我有D3D经验。我目前正在阅读Frank Luna关于D3D11的书,并尝试使用SharpDX在C#中使用无效框架。我现在坚持使用纹理。我不明白如何从文件加载纹理以及如何将其发送到着色器。
官方维基已死。或者至少它不会为我加载。 我在这里搜索但发现只有一些方法可以使用SharpDX.WIC来处理D2D,所以在D3D应用程序中使用一些D2D组件看起来有点奇怪。
答案 0 :(得分:2)
很抱歉在一个旧帖子上发帖,但使用.NET框架中提供的内容来实现这一点并不是更好吗?
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;
答案 1 :(得分:0)
在这里查看纹理加载器:How to load a texture from a file?
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);
答案 2 :(得分:0)
WIC不是direct2d的一部分,wic是加载我在directX中知道的图像的最佳方式,即使在c ++中也必须使用wic,所以只需按照第一个答案中的链接进行操作即可。
或
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));
}
}
}
我只是从链接中取出它所以可能需要进行一些更改才能使用SharpDX 3,我使用几乎相同的代码路径,但我在加载阶段有更多选项,例如。对于法线非预乘,转换为Srgb和类似的东西。
答案 3 :(得分:0)
我个人喜欢在资源中保留一些纹理(在exe内部)。要从资源获取位图,您可以在C#中使用YOURPROJECT.Properties.Resources.BITMAPNAME。
然后,我为GIC +位图制作了一个转换器函数,用于WIC位图:
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;
}
这将为您创建WIC位图,然后您可以使用CreateTexture2DFromBitmap在绘图管道中使用它。