コード例 #1
0
        private static Texture LoadDds(string path)
        {
            var bytes     = File.ReadAllBytes(path);
            var width     = DdsLoader.DdsGetWidth(bytes);
            var height    = DdsLoader.DdsGetHeight(bytes);
            var nMipmap   = DdsLoader.DdsGetMipmap(bytes);
            var hasMipmap = nMipmap > 1;
            var ret       = new Texture2D(width, height, TextureFormat.ARGB32, hasMipmap);

            if (hasMipmap)
            {
                for (var i = 0; i < nMipmap; i++)
                {
                    var intColors = DdsLoader.DdsRead(bytes, DdsLoader.DdsReaderArgb, i);
                    ret.SetPixels(IntsArgbToColorUpsideDown(intColors, width / (1 << i), height / (1 << i)), i);
                }
            }
            else
            {
                var intColors = DdsLoader.DdsRead(bytes, DdsLoader.DdsReaderArgb, 0);
                ret.SetPixels(IntsArgbToColorUpsideDown(intColors, width, height));
            }
            ret.Apply();
            return(ret);
        }
コード例 #2
0
ファイル: Texture2D.cs プロジェクト: nkast/FusionFramework
        /// <summary>
        /// Create texture inplace with new parameters.
        /// Old texture will be completely discarded
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        /// <param name="mips"></param>
        void CreateFromFile(byte[] fileInMemory, string name, bool forceSRgb)
        {
            IntPtr resource     = new IntPtr(0);
            IntPtr resourceView = new IntPtr(0);
            bool   result;

            lock (device.DeviceContext) {
                if ((char)fileInMemory[0] == 'D' &&
                    (char)fileInMemory[1] == 'D' &&
                    (char)fileInMemory[2] == 'S' &&
                    (char)fileInMemory[3] == ' ')
                {
                    result = DdsLoader.CreateTextureFromMemory(device.Device.NativePointer, fileInMemory, forceSRgb, ref resource, ref resourceView);
                }
                else
                {
                    result = WicLoader.CreateTextureFromMemory(device.Device.NativePointer, fileInMemory, forceSRgb, ref resource, ref resourceView);
                }

                if (!result)
                {
                    throw new GraphicsException("Failed to load texture: " + name);
                }

                tex2D = new D3D.Texture2D(resource);
                SRV   = new D3D.ShaderResourceView(resourceView);
            }

            Width    = tex2D.Description.Width;
            Height   = tex2D.Description.Height;
            Depth    = 1;
            mipCount = tex2D.Description.MipLevels;
            format   = Converter.Convert(tex2D.Description.Format);
        }
 private static ShaderResourceView LoadTexture(Device device, IArchiveFile file)
 {
     using (var dataView = file.OpenDataView()) {
         DdsLoader.CreateDDSTextureFromMemory(device, dataView.DataPointer, out Resource texture, out ShaderResourceView view);
         texture.Dispose();
         return(view);
     }
 }
コード例 #4
0
 private ShaderResourceView Load(IArchiveFile file)
 {
     using (var dataView = file.OpenDataView()) {
         DdsLoader.CreateDDSTextureFromMemory(device, dataView.DataPointer, out var texture, out var textureView);
         texture.Dispose();
         return(textureView);
     }
 }
コード例 #5
0
    public static Overlay Load(Device device, ShaderCache shaderCache, IArchiveFile textureFile)
    {
        Size2 overlaySize;
        ShaderResourceView overlayResourceView;

        using (var dataView = textureFile.OpenDataView()) {
            DdsLoader.CreateDDSTextureFromMemory(device, dataView.DataPointer, out var texture, out overlayResourceView);
            var desc = (texture as Texture2D).Description;
            overlaySize = new Size2(desc.Width, desc.Height);
            texture.Dispose();
        }

        return(new Overlay(device, shaderCache, overlaySize, overlayResourceView));
    }
コード例 #6
0
        /// <summary>
        /// Create texture inplace with new parameters.
        /// Old texture will be completely discarded
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        /// <param name="mips"></param>
        void CreateFromFile(byte[] fileInMemory, string name, bool forceSRgb)
        {
            IntPtr resource     = new IntPtr(0);
            IntPtr resourceView = new IntPtr(0);

            var r = DdsLoader.CreateTextureFromMemory(device.Device.NativePointer, fileInMemory, forceSRgb, ref resource, ref resourceView);

            if (!r)
            {
                throw new GraphicsException("Failed to load texture: " + name);
            }

            texCube = new D3D.Texture2D(resource);
            SRV     = new D3D.ShaderResourceView(resourceView);

            Width    = texCube.Description.Width;
            Height   = texCube.Description.Height;
            Depth    = 1;
            mipCount = texCube.Description.MipLevels;
            format   = Converter.Convert(texCube.Description.Format);
        }