/// <summary> /// 元となる画像ファイルからのリソースをセットする /// </summary> /// <param name="srv"></param> /// <param name="filePath">ファイルパス</param> /// <returns></returns> internal int SetSourcFileTexture(ShaderResourceView srv, string filePath) { SharpDX.Direct3D11.Resource r; if (0 != m_createdTxNum || m_aTxResourceView[0] != null) { Debug.Assert(false); throw new CreatedException(); } m_aTxResourceView[0] = srv; r = srv.Resource; Debug.Assert(r != null); SetTextureResource(0, ref r); m_sourceLocation = MC_IMG_SOURCELOCATION.FILE; m_filePath = filePath; ++m_createdTxNum; return(0); }
/// <summary> /// 3Dテクスチャーを作成する。ただし、idxは順番(連番)にセットすること /// </summary> /// <param name="device"></param> /// <param name="idx">0~7</param> /// <param name="desc"></param> /// <returns></returns> internal int CreateTexture3D(int idx, Texture123DDesc desc = null) { if (idx > 7 || idx != m_createdTxNum) { Debug.Assert(false); throw new ArgumentException(); } if (m_aResourceTx[idx] != null) { Debug.Assert(false); throw new CreatedException(); } m_sourceLocation = MC_IMG_SOURCELOCATION.DEFAULT; m_aTexture[idx].d3 = new Texture3D(App.DXDevice, desc.D3); m_aTexture[idx].d3.DebugName = "Texture3D:" + m_name; m_descTx.D3 = m_aTexture[idx].d3.Description; m_type = ResourceDimension.Texture3D;; m_aResourceTx[idx] = (SharpDX.Direct3D11.Resource)m_aTexture[idx].d3; ++m_createdTxNum; return(0); }