/// <summary>
        /// 現状フォーマ等を維持しながら、幅、高さを作り直す
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        public override void ReSize2D(int width, int height)
        {
            if (!Is2DTexture)
            {
                throw new Exception("2D テクスチャー ではありません。");
            }


            Texture123DDesc d123 = new Texture123DDesc();

            d123.D2 = m_descTx.D2;

            Utilities.Dispose(ref m_aTexture[0].d2);
            m_aResourceTx[0] = null;
            m_createdTxNum   = 0;


            if (CreateTexture2D(0, d123) != 0)
            {
                throw new Exception();
            }

            // 2.シェーダーターゲット
            if (HasShaderResource)
            {
                Utilities.Dispose(ref m_aTxResourceView[0]);
                if (CreateShaderResourceView(0) != 0)
                {
                    throw new Exception();
                }
            }
        }
        /// <summary>
        /// テクスチャーを作成する
        /// </summary>
        /// <param name="name">一意になるテクスチャー名</param>
        /// <param name="w"></param>
        /// <param name="h"></param>
        /// <param name="tx"></param>
        /// <returns></returns>
        public static int Create(Application app, string name, int w, int h, out MCBaseTexture tx)
        {
            tx = null;
            MCPrintScreenTexture printTx = new MCPrintScreenTexture(app, name);

            Texture2DDescription desc;

            SimpleD2DescInit(w, h, out desc);

            Texture123DDesc d123 = new Texture123DDesc();

            d123.D2 = desc;

            if (printTx.CreateTexture2D(0, d123) != 0)
            {
                return(-1);
            }

            if (printTx.CreateShaderResourceView(0) != 0)
            {
                return(-1);
            }

            if (!app.ImageMgr.RegisterTexture(name, tx))
            {
                return(-1);
            }

            tx = printTx;
            return(0);
        }
示例#3
0
        /// <summary>
        /// WIC <see cref="SharpDX.WIC.BitmapSource"/> から <see cref="SharpDX.Direct3D11.Texture2D"/> を作成する
        /// </summary>
        /// <param name="app"></param>
        /// <param name="bitmapSource">The WIC bitmap source</param>
        /// <param name="name">任意の名前</param>
        /// <returns>A Texture2D</returns>
        protected static MCTexture CreateTexture2DFromBitmap(Application app, SharpDX.WIC.BitmapSource bitmapSource, string name)
        {
            // WICイメージピクセルを受け取るためにDataStreamを割り当てます。
            int       stride = bitmapSource.Size.Width * 4;
            MCTexture tx     = new MCTexture(app, name);

            using (var buffer = new SharpDX.DataStream(bitmapSource.Size.Height * stride, true, true))
            {
                // WICの内容をバッファにコピーする
                bitmapSource.CopyPixels(stride, buffer);
                Texture123DDesc d = new Texture123DDesc();
                d.D2 = new 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),
                };
                if (tx.CreateTexture2D(0, d, new DataRectangle(buffer.DataPointer, stride)) == 1)
                {
                    return(null);
                }
            }
            return(tx);
        }
示例#4
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);
        }
示例#5
0
        /// <summary>
        /// 深度テクスチャーを作成する。単体で使用する場合はdimensionとdescを入力し、
        ///  CreateTextureXX,SetSourcFileTexture,SetSourcMemoryTextureは、呼び出していないものとする。
        ///  呼び出していた場合は、エラーが発生する
        /// </summary>
        /// <param name="device">デバイス</param>
        /// <param name="dimension">1D,2Dのみ(単体で作り場合のみ使用) 省略時、ResourceDimension.Unknown</param>
        /// <param name="desc">1D,2Dのみ(単体で作り場合のみ使用) 省略時、null</param>
        /// <param name="isCreateShaderResourceView">シェーダーリソースビューを作成するか? 省略時、true</param>
        /// <returns></returns>
        internal int CreateDepthTexture(ResourceDimension dimension = ResourceDimension.Unknown, Texture123DDesc desc = null, bool isCreateShaderResourceView = true)
        {
            if (m_resourceDepth != null)
            {
                Debug.Assert(false); throw new CreatedException();
            }
            if (m_createdTxNum == 0 && (dimension != ResourceDimension.Unknown || desc == null))
            {
                Debug.Assert(false); throw new ArgumentException();
            }

            if (m_createdTxNum == 0 && m_type == ResourceDimension.Unknown)
            {
                m_type = dimension;
            }


            try
            {
                DepthStencilViewDescription   descDSV = new DepthStencilViewDescription();
                ShaderResourceViewDescription srvd    = new ShaderResourceViewDescription();
                switch (m_type)
                {
                case ResourceDimension.Texture1D:
                {
                    Texture1DDescription descDepth = desc != null ? desc.D1 : m_descTx.D1;
                    descDepth.BindFlags = BindFlags.DepthStencil | (isCreateShaderResourceView ? BindFlags.ShaderResource : 0);
                    descDepth.Format    = Format.R32_Typeless;
                    m_depth.D1          = new Texture1D(App.DXDevice, descDepth);
                    if (m_depth.D1 == null)
                    {
                        throw new CreateFailedException();
                    }

                    m_depth.D1.DebugName     = "Depth Texture1D" + m_name;
                    m_descDepth.d1           = descDepth;
                    m_resourceDepth          = (SharpDX.Direct3D11.Resource)(m_depth.D1);
                    descDSV.Dimension        = DepthStencilViewDimension.Texture1D;
                    srvd.Dimension           = ShaderResourceViewDimension.Texture1D;
                    srvd.Texture2D.MipLevels = descDepth.MipLevels;
                    break;
                }

                case ResourceDimension.Texture2D:
                {
                    Texture2DDescription descDepth = desc != null ? desc.D2 : m_descTx.D2;
                    descDepth.BindFlags = BindFlags.DepthStencil | (isCreateShaderResourceView ? BindFlags.ShaderResource : 0);
                    descDepth.Format    = Format.R32_Typeless;
                    m_depth.D2          = new Texture2D(App.DXDevice, descDepth);
                    if (m_depth.D2 == null)
                    {
                        throw new CreateFailedException();
                    }

                    m_depth.D2.DebugName     = "Depth Texture2D" + m_name;
                    m_descDepth.d2           = descDepth;
                    m_resourceDepth          = (SharpDX.Direct3D11.Resource)(m_depth.D2);
                    descDSV.Dimension        = DepthStencilViewDimension.Texture2D;
                    srvd.Dimension           = ShaderResourceViewDimension.Texture2D;
                    srvd.Texture2D.MipLevels = descDepth.MipLevels;
                    break;
                }

                default:
                    throw new CreateFailedException();
                }
                // 深度ステンシルビュー
                descDSV.Format             = Format.D32_Float;
                descDSV.Flags              = 0;
                descDSV.Texture2D.MipSlice = 0;
                m_depthStencilView         = new DepthStencilView(App.DXDevice, m_resourceDepth, descDSV);

                if (m_depthStencilView == null)
                {
                    throw new CreateFailedException();
                }

                // リソースビュー
                if (isCreateShaderResourceView)
                {
                    srvd.Format = Format.R32_Float;
                    srvd.Texture2D.MostDetailedMip = 0;
                    m_depthResourceView            = new ShaderResourceView(App.DXDevice, m_resourceDepth, srvd);
                    if (m_depthResourceView == null)
                    {
                        throw new CreateFailedException();
                    }
                }
                m_depthStencilView.DebugName = "DepthStencilView=>" + m_name;
                m_resourceDepth.DebugName    = m_name;
            }
            catch
            {
                if (m_depthStencilView != null)
                {
                    m_depthStencilView.Dispose();
                }
                if (m_resourceDepth != null)
                {
                    m_resourceDepth.Dispose();
                }
                if (m_depth.D1 != null)
                {
                    m_depth.D1.Dispose();
                }
                if (m_depth.D2 != null)
                {
                    m_depth.D2.Dispose();
                }
                m_depthStencilView = null;
                m_resourceDepth    = null;
                m_depth.D1         = null;
                m_depth.D2         = null;

                HasDepthStencil = false;
                return(-1);
            }

            HasDepthStencil = true;
            return(0);
        }
示例#6
0
        /// <summary>
        /// テクスチャーを作成する
        /// </summary>
        /// <param name="app"></param>
        /// <param name="name"></param>
        /// <param name="desc"></param>
        /// <returns></returns>
        public static MCBaseTexture CreateTexture2D(Application app, string name, Texture2DDescription desc)
        {
            int       hr            = -1;
            bool      isCreateDepth = false;
            MCTexture tx            = new MCTexture(app, name);
            var       d             = new Texture123DDesc();

            if (tx == null)
            {
                throw new CreatedException();
            }


            if ((desc.BindFlags & BindFlags.DepthStencil) != 0)
            {
                desc.BindFlags &= ~BindFlags.DepthStencil;
                isCreateDepth   = true;
            }
            d.D2 = desc;
            if (tx.CreateTexture2D(0, d) != 0)
            {
                return(null);
            }

            // 1.レンダーターゲット
            if ((desc.BindFlags & BindFlags.RenderTarget) != 0)
            {
                RenderTargetViewDescription renderD = new RenderTargetViewDescription();

                renderD.Format             = desc.Format;
                renderD.Dimension          = RenderTargetViewDimension.Texture2D;
                renderD.Texture2D.MipSlice = 0;

                hr = tx.CreateRenderTargetView(0, renderD);
                if (hr == -1)
                {
                    return(null);
                }
            }
            // 2.シェーダーターゲット
            if ((desc.BindFlags & BindFlags.ShaderResource) != 0)
            {
                ShaderResourceViewDescription shaderD = new ShaderResourceViewDescription();

                shaderD.Format    = desc.Format;
                shaderD.Dimension = ShaderResourceViewDimension.Texture2D;
                shaderD.Texture2D.MostDetailedMip = 0;
                shaderD.Texture2D.MipLevels       = 1;

                hr = tx.CreateShaderResourceView(0, shaderD);
                if (hr == -1)
                {
                    return(null);
                }
            }

            if (isCreateDepth)
            {
                hr = tx.CreateDepthTexture();
                if (hr == -1)
                {
                    return(null);
                }
            }
            if (!app.ImageMgr.RegisterTexture(name, tx))
            {
                return(null);
            }

            return(tx);
        }