在我的Pixel Shader(UWP,Win2D)中支持多种颜色输入

时间:2018-02-03 15:19:19

标签: xaml uwp win-universal-app pixel-shader win2d

我一直在开发一款可以提供Color Replacement的应用程序,并且@Jet Chopper在解决方案上提供了很多帮助。他为我提供了以下代码,它基本上使用ControlSpectrum控件来获取源颜色和目标颜色。您的想法是指定一个源颜色,然后由目标颜色替换。这是当前的工作代码:

这是我的原始帖子,其中包含带有GIF的原始解决方案。 Original Post

XAML:

<Grid>
    <xaml:CanvasAnimatedControl x:Name="AnimatedControl"
                            CreateResources="AnimatedControl_OnCreateResources"
                            Draw="AnimatedControl_OnDraw"/>

    <StackPanel HorizontalAlignment="Left" VerticalAlignment="Bottom">
        <TextBlock Text="Source Color" FontSize="32" Foreground="White" TextAlignment="Center"/>

        <ColorSpectrum Width="256" Height="256" ColorChanged="SourceColorSpectrum_OnColorChanged"/>
    </StackPanel>

    <StackPanel HorizontalAlignment="Right" VerticalAlignment="Bottom">
        <TextBlock Text="Replace Color" FontSize="32" Foreground="White" TextAlignment="Center"/>

        <ColorSpectrum Width="256" Height="256" ColorChanged="TargetColorSpectrum_OnColorChanged"/>
    </StackPanel>

    <Slider Width="512" ValueChanged="RangeBase_OnValueChanged" VerticalAlignment="Center"/>
</Grid>

CODE:

private PixelShaderEffect _textureShader;
private GaussianBlurEffect _blur;
private BlendEffect _blend;

private void AnimatedControl_OnCreateResources(CanvasAnimatedControl sender, CanvasCreateResourcesEventArgs args)
{
    args.TrackAsyncAction(CreateResourcesAsync(sender).AsAsyncAction());
}

private async Task CreateResourcesAsync(CanvasAnimatedControl sender)
{
    var file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/Shaders/TextureTest.bin"));
    var buffer = await FileIO.ReadBufferAsync(file);

    var sourceImage = await CanvasBitmap.LoadAsync(sender, new Uri("ms-appx:///Assets/image.jpg"));

    _textureShader = new PixelShaderEffect(buffer.ToArray())
    {
        Source1 = sourceImage
    };

    _blur = new GaussianBlurEffect
    {
        BlurAmount = 4,
        Source = _textureShader
    };

    _blend = new BlendEffect
    {
        Foreground = _blur,
        Background = sourceImage,
        Mode = BlendEffectMode.Color
    };
}

private void AnimatedControl_OnDraw(ICanvasAnimatedControl sender, CanvasAnimatedDrawEventArgs args)
{
    args.DrawingSession.DrawImage(_blend);
}

private void RangeBase_OnValueChanged(object sender, RangeBaseValueChangedEventArgs e)
{
    _textureShader.Properties["threshold"] = (float)e.NewValue / 100;
}

private void SourceColorSpectrum_OnColorChanged(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["sourceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

private void TargetColorSpectrum_OnColorChanged(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["replaceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

PIXEL SHADER:

#define D2D_INPUT_COUNT 1
#define D2D_INPUT0_SIMPLE

#include "d2d1effecthelpers.hlsli"

float3 sourceColor;
float3 replaceColor;
float threshold;

D2D_PS_ENTRY(main)
{
    float3 color = D2DGetInput(0).rgb;

    if (abs(color.r - sourceColor.r) < threshold && abs(color.g - sourceColor.g) < threshold && abs(color.b - sourceColor.b) < threshold) 
    {
        float3 newColor = color - sourceColor + replaceColor;
        return float4(newColor.r, newColor.g, newColor.b, 1);
    }
    else 
    {
        return float4(0, 0, 0, 0);
    }
}

所以我的下一步是将此解决方案向前推进一步,并同时引入更多的一种颜色替换。所以我改变了一切以支持2种颜色:

我的变化

XAML:

<Grid>
    <xaml:CanvasAnimatedControl x:Name="AnimatedControl"
                            CreateResources="AnimatedControl_OnCreateResources"
                            Draw="AnimatedControl_OnDraw"/>

    <StackPanel HorizontalAlignment="Left" VerticalAlignment="Bottom">
        <TextBlock Text="Source Color" FontSize="32" Foreground="White" TextAlignment="Center"/>

        <ColorSpectrum Width="256" Height="256" ColorChanged="SourceColorSpectrum_OnColorChanged"/>
        <ColorSpectrum Width="256" Height="256" ColorChanged="SourceColorSpectrum_OnColorChanged2"/>
    </StackPanel>

    <StackPanel HorizontalAlignment="Right" VerticalAlignment="Bottom">
        <TextBlock Text="Replace Color" FontSize="32" Foreground="White" TextAlignment="Center"/>

        <ColorSpectrum Width="256" Height="256" ColorChanged="TargetColorSpectrum_OnColorChanged"/>
        <ColorSpectrum Width="256" Height="256" ColorChanged="TargetColorSpectrum_OnColorChanged2"/>
    </StackPanel>

    <Slider Width="512" ValueChanged="RangeBase_OnValueChanged" VerticalAlignment="Center"/>
</Grid>

CODE:

private PixelShaderEffect _textureShader;
private GaussianBlurEffect _blur;
private BlendEffect _blend;

private void AnimatedControl_OnCreateResources(CanvasAnimatedControl sender, CanvasCreateResourcesEventArgs args)
{
    args.TrackAsyncAction(CreateResourcesAsync(sender).AsAsyncAction());
}

private async Task CreateResourcesAsync(CanvasAnimatedControl sender)
{
    var file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/Shaders/TextureTest.bin"));
    var buffer = await FileIO.ReadBufferAsync(file);

    var sourceImage = await CanvasBitmap.LoadAsync(sender, new Uri("ms-appx:///Assets/image.jpg"));

    _textureShader = new PixelShaderEffect(buffer.ToArray())
    {
        Source1 = sourceImage,
        Source2 = sourceImage
    };

    _blur = new GaussianBlurEffect
    {
        BlurAmount = 4,
        Source = _textureShader
    };

    _blend = new BlendEffect
    {
        Foreground = _blur,
        Background = sourceImage,
        Mode = BlendEffectMode.Color
    };
}

private void AnimatedControl_OnDraw(ICanvasAnimatedControl sender, CanvasAnimatedDrawEventArgs args)
{
    args.DrawingSession.DrawImage(_blend);
}

private void RangeBase_OnValueChanged(object sender, RangeBaseValueChangedEventArgs e)
{
    _textureShader.Properties["threshold"] = (float)e.NewValue / 100;
}

private void SourceColorSpectrum_OnColorChanged(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["sourceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

private void TargetColorSpectrum_OnColorChanged(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["replaceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

private void SourceColorSpectrum_OnColorChanged2(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["sourceColor2"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

private void TargetColorSpectrum_OnColorChanged2(ColorSpectrum sender, ColorChangedEventArgs args)
{
    _textureShader.Properties["replaceColor2"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
}

PIXEL SHADER:

#define D2D_INPUT_COUNT 2
#define D2D_INPUT0_SIMPLE
#define D2D_INPUT1_SIMPLE

#include "d2d1effecthelpers.hlsli"

float3 sourceColor;
float3 replaceColor;
float3 sourceColor2;
float3 replaceColor2;
float threshold;

D2D_PS_ENTRY(main)
{
    float3 color1 = D2DGetInput(0).rgb;
    float3 color2 = D2DGetInput(1).rgb;

    float4 result1;
    float4 result2;

    if (abs(color1.r - sourceColor.r) < threshold &&
        abs(color1.g - sourceColor.g) < threshold &&
        abs(color1.b - sourceColor.b) < threshold) 
    {
        float3 newColor = color1 - sourceColor + replaceColor;
        result1 = float4(newColor.r, newColor.g, newColor.b, 1);
    }
    else 
    {
        result1 = float4(0, 0, 0, 0);
    }

    if (abs(color2.r - sourceColor2.r) < threshold &&
        abs(color2.g - sourceColor2.g) < threshold &&
        abs(color2.b - sourceColor2.b) < threshold)
    {
        float3 newColor = color2 - sourceColor2 + replaceColor2;
        result2 = float4(newColor.r, newColor.g, newColor.b, 1);
    }
    else
    {
        result2 = float4(0, 0, 0, 0);
    }

    return result1 * result2;
}

基本上我只是在XAML,代码和像素着色器中加倍了所有内容。但对于Pixel Shader,我不确定两个结果相乘,我的返回值是否正确。我是否能够一次性更换多种颜色?

2 个答案:

答案 0 :(得分:1)

好的,这里的样本有2种输入颜色,2种颜色和2种阈值。

XAML:

    private PixelShaderEffect _textureShader;
    private GaussianBlurEffect _blur;
    private BlendEffect _blend;

    public Ripple()
    {
        InitializeComponent();
    }

    private void AnimatedControl_OnCreateResources(CanvasAnimatedControl sender, CanvasCreateResourcesEventArgs args)
    {
        args.TrackAsyncAction(CreateResourcesAsync(sender).AsAsyncAction());
    }

    private async Task CreateResourcesAsync(CanvasAnimatedControl sender)
    {
        var file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/Shaders/TextureTest.bin"));
        var buffer = await FileIO.ReadBufferAsync(file);

        var sourceImage = await CanvasBitmap.LoadAsync(sender, new Uri("ms-appx:///Assets/image.jpg"));

        _textureShader = new PixelShaderEffect(buffer.ToArray())
        {
            Source1 = sourceImage
        };

        _blur = new GaussianBlurEffect
        {
            BlurAmount = 4,
            Source = _textureShader
        };

        _blend = new BlendEffect
        {
            Foreground = _blur,
            Background = sourceImage,
            Mode = BlendEffectMode.Color
        };
    }

    private void AnimatedControl_OnDraw(ICanvasAnimatedControl sender, CanvasAnimatedDrawEventArgs args)
    {
        args.DrawingSession.DrawImage(_blend);
    }

    private void RangeBase_OnValueChanged(object sender, RangeBaseValueChangedEventArgs e)
    {
        _textureShader.Properties["threshold"] = (float)e.NewValue / 100;
    }

    private void ColorSpectrum_OnColorChanged(ColorSpectrum sender, ColorChangedEventArgs args)
    {
        _textureShader.Properties["sourceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
    }

    private void ColorSpectrum_OnColorChanged1(ColorSpectrum sender, ColorChangedEventArgs args)
    {
        _textureShader.Properties["replaceColor"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
    }

    private void RangeBase1_OnValueChanged(object sender, RangeBaseValueChangedEventArgs e)
    {
        _textureShader.Properties["threshold2"] = (float)e.NewValue / 100;
    }

    private void ColorSpectrum_OnColorChanged2(ColorSpectrum sender, ColorChangedEventArgs args)
    {
        _textureShader.Properties["sourceColor2"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
    }

    private void ColorSpectrum_OnColorChanged3(ColorSpectrum sender, ColorChangedEventArgs args)
    {
        _textureShader.Properties["replaceColor2"] = new Vector3((float)args.NewColor.R / 255, (float)args.NewColor.G / 255, (float)args.NewColor.B / 255);
    }

代码背后:

#define D2D_INPUT_COUNT 1
#define D2D_INPUT0_SIMPLE

#include "d2d1effecthelpers.hlsli"

float3 sourceColor;
float3 replaceColor;
float threshold;

float3 sourceColor2;
float3 replaceColor2;
float threshold2;

D2D_PS_ENTRY(main)
{
    float3 color = D2DGetInput(0).rgb;

    if (abs(color.r - sourceColor.r) < threshold && abs(color.g - sourceColor.g) < threshold && abs(color.b - sourceColor.b) < threshold) 
    {
        float3 newColor = color - sourceColor + replaceColor;
        return float4(newColor.r, newColor.g, newColor.b, 1);
    }
    else if (abs(color.r - sourceColor2.r) < threshold2 && abs(color.g - sourceColor2.g) < threshold2 && abs(color.b - sourceColor2.b) < threshold2)
    {
        float3 newColor = color - sourceColor2 + replaceColor2;
        return float4(newColor.r, newColor.g, newColor.b, 1);
    }
    else 
    {
        return float4(0, 0, 0, 0);
    }
}

HLSL着色器:

Location

enter image description here

享受!

答案 1 :(得分:0)

在WPF中,没有办法自动&#34;堆叠&#34;效果。但是,您可以使用合成来完成它。你不必对像素着色器所做的任何事情加倍。您基本上会对相关孩子的祖先加倍,并应用多个像素着色器效果。例如,假设您想要将2个颜色替换像素着色器应用于单个图像。以下伪代码可以帮助您:

<Grid Name="Ancestor1">
    <Grid Name="Ancestor2">
        <Image Source="..." Name="Child" />
    </Grid>
</Grid>

在后面的代码中,您可以将像素着色器效果应用于每个祖先,如下所示:

Ancestor1.Effect = New ColorReplacementPixelShader() with { .PropertyA = someValue, ... }
Ancestor2.Effect = New ColorReplacementPixelShader() with { .PropertyA = somevalue, ... }

在这样做时,您已经有效地将相同的像素着色器TWICE应用于子图像元素,但是通过使用两个祖先堆叠效果来实现这一点。

希望有所帮助!