我不確定我已經清楚地理解了你的問題,但在SharpDX示例中,我找到了類'TextureLoader',它有兩個方法:'LoadBitmap'和'CreateTexture2DFromBitmap'。 瞧,你可以使用此功能從.BMP加載的BitmapSource,png格式,.jpg文件:
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;
}
要的BitmapSource得到的Texture2D您可以使用此:
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));
}
}
,並以使其更容易,我創建了這個功能:
public static Texture2D LoadFromFile(Device device, ImagingFactory2 factory, string fileName)
{
var bs = LoadBitmap(factory, fileName);
var texture = CreateTexture2DFromBitmap(device, bs);
return texture;
}
這可以更好地貼到自己的論壇或郵件列表,他們會更加了解比這裏人們未來的計劃。 – ssube 2012-03-07 13:34:52
他們似乎沒有自己的論壇或郵件列表。 =/http://code.google.com/p/sharpdx/ – msedore 2012-03-07 14:04:21
這很愚蠢。也許你可以提出問題?我在那裏看到一些相當新近的東西,但不知道他們是否迴應。 – ssube 2012-03-07 14:27:57