WIC 不是 direct2d 的一部分,wic 是加载图像的最佳方式,我知道即使在 c++ 中也可以在 directX 中使用,您必须使用 wic,因此只需点击第一个答案中的链接即可。
或者
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));
}
}
}
我刚刚从链接中提取它,因此它可能需要一些更改才能与 SharpDX 3 一起使用,我使用几乎相同的代码路径,但在加载阶段我有更多选项,例如。非预乘法线,转换为 Srgb 和类似的东西。