[英]HLSL Perlin Noise and XNA
i need a real time Perlin Noise generation for a 2d game i am implementing. 我需要为正在实施的2d游戏提供实时的Perlin噪声生成。 The CPU noise runs fine, but needs ~1 sec for half my screen size (1920 x 1080).
CPU噪声运行良好,但需要一半屏幕尺寸(1920 x 1080)约1秒。 I can scale it up about 4 times without too many artifacts but still that is a little slow assuming, that my cpu is pretty fast.
我可以将其放大约4倍,而不会出现太多伪影,但是假设我的cpu相当快,那还是有点慢。 So i want to implement it on the GPU.
所以我想在GPU上实现它。 THe problem is i have no experience with HLSL and there are not too many tutorials on it out there... I have tried to implement this (i pretty much copied it all) and added this:
问题是我没有使用HLSL的经验,并且那里没有太多的教程……我试图实现这一点 (我几乎复制了所有内容)并添加了以下内容:
void SpriteVertexShader(inout float4 color : COLOR0,
inout float2 texCoord : TEXCOORD0,
inout float4 position : SV_Position)
{
position = mul(position, MatrixTransform);
}
technique Technique1
{
pass Pass1
{
// TODO: set renderstates here.
VertexShader = compile vs_3_0 SpriteVertexShader();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}
at the end. 在末尾。 I Call it like this:
我这样称呼它:
Matrix projection = Matrix.CreateOrthographicOffCenter(0,
GraphicsDevice.Viewport.Width,
GraphicsDevice.Viewport.Height, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
perlin.Parameters["MatrixTransform"].SetValue(halfPixelOffset * projection);
perlin.CurrentTechnique = perlin.Techniques["Technique1"];
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
perlin.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(new Texture2D(GraphicsDevice,1000,1000),
new Rectangle(0, 0, 500, 500), Color.White);
spriteBatch.End();
and i finally get a black texture. 我终于得到了黑色的质地。 What am i doing wrong?
我究竟做错了什么? I don't understand the vertex shader part... But here they say i have to change it so that i won't get the error: "that is too complex for the target shader model"...
我不理解顶点着色器部分...但是在这里他们说我必须更改它,这样我才不会收到错误:“对于目标着色器模型来说太复杂了” ...
Seems XNA doesn't support textures which were created like that: 似乎XNA不支持这样创建的纹理:
texture permTexture
<
string texturetype = "2D";
string format = "l8";
string function = "GeneratePermTexture";
int width = 256, height = 1;
>;
float4 GeneratePermTexture(float p : POSITION) : COLOR
{
return permutation[p * 256] / 255.0;
}
sampler permSampler = sampler_state
{
texture = <permTexture>;
AddressU = Wrap;
AddressV = Clamp;
MAGFILTER = POINT;
MINFILTER = POINT;
MIPFILTER = NONE;
};
You need to create perm texture and perm gradient outside of shader and then pass them as parameters into shader. 您需要在着色器外部创建烫发纹理和烫发渐变,然后将它们作为参数传递到着色器中。
I started to write code but already found an example here: XNA 4.0 perlin noise using the gpu . 我开始编写代码,但在这里已经找到一个示例: 使用gpu的XNA 4.0 perlin noise 。
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