我有D3D 0经验。 我目前正在读弗兰克Luna的关于D3D11的书,试图让使用SharpDX在C#示例工作虽然W / O效果的框架。 我坚持了纹理现在。 我不明白如何从文件,以及如何将其发送到着色器加载纹理。
官方Wiki是死了。 或者至少它不会加载我。 我搜索在这里,但只找到某种方式与SharpDX.WIC这与D2D所以它看起来有点怪异,我在D3D应用程序中使用一些D2D组件来做到这一点。
我有D3D 0经验。 我目前正在读弗兰克Luna的关于D3D11的书,试图让使用SharpDX在C#示例工作虽然W / O效果的框架。 我坚持了纹理现在。 我不明白如何从文件,以及如何将其发送到着色器加载纹理。
官方Wiki是死了。 或者至少它不会加载我。 我搜索在这里,但只找到某种方式与SharpDX.WIC这与D2D所以它看起来有点怪异,我在D3D应用程序中使用一些D2D组件来做到这一点。
看看这里的纹理装载机: 如何从文件加载纹理?
用法:
var device = this.DeviceManager.Direct3DDevice;
var texture = TextureLoader.CreateTexture2DFromBitmap(device, TextureLoader.LoadBitmap(new SharpDX.WIC.ImagingFactory2(), "Texture2.png"));
ShaderResourceView textureView = new ShaderResourceView(device, texture);
对不起,张贴在一个古老的线程,但是是不是要好得多使用什么是.NET框架提供实现这一目标?
if (bitmap.PixelFormat != PixelFormat.Format32bppArgb)
{
bitmap = bitmap.Clone(new Rectangle(0, 0, bitmap.Width, bitmap.Height), PixelFormat.Format32bppArgb);
}
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var ret = new SharpDX.Direct3D11.Texture2D(device, new SharpDX.Direct3D11.Texture2DDescription()
{
Width = bitmap.Width,
Height = bitmap.Height,
ArraySize = 1,
BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource,
Usage = SharpDX.Direct3D11.ResourceUsage.Immutable,
CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None,
Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
MipLevels = 1,
OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None,
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
}, new SharpDX.DataRectangle(data.Scan0, data.Stride));
bitmap.UnlockBits(data);
return ret;
WIC不是Direct2D中的一部分,WIC是载入我知道的DirectX中的图像,即使在C ++中,你必须使用WIC所以只需按照第一个答案的链接,你会被罚款的最佳途径。
要么
public class TextureLoader
{
/// <summary>
/// Loads a bitmap using WIC.
/// </summary>
/// <param name="deviceManager"></param>
/// <param name="filename"></param>
/// <returns></returns>
public static SharpDX.WIC.BitmapSource LoadBitmap(SharpDX.WIC.ImagingFactory2 factory, string filename)
{
var bitmapDecoder = new SharpDX.WIC.BitmapDecoder(
factory,
filename,
SharpDX.WIC.DecodeOptions.CacheOnDemand
);
var formatConverter = new SharpDX.WIC.FormatConverter(factory);
formatConverter.Initialize(
bitmapDecoder.GetFrame(0),
SharpDX.WIC.PixelFormat.Format32bppPRGBA,
SharpDX.WIC.BitmapDitherType.None,
null,
0.0,
SharpDX.WIC.BitmapPaletteType.Custom);
return formatConverter;
}
/// <summary>
/// Creates a <see cref="SharpDX.Direct3D11.Texture2D"/> from a WIC <see cref="SharpDX.WIC.BitmapSource"/>
/// </summary>
/// <param name="device">The Direct3D11 device</param>
/// <param name="bitmapSource">The WIC bitmap source</param>
/// <returns>A Texture2D</returns>
public static SharpDX.Direct3D11.Texture2D CreateTexture2DFromBitmap(SharpDX.Direct3D11.Device device, SharpDX.WIC.BitmapSource bitmapSource)
{
// Allocate DataStream to receive the WIC image pixels
int stride = bitmapSource.Size.Width * 4;
using (var buffer = new SharpDX.DataStream(bitmapSource.Size.Height * stride, true, true))
{
// Copy the content of the WIC to the buffer
bitmapSource.CopyPixels(stride, buffer);
return new SharpDX.Direct3D11.Texture2D(device, new SharpDX.Direct3D11.Texture2DDescription()
{
Width = bitmapSource.Size.Width,
Height = bitmapSource.Size.Height,
ArraySize = 1,
BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource,
Usage = SharpDX.Direct3D11.ResourceUsage.Immutable,
CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None,
Format = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
MipLevels = 1,
OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None,
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
}, new SharpDX.DataRectangle(buffer.DataPointer, stride));
}
}
}
我只是把它从链路,因此它可能需要一些改变与SharpDX 3上班,我使用几乎相同的代码路径,但我在加载阶段如更多的选择。 非预乘的法线,转换为sRGB和类似的东西。
我个人比较喜欢保留一些纹理资源(内部EXE)。 为了充分利用资源,你可以在C#中使用YOURPROJECT.Properties.Resources.BITMAPNAME位图。
然后我做了GDI +位图WIC位图有点转换器功能:
public static unsafe SharpDX.WIC.Bitmap CreateWICBitmapFromGDI(
System.Drawing.Bitmap gdiBitmap)
{
var wicFactory = new ImagingFactory();
var wicBitmap = new SharpDX.WIC.Bitmap(
wicFactory, gdiBitmap.Width, gdiBitmap.Height,
SharpDX.WIC.PixelFormat.Format32bppBGRA,
BitmapCreateCacheOption.CacheOnLoad);
System.Drawing.Rectangle rect = new System.Drawing.Rectangle(
0, 0, gdiBitmap.Width, gdiBitmap.Height);
var btmpData = gdiBitmap.LockBits(rect,
System.Drawing.Imaging.ImageLockMode.WriteOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
byte* pGDIData = (byte*)btmpData.Scan0;
using (BitmapLock bl = wicBitmap.Lock(BitmapLockFlags.Write))
{
byte* pWICData = (byte*)bl.Data.DataPointer;
for (int y = 0; y < gdiBitmap.Height; y++)
{
int offsetWIC = y * bl.Stride;
int offsetGDI = y * btmpData.Stride;
for (int x = 0; x < gdiBitmap.Width; x++)
{
pWICData[offsetWIC + 0] = pGDIData[offsetGDI + 0]; //R
pWICData[offsetWIC + 1] = pGDIData[offsetGDI + 1]; //G
pWICData[offsetWIC + 2] = pGDIData[offsetGDI + 2]; //B
pWICData[offsetWIC + 3] = pGDIData[offsetGDI + 3]; //A
offsetWIC += 4;
offsetGDI += 4;
}
}
}
gdiBitmap.UnlockBits(btmpData);
return wicBitmap;
}
这会为你创建WIC位图,然后你可以使用CreateTexture2DFromBitmap在绘图管线使用它。