Ejemplo n.º 1
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        /// <summary>
        ///   Loads a texture from an image file.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "fileName">Path to the file on disk.</param>
        /// <param name = "loadInfo">Specifies information used to load the texture.</param>
        /// <returns>The loaded texture object.</returns>
        public static Resource FromFile(Device device, string fileName, ImageLoadInformation loadInfo)
        {
            IntPtr temp;
            Result resultOut;

            D3DX11.CreateTextureFromFile(device, fileName, loadInfo, IntPtr.Zero, out temp, out resultOut);

            var resource = new Resource(temp);

            try
            {
                switch (resource.Dimension)
                {
                case ResourceDimension.Texture1D:
                    return(FromPointer <Texture1D>(temp));

                case ResourceDimension.Texture2D:
                    return(FromPointer <Texture2D>(temp));

                case ResourceDimension.Texture3D:
                    return(FromPointer <Texture3D>(temp));
                }
            }
            finally
            {
                resource.NativePointer = IntPtr.Zero;
            }

            return(null);
        }
Ejemplo n.º 2
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        /// <summary>
        ///   Loads a texture from an image in memory.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "memory">Array of memory containing the image data to load.</param>
        /// <param name = "loadInfo">Specifies information used to load the texture.</param>
        /// <returns>The loaded texture object.</returns>
        public static Resource FromMemory(Device device, byte[] memory, ImageLoadInformation loadInfo)
        {
            unsafe
            {
                System.Diagnostics.Debug.Assert(memory != null);
                System.Diagnostics.Debug.Assert(memory.Length > 0);
                IntPtr temp;
                Result resultOut;

                fixed(void *pBuffer = &memory[0])
                D3DX11.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, loadInfo, IntPtr.Zero,
                                               out temp, out resultOut);

                var resource = new Resource(temp);
                try
                {
                    switch (resource.Dimension)
                    {
                    case ResourceDimension.Texture1D: return(FromPointer <Texture1D>(temp));

                    case ResourceDimension.Texture2D: return(FromPointer <Texture2D>(temp));

                    case ResourceDimension.Texture3D: return(FromPointer <Texture3D>(temp));
                    }
                }
                finally
                {
                    resource.NativePointer = IntPtr.Zero;
                }
                return(null);
            }
        }
Ejemplo n.º 3
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        /// <summary>
        ///   Loads a texture from an image in memory.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
        /// <returns>The loaded texture object.</returns>
        public static Resource FromMemory(Device device, DataPointer pointer)
        {
            System.Diagnostics.Debug.Assert(pointer.Pointer != IntPtr.Zero);
            System.Diagnostics.Debug.Assert(pointer.Size > 0);

            IntPtr temp;
            Result resultOut;

            D3DX11.CreateTextureFromMemory(device, pointer.Pointer, pointer.Size, null, IntPtr.Zero, out temp, out resultOut);

            var resource = new Resource(temp);

            try
            {
                switch (resource.Dimension)
                {
                case ResourceDimension.Texture1D: return(FromPointer <Texture1D>(temp));

                case ResourceDimension.Texture2D: return(FromPointer <Texture2D>(temp));

                case ResourceDimension.Texture3D: return(FromPointer <Texture3D>(temp));
                }
            }
            finally
            {
                resource.NativePointer = IntPtr.Zero;
            }

            return(null);
        }
Ejemplo n.º 4
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        /// <summary>
        ///   Saves a texture to file.
        /// </summary>
        /// <param name = "context">The device used to save the texture.</param>
        /// <param name = "texture">The texture to save.</param>
        /// <param name = "format">The format the texture will be saved as.</param>
        /// <param name = "fileName">Name of the destination output file where the texture will be saved.</param>
        /// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        public static void ToFile(DeviceContext context, Resource texture, ImageFileFormat format, string fileName)
        {
            //System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) ||
            //             typeof(T) == typeof(Texture3D));

            D3DX11.SaveTextureToFile(context, texture, format, fileName);
        }
Ejemplo n.º 5
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        /// <summary>
        /// Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded.
        /// </summary>
        /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
        /// <param name="fileName">Name of the file that contains the shader-resource view.</param>
        /// <returns>Returns a reference to the shader-resource view (see <see cref="SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
        /// <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        public static ShaderResourceView FromFile(Device device, string fileName)
        {
            ShaderResourceView temp;
            Result             hResult;

            D3DX11.CreateShaderResourceViewFromFile(device, fileName, null, IntPtr.Zero, out temp, out hResult);
            // TODO test hResult?
            return(temp);
        }
Ejemplo n.º 6
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        /// <summary>
        /// Create a shader-resource view from a file.
        /// </summary>
        /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
        /// <param name="fileName">Name of the file that contains the shader-resource view.</param>
        /// <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="SharpDX.Direct3D11.ImageLoadInformation"/>) when the data processor is created. </param>
        /// <returns>Returns a reference to the shader-resource view (see <see cref="SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
        /// <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        public static ShaderResourceView FromFile(Device device, string fileName, ImageLoadInformation loadInformation)
        {
            ShaderResourceView temp;
            Result             hResult;

            D3DX11.CreateShaderResourceViewFromFile(device, fileName, loadInformation, IntPtr.Zero, out temp, out hResult);
            // TODO test hResult?
            return(temp);
        }
Ejemplo n.º 7
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        /// <summary>
        ///   Loads a texture from an image file.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "fileName">Path to the file on disk.</param>
        /// <param name = "loadInfo">Specifies information used to load the texture.</param>
        /// <returns>The loaded texture object.</returns>
        public static T FromFile <T>(Device device, string fileName, ImageLoadInformation loadInfo) where T : Resource
        {
            System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) ||
                                            typeof(T) == typeof(Texture3D));

            IntPtr temp;
            Result resultOut;

            D3DX11.CreateTextureFromFile(device, fileName, loadInfo, IntPtr.Zero, out temp, out resultOut);
            return(FromPointer <T>(temp));
        }
Ejemplo n.º 8
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 /// <summary>
 /// Retrieves information about a given image file.
 /// </summary>
 /// <param name="fileName">File name of image to retrieve information about.</param>
 /// <returns>If the function succeeds, returns a <see cref="SharpDX.Direct3D11.ImageInformation"/> filled with the description of the data in the source file. else returns null </returns>
 /// <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
 public static ImageInformation?FromFile(string fileName)
 {
     try
     {
         var    info = new ImageInformation();
         Result hresult;
         D3DX11.GetImageInfoFromFile(fileName, IntPtr.Zero, ref info, out hresult);
         return(info);
     }
     catch (SharpDXException)
     { }
     return(null);
 }
Ejemplo n.º 9
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        /// <summary>
        /// Create a shader-resource view from a file in memory.
        /// </summary>
        /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
        /// <param name="memory">Pointer to a memory location that contains the shader-resource view. </param>
        /// <returns>Returns a reference to the shader-resource view (see <see cref="SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
        /// <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        public static ShaderResourceView FromMemory(Device device, byte[] memory)
        {
            unsafe
            {
                ShaderResourceView temp;
                Result             hResult;

                fixed(void *pMemory = &memory[0])
                D3DX11.CreateShaderResourceViewFromMemory(device, new IntPtr(pMemory), memory.Length, null, IntPtr.Zero, out temp, out hResult);

                // TODO test hResult?
                return(temp);
            }
        }
Ejemplo n.º 10
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        /// <summary>
        ///   Loads a texture from an image in memory.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
        /// <returns>The loaded texture object.</returns>
        public static T FromMemory <T>(Device device, DataPointer pointer) where T : Resource
        {
            System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) ||
                                            typeof(T) == typeof(Texture3D));

            System.Diagnostics.Debug.Assert(pointer.Pointer != IntPtr.Zero);
            System.Diagnostics.Debug.Assert(pointer.Size > 0);
            IntPtr temp;
            Result resultOut;

            D3DX11.CreateTextureFromMemory(device, pointer.Pointer, pointer.Size, null, IntPtr.Zero,
                                           out temp, out resultOut);
            return(FromPointer <T>(temp));
        }
Ejemplo n.º 11
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        /// <summary>
        ///   Loads a texture from an image in memory.
        /// </summary>
        /// <param name = "device">The device used to load the texture.</param>
        /// <param name = "memory">Array of memory containing the image data to load.</param>
        /// <param name = "loadInfo">Specifies information used to load the texture.</param>
        /// <returns>The loaded texture object.</returns>
        public static T FromMemory <T>(Device device, byte[] memory, ImageLoadInformation loadInfo) where T : Resource
        {
            System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) ||
                                            typeof(T) == typeof(Texture3D));

            unsafe
            {
                System.Diagnostics.Debug.Assert(memory != null);
                System.Diagnostics.Debug.Assert(memory.Length > 0);
                IntPtr temp;
                Result resultOut;

                fixed(void *pBuffer = &memory[0])
                D3DX11.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, loadInfo, IntPtr.Zero,
                                               out temp, out resultOut);

                return(FromPointer <T>(temp));
            }
        }
Ejemplo n.º 12
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        /// <summary>
        /// Retrieves information about a given image file from a memory location.
        /// </summary>
        /// <param name="memory">an array to the image in memory</param>
        /// <returns>If the function succeeds, returns a <see cref="SharpDX.Direct3D11.ImageInformation"/> filled with the description of the data from the image memory. else returns null </returns>
        /// <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
        public static ImageInformation?FromMemory(byte[] memory)
        {
            unsafe
            {
                try
                {
                    var    info = new ImageInformation();
                    Result hresult;

                    fixed(void *pMemory = &memory[0])
                    D3DX11.GetImageInfoFromMemory((IntPtr)pMemory, memory.Length, IntPtr.Zero, ref info, out hresult);

                    // TODO test hResult?
                    return(info);
                }
                catch (SharpDXException)
                {
                }
                return(null);
            }
        }
Ejemplo n.º 13
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        /// <summary>
        ///   Saves a texture to a stream.
        /// </summary>
        /// <param name = "context">The device used to save the texture.</param>
        /// <param name = "texture">The texture to save.</param>
        /// <param name = "format">The format the texture will be saved as.</param>
        /// <param name = "stream">Destination memory stream where the image will be saved.</param>
        /// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        public static void ToStream <T>(DeviceContext context, T texture, ImageFileFormat format, Stream stream)
            where T : Resource
        {
            System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) ||
                                            typeof(T) == typeof(Texture3D));

            Blob blob;

            D3DX11.SaveTextureToMemory(context, texture, format, out blob, 0);

            IntPtr bufferPtr = blob.BufferPointer;
            int    blobSize  = blob.BufferSize;

            // Write byte-by-byte to avoid allocating a managed byte[] that will wastefully persist.
            for (int byteIndex = 0; byteIndex < blobSize; ++byteIndex)
            {
                stream.WriteByte(Marshal.ReadByte(bufferPtr, byteIndex));
            }

            blob.Dispose();
        }
Ejemplo n.º 14
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        /// <summary>
        /// Projects a function represented in a cube map into spherical harmonics.
        /// </summary>
        /// <param name="context"><para>A reference to an <see cref="SharpDX.Direct3D11.DeviceContext"/> object.</para></param>
        /// <param name="cubeMap"><para>A reference to an <see cref="SharpDX.Direct3D11.Texture2D"/> that represents a cubemap that is going to be projected into spherical harmonics.</para></param>
        /// <param name="order"><para>Order of the SH evaluation, generates Order^2 coefficients whose degree is Order-1. Valid range is between 2 and 6.</para></param>
        /// <returns>An array of SH Vector for red, green and blue components with a length Order^2.</returns>
        /// <unmanaged>HRESULT D3DX11SHProjectCubeMap([In] ID3D11DeviceContext* pContext,[In] unsigned int Order,[In] ID3D11Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)</unmanaged>
        public static RawColor3[] SHProjectCubeMap(DeviceContext context, Texture2D cubeMap, int order)
        {
            if (order < 2 || order > 6)
            {
                throw new ArgumentException("Invalid range for SH order. Must be in the range [2,6]");
            }

            int length  = order * order;
            var redSH   = new float[length];
            var greenSH = new float[length];
            var blueSH  = new float[length];

            D3DX11.SHProjectCubeMap(context, order, cubeMap, redSH, greenSH, blueSH);
            var result = new RawColor3[length];

            for (int i = 0; i < result.Length; i++)
            {
                result[i].R = redSH[i];
                result[i].G = greenSH[i];
                result[i].B = blueSH[i];
            }
            return(result);
        }
Ejemplo n.º 15
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 /// <summary>
 ///   Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
 /// </summary>
 /// <param name = "context">The device used to create the normal map.</param>
 /// <param name = "source">The source height map texture.</param>
 /// <param name = "destination">The destination texture.</param>
 /// <param name = "flags">One or more flags that control generation of normal maps.</param>
 /// <param name = "channel">One or more flag specifying the source of height information.</param>
 /// <param name = "amplitude">Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.</param>
 /// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
 public static void ComputeNormalMap(DeviceContext context, Texture2D source, Texture2D destination,
                                     NormalMapFlags flags, Channel channel, float amplitude)
 {
     D3DX11.ComputeNormalMap(context, source, flags, channel, amplitude, destination);
 }
Ejemplo n.º 16
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 /// <summary>
 /// Load a texture from a texture.
 /// </summary>
 /// <param name="context">A reference to a valid <see cref="DeviceContext"/></param>
 /// <param name="source">Pointer to the source texture. See <see cref="SharpDX.Direct3D11.Resource"/>. </param>
 /// <param name="destination">Pointer to the destination texture. See <see cref="SharpDX.Direct3D11.Resource"/>. </param>
 /// <param name="loadInformation">Pointer to texture loading parameters. See <see cref="SharpDX.Direct3D11.TextureLoadInformation"/>. </param>
 /// <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
 /// <unmanaged>HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture)</unmanaged>
 public static void LoadTextureFromTexture(DeviceContext context, Resource source, Resource destination, TextureLoadInformation loadInformation)
 {
     D3DX11.LoadTextureFromTexture(context, source, loadInformation, destination);
 }
Ejemplo n.º 17
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 /// <summary>
 /// Generates mipmap chain using a particular texture filter for this texture instance.
 /// </summary>
 /// <param name="deviceContext"><para>A reference to an <see cref="SharpDX.Direct3D11.DeviceContext"/> object.</para></param>
 /// <param name="sourceLevel"><para>The mipmap level whose data is used to generate the rest of the mipmap chain.</para></param>
 /// <param name="mipFilter"><para>Flags controlling how each miplevel is filtered (or D3DX11_DEFAULT for <see cref="SharpDX.Direct3D11.FilterFlags.Linear"/>). See <see cref="SharpDX.Direct3D11.FilterFlags"/>.</para></param>
 /// <returns>The return value is one of the values listed in Direct3D 11 Return Codes.</returns>
 /// <unmanaged>HRESULT D3DX11FilterTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter)</unmanaged>
 public void FilterTexture(DeviceContext deviceContext, int sourceLevel, FilterFlags mipFilter)
 {
     D3DX11.FilterTexture(deviceContext, this, sourceLevel, (int)mipFilter);
 }