我的“柏林”噪声效果着色器产生全白或全黑
我正在尝试在 NVidia FX Composer 中编写“perlin”噪声着色器。然而,无论我如何调整噪声函数,它都会返回 100% 白色或 100% 黑色。我不知道如何解决这个问题,甚至不知道问题出在哪里。
编辑:如果您看过此页面,您可能知道我在哪里得到了代码。我想我应该从我已经在 CPU 上使用过的方法开始。
请帮忙。
float Noise1(int x, int y)
{
int n = x + y * 57;
// int n = x + y * 1376312627;
// n = n * n;
// n = (int)pow(n * pow(2, 13), n);
// return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 1073741824.0);
// return abs( ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 2147483647.0);
// return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 2147483647.0);
// return ( n / 2147483647.0);
return ( ((float)n) / 500.0 );
// return n = 2147483647.0;
}
float SmoothNoise_1(int x, int y)
{
float corners = ( Noise1(x-1, y-1) + Noise1(x+1, y-1) + Noise1(x-1, y+1) + Noise1(x+1, y+1) ) / 16.0;
float sides = ( Noise1(x-1, y) + Noise1(x+1, y) + Noise1(x, y-1) + Noise1(x, y+1) ) / 8.0;
float center = Noise1(x, y) / 4.0;
return corners + sides + center;
}
float Cosine_Interpolate(float a, float b, float x)
{
float ft = x * 3.1415927;
float f = (1 - cos(ft)) * 0.5;
return a*(1-f) + b*f;
}
float InterpolatedNoise_1(float x, float y)
{
int integer_X = (int)x;
float fractional_X = x - integer_X;
int integer_Y = (int)y;
float fractional_Y = y - integer_Y;
float v1 = SmoothNoise_1(integer_X, integer_Y);
float v2 = SmoothNoise_1(integer_X + 1, integer_Y);
float v3 = SmoothNoise_1(integer_X, integer_Y + 1);
float v4 = SmoothNoise_1(integer_X + 1, integer_Y + 1);
float i1 = Cosine_Interpolate(v1 , v2 , fractional_X);
float i2 = Cosine_Interpolate(v3 , v4 , fractional_X);
return Cosine_Interpolate(i1 , i2 , fractional_Y);
}
int width = 512;
int height = 512;
float4 PerlinNoise_2D(float2 xy : TEXCOORD0) : COLOR0
{
float4 total = 0;
// int p = persistence;
float p = 1.0;
// int n = Number_Of_Octaves - 1;
int n = 2;
for(int i = 0; i < n; ++i)
{
float frequency = pow(2, i);
float amplitude = pow(p, i);
/* total.a = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.r = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.g = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.b = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude; */
/* total.a = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.r = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.g = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.b = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude; */
total.a = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.r = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.g = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.b = InterpolatedNoise_1(xy.x * width, xy.y * height);
}
return clamp(total, 0.0, 1.0);
// return (float)(int)(2147483647 + 2147483647 + 2147483647 / 2) / 2147483647.0;
}
technique Perlin
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_3_0 PerlinNoise_2D();
}
}
谢谢。
I'm trying to code a "perlin" noise shader in NVidia FX Composer. However, no matter how I tweak the noise function, it returns either 100% white or 100% black. I have no clue how to solve this or even where the problem is.
Edit: If you've seen This page, you probably know where I got the code. Figured I'd start with a method I'd already gotten working on a CPU.
Help, please.
float Noise1(int x, int y)
{
int n = x + y * 57;
// int n = x + y * 1376312627;
// n = n * n;
// n = (int)pow(n * pow(2, 13), n);
// return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 1073741824.0);
// return abs( ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 2147483647.0);
// return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) + 0x7fffffff) / 2147483647.0);
// return ( n / 2147483647.0);
return ( ((float)n) / 500.0 );
// return n = 2147483647.0;
}
float SmoothNoise_1(int x, int y)
{
float corners = ( Noise1(x-1, y-1) + Noise1(x+1, y-1) + Noise1(x-1, y+1) + Noise1(x+1, y+1) ) / 16.0;
float sides = ( Noise1(x-1, y) + Noise1(x+1, y) + Noise1(x, y-1) + Noise1(x, y+1) ) / 8.0;
float center = Noise1(x, y) / 4.0;
return corners + sides + center;
}
float Cosine_Interpolate(float a, float b, float x)
{
float ft = x * 3.1415927;
float f = (1 - cos(ft)) * 0.5;
return a*(1-f) + b*f;
}
float InterpolatedNoise_1(float x, float y)
{
int integer_X = (int)x;
float fractional_X = x - integer_X;
int integer_Y = (int)y;
float fractional_Y = y - integer_Y;
float v1 = SmoothNoise_1(integer_X, integer_Y);
float v2 = SmoothNoise_1(integer_X + 1, integer_Y);
float v3 = SmoothNoise_1(integer_X, integer_Y + 1);
float v4 = SmoothNoise_1(integer_X + 1, integer_Y + 1);
float i1 = Cosine_Interpolate(v1 , v2 , fractional_X);
float i2 = Cosine_Interpolate(v3 , v4 , fractional_X);
return Cosine_Interpolate(i1 , i2 , fractional_Y);
}
int width = 512;
int height = 512;
float4 PerlinNoise_2D(float2 xy : TEXCOORD0) : COLOR0
{
float4 total = 0;
// int p = persistence;
float p = 1.0;
// int n = Number_Of_Octaves - 1;
int n = 2;
for(int i = 0; i < n; ++i)
{
float frequency = pow(2, i);
float amplitude = pow(p, i);
/* total.a = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.r = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.g = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude;
total.b = InterpolatedNoise_1(xy.x * width * frequency, xy.y * height * frequency) * amplitude; */
/* total.a = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.r = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.g = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude;
total.b = InterpolatedNoise_1(xy.x * frequency, xy.y * frequency) * amplitude; */
total.a = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.r = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.g = InterpolatedNoise_1(xy.x * width, xy.y * height);
total.b = InterpolatedNoise_1(xy.x * width, xy.y * height);
}
return clamp(total, 0.0, 1.0);
// return (float)(int)(2147483647 + 2147483647 + 2147483647 / 2) / 2147483647.0;
}
technique Perlin
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_3_0 PerlinNoise_2D();
}
}
Thanks.
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简而言之,因为 GeForce 8800GT 不执行 Bitwise 操作,并且 pow() 返回浮点数。因此没有旋转和摆动的整数位。 (非常技术性的解释)。
In short form, because a GeForce 8800GT doesn't do Bitwise and pow() returns a float. So no spinning and wobbling integer bits. (Very technical explanation, that).