxValue>
/// <defaultValue>1</defaultValue>
float AspectRatio : register(C3);

// Sampler
sampler2D input : register(S0);

// Static computed vars for optimization
static float2 BlockCount2 = float2(BlockCount, BlockCount  / AspectRatio);
static float2 BlockSize2 = 1.0f / BlockCount2; 

// Shader
float4 main(float2 uv : TEXCOORD) : COLOR
{
     // Calculate block center
     float2 blockPos = floor(uv * BlockCount2);
     float2 blockCenter = blockPos * BlockSize2 + BlockSize2 * 0.5;

     // Scale coordinates back to original ratio for rounding
     float2 uvScaled = float2(uv.x * AspectRatio, uv.y);
     float2 blockCenterScaled = float2(blockCenter.x * AspectRatio, blockCenter.y);

     // Round the block by testing the distance of the pixel coordinate to the center
     float dist = length(uvScaled - blockCenterScaled) * BlockCount2;
     if(dist < 0 || dist > Max)
     {
         return 1;
     }

     // Sample color at the calculated coordinate
     return tex2D(input, blockCenter);
}
vm0i2vca

vm0i2vca1#

我不确定这是否是“最佳”解决方案,但它确实有效。请参阅this答案的antialiasedCircle部分。

//  Project:           Dot Matrix Display (DMD) Shader
//  Inspired from From Mosaic shader Copyright (c) 2010 Rene Schulte

/// <summary>The number pixel blocks.</summary>
/// <type>Single</type>
/// <minValue>2</minValue>
/// <maxValue>500</maxValue>
/// <defaultValue>34</defaultValue>

float BlockCount : register(C0);

/// <summary>The rounding of a pixel block.</summary>
/// <type>Single</type>
/// <minValue>0</minValue>
/// <maxValue>1</maxValue>
/// <defaultValue>0.45</defaultValue>
float Max : register(C2);

/// <summary>The aspect ratio of the image.</summary>
/// <type>Single</type>
/// <minValue>0</minValue>
/// <maxValue>10</maxValue>
/// <defaultValue>1.55</defaultValue>
float AspectRatio : register(C3);

/// <summary>The monochrome color used to tint the input.</summary>
/// <defaultValue>Yellow</defaultValue>
float4 FilterColor : register(C1);

/// <summary>monochrome.</summary>
/// <defaultValue>1</defaultValue>
float IsMonochrome : register(C4);

// Sampler
sampler2D input : register(S0);

// Static computed vars for optimization
static float2 BlockCount2 = float2(BlockCount, BlockCount  / AspectRatio);
static float2 BlockSize2 = 1.0f / BlockCount2; 

float4 setMonochrome(float4 color) : COLOR
{
   float4 monochrome= color;
   if(((int)IsMonochrome) == 1)
   {
      float3 rgb = color.rgb;
      float3 luminance = dot(rgb, float3(0.30, 0.59, 0.11));
     monochrome= float4(luminance * FilterColor.rgb, color.a);
   }
    return monochrome;
}

float4 SetDMD(float2 uv : TEXCOORD, sampler2D samp) : COLOR
{
     // Calculate block center
     float2 blockPos = floor(uv * BlockCount2);
     float2 blockCenter = blockPos * BlockSize2 + BlockSize2 * 0.5;
     
     // Scale coordinates back to original ratio for rounding
     float2 uvScaled = float2(uv.x * AspectRatio, uv.y);
     float2 blockCenterScaled = float2(blockCenter.x * AspectRatio, blockCenter.y);
         
     // Round the block by testing the distance of the pixel coordinate to the center
     float dist = length(uvScaled - blockCenterScaled) * BlockCount2;
     
      float4 insideColor= tex2D(samp, blockCenter);
       
     float4 outsideColor = insideColor; 
         outsideColor.r = 0; 
         outsideColor.g = 0; 
         outsideColor.b = 0; 
         outsideColor.a = 1; 
         
      float distFromEdge = Max - dist;  // positive when inside the circle
     float thresholdWidth = .22;  // a constant you'd tune to get the right level of softness
     float antialiasedCircle = saturate((distFromEdge / thresholdWidth) + 0.5);
     
     return lerp(outsideColor, insideColor, antialiasedCircle);
}

// Shader
float4 main(float2 uv : TEXCOORD) : COLOR
{
     float4 DMD= SetDMD(uv, input);
     DMD = setMonochrome(DMD);
       
     return DMD;
}

以下是成功解决方案的图像:

wbgh16ku

wbgh16ku2#

布局是否舍入?尝试MarqueeTB.UseLayoutRounding = false;

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