mse*_*ore 3 c# windows-8 direct3d11 sharpdx windows-store-apps
我已经将我的C#游戏从OpenTK(OpenGL)转换为SharpDX(DirectX)并从Visual Studio 2010开始运行.我还在Windows 8开发人员预览版中使用Metro中的Visual Studio 11运行它.然而,Metro构建仍然缺乏纹理,因此我的多边形现在只是着色.问题是Metro DLL中没有用于加载图像的方法.Windows Store App中的Texture2D类(继承自Resource类)中缺少这些方法:
SharpDX.Direct3D11.Resource.FromStream
SharpDX.Direct3D11.Resource.FromFile
SharpDX.Direct3D11.Resource.FromMemory
有谁知道这些最终是否会在Metro中实施?或者我可以使用另一种方法吗?请记住,在此之前我从来不知道关于DirectX或SharpDX的事情,所以我仍然非常湿透.
为SharpDX寻找任何类型的帮助或信息并不容易,这是一种耻辱,因为它似乎是使用C#在Metro中使用3D的一个很好的解决方案.
小智 6
我不确定我是否清楚地理解了你的问题,但在SharpDX示例中,我发现类'TextureLoader'有两种方法:'LoadBitmap'和'CreateTexture2DFromBitmap'.看,你可以使用这个函数从.bmp,.png,.jpg文件加载BitmapSource:
    public static BitmapSource LoadBitmap(ImagingFactory2 factory, string filename)
    {
        var bitmapDecoder = new SharpDX.WIC.BitmapDecoder(
            factory,
            filename,
            SharpDX.WIC.DecodeOptions.CacheOnDemand
            );
        var result = new SharpDX.WIC.FormatConverter(factory);
        result.Initialize(
            bitmapDecoder.GetFrame(0),
            SharpDX.WIC.PixelFormat.Format32bppPRGBA,
            SharpDX.WIC.BitmapDitherType.None, 
            null,
            0.0, 
            SharpDX.WIC.BitmapPaletteType.Custom);
        return result;
    }
要从BitmapSource获取Texture2D,您可以使用:
    public static Texture2D CreateTexture2DFromBitmap(Device device, 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));
        }
    }
为了使它更容易,我创建了这个函数:
        public static Texture2D LoadFromFile(Device device, ImagingFactory2 factory, string fileName)
        {
            var bs = LoadBitmap(factory, fileName);
            var texture = CreateTexture2DFromBitmap(device, bs);
            return texture;
        }
| 归档时间: | 
 | 
| 查看次数: | 4978 次 | 
| 最近记录: |