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我正在编写的应用程序中使用此示例项目的 XNA 4.0 表单控件:http://creators.xna.com/en-US/sample/winforms_series1
如果您不熟悉 FXAA,请查看创建者的站点:
http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html
到目前为止,我已经花了很多时间试图弄清楚在没有任何运气的情况下使用它(到目前为止......)。确实,我在图形编程方面没有太多经验,但我目前确实有一个很好的应用程序正在运行,它的锯齿状线条看起来真的很糟糕。我知道 AA 的内置方法,但不适用于我和我的笔记本电脑。所以我的要求是关于使用 FXAA 而不是内置方法。
这一点:
我的内容项目中有 FXAA 3.11 头文件。
我有一个由 Visual Studio 生成的通用 FX 文件,其中包含以下内容:
#define FXAA_PC_CONSOLE 1
#define FXAA_HLSL_5 1
#define FXAA_QUALITY__PRESET 12
#include "Includes/Fxaa3_11.h"
最佳答案
所以我想通了,至少使用了为游戏机和低端 PC 设计的较小版本的 FXAA。我不能保证着色器代码的参数是正确的,但是在它运行时我确实看到了明显的差异。
这是我的切碎着色器和 C# XNA 4.0 代码片段的完整解决方案:
首先是着色器代码(将其放在 Content 子项目的 .fx 文件中):
请注意,根据 SM2.0 不支持第一种类型 的建议,我将 tex2Dlod 替换为 tex2D
#define FxaaBool bool
#define FxaaDiscard clip(-1)
#define FxaaFloat float
#define FxaaFloat2 float2
#define FxaaFloat3 float3
#define FxaaFloat4 float4
#define FxaaHalf half
#define FxaaHalf2 half2
#define FxaaHalf3 half3
#define FxaaHalf4 half4
#define FxaaSat(x) saturate(x)
#define FxaaInt2 float2
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) tex2D(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2D(t, float4(p + (o * r), 0, 0))
FxaaFloat FxaaLuma(FxaaFloat4 rgba) {
rgba.w = dot(rgba.rgb, FxaaFloat3(0.299, 0.587, 0.114));
return rgba.w; }
/*============================================================================
FXAA3 CONSOLE - PC VERSION
============================================================================*/
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaFloat4 fxaaConsolePosPos,
FxaaTex tex,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin) {
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
#if (FXAA_GREEN_AS_LUMA == 0)
FxaaFloat lumaM = rgbyM.w;
#else
FxaaFloat lumaM = rgbyM.y;
#endif
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
lumaNe += 1.0/384.0;
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
FxaaFloat lumaMinM = min(lumaMin, lumaM);
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
FxaaFloat2 dir;
dir.x = dirSwMinusNe + dirSeMinusNw;
dir.y = dirSwMinusNe - dirSeMinusNw;
FxaaFloat2 dir1 = normalize(dir.xy);
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
#if (FXAA_GREEN_AS_LUMA == 0)
FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
#else
FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
#endif
if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
return rgbyB;
}
/*==========================================================================*/
uniform extern float SCREEN_WIDTH;
uniform extern float SCREEN_HEIGHT;
uniform extern texture gScreenTexture;
sampler screenSampler = sampler_state
{
Texture = <gScreenTexture>;
/*MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;*/
};
float4 PixelShaderFunction(float2 tc : TEXCOORD0) : COLOR0
{
float pixelWidth = (1 / SCREEN_WIDTH);
float pixelHeight = (1 / SCREEN_HEIGHT);
float2 pixelCenter = float2(tc.x - pixelWidth, tc.y - pixelHeight);
float4 fxaaConsolePosPos = float4(tc.x, tc.y, tc.x + pixelWidth, tc.y + pixelHeight);
return FxaaPixelShader(
pixelCenter,
fxaaConsolePosPos,
screenSampler,
float4(-0.50 / SCREEN_WIDTH, -0.50 / SCREEN_HEIGHT, 0.50 / SCREEN_WIDTH, 0.50 / SCREEN_HEIGHT),
float4(-2.0 / SCREEN_WIDTH, -2.0 / SCREEN_HEIGHT, 2.0 / SCREEN_WIDTH, 2.0 / SCREEN_HEIGHT),
8.0,
0.125,
0.05);
}
technique ppfxaa
{
pass Pass1
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
//..........................................
//these objects are used in managing the FXAA operation
//FXAA objects (anti-aliasing)
RenderTarget2D renderTarget;
SpriteBatch spriteBatch;
Effect fxaaAntialiasing;
//..........................................
//initialize the render target and set effect parameters
//code to handle a final antialiasing using a pixel shader
renderTarget = new RenderTarget2D(
GraphicsDevice,
GraphicsDevice.PresentationParameters.BackBufferWidth,
GraphicsDevice.PresentationParameters.BackBufferHeight,
false,
GraphicsDevice.PresentationParameters.BackBufferFormat,
DepthFormat.Depth24);
spriteBatch = new SpriteBatch(GraphicsDevice);
fxaaAntialiasing = content.Load<Effect>("sfxaa");
fxaaAntialiasing.CurrentTechnique = fxaaAntialiasing.Techniques["ppfxaa"];
fxaaAntialiasing.Parameters["SCREEN_WIDTH"].SetValue(renderTarget.Width);
fxaaAntialiasing.Parameters["SCREEN_HEIGHT"].SetValue(renderTarget.Height);
fxaaAntialiasing.Parameters["gScreenTexture"].SetValue(renderTarget as Texture2D);
//..........................................
//this should happen in your Draw() method
//change to our offscreen render target
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.Clear(Color.CornflowerBlue);
//
//draw all of your models and such here...
//
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
//this where the shader antialiasing happens to the frame we just filled with content
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
SamplerState.LinearClamp, DepthStencilState.Default,
RasterizerState.CullNone, fxaaAntialiasing);
//draw the buffer we made to the screen
spriteBatch.Draw(renderTarget as Texture2D,
new Rectangle(0, 0, renderTarget.Width, renderTarget.Height),
Color.White);
spriteBatch.End();
关于xna - 在 XNA 4.0 winforms 中使用 Nvidia FXAA(着色器抗锯齿)的示例?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/7680073/
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