我正在使用DirectX 11,DirectX Toolkit和C ++。如何为spritebatch创建一个带蓝色边框的矩形?我猜我需要在内存中创建一个可能带有1像素蓝色边框的纹理?
ComPtr<ID3D11ShaderResourceView> spriteSheet_;
ComPtr<ID3D11Resource> resource;
CreateDDSTextureFromFile(d3dDevice_, L"mytex.dds", resource.GetAddressOf(),
spriteSheet_.ReleaseAndGetAddressOf());
batch->Draw(spriteSheet_.Get(), position, &sourceRect, DirectX::Colors::White,
rotation_, spriteOrigin_, scale_, DirectX::SpriteEffects_None, depth_);
答案 0 :(得分:0)
如您所述,您可以使用SpriteBatch
绘制单像素纹理 - 您可以使用白色纹理并使用SpriteBatch着色将其设为蓝色。
以下是一些在Direct3D 11中以编程方式创建1x1白色纹理的简单代码:
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> pWhiteTexture;
static const uint32_t s_pixel = 0xffffffff;
D3D11_SUBRESOURCE_DATA initData = { &s_pixel, sizeof(uint32_t), 0 };
D3D11_TEXTURE2D_DESC desc;
memset( &desc, 0, sizeof(desc) );
desc.Width = desc.Height = desc.MipLevels = desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
Microsoft::WRL::ComPtr<ID3D11Texture2D> tex;
HRESULT hr = mDevice->CreateTexture2D( &desc, &initData, &tex );
DX::ThrowIfFailed(hr);
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
SRVDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = 1;
hr = mDevice->CreateShaderResourceView( tex.Get(), &SRVDesc, &pWhiteTexture );
DX::ThrowIfFailed(hr);
更有效的解决方案是使用PrimitiveBatch
绘制您想要的蓝色四边形。
请参阅DirectX工具包教程Simple rendering