//シェーダリソースビューの作成 ComPtr<ID3D11ShaderResourceView> GameObject::CreateShaderResView(const wstring& TextureFileName){ //テクスチャ作成 DirectX::TexMetadata metadata; DirectX::ScratchImage image; ThrowIfFailed( DirectX::LoadFromWICFile(TextureFileName.c_str(), 0, &metadata, image), L"テクスチャの読み込みに失敗しました", TextureFileName, L"GameObject::CreateShaderResView()" ); //デバイスとコンテキストインターフェイスの取得 //デバイスの取得 auto Dev = App::GetApp()->GetDeviceResources(); ID3D11Device* pDx11Device = Dev->GetD3DDevice(); ID3D11DeviceContext* pID3D11DeviceContex = Dev->GetD3DDeviceContext(); //ミューテックス std::mutex Mutex; ComPtr<ID3D11ShaderResourceView> ResView; Util::DemandCreate(ResView, Mutex, [&](ID3D11ShaderResourceView** pResult) -> HRESULT { // 画像からシェーダリソースViewの作成 return ThrowIfFailed(CreateShaderResourceView(pDx11Device, image.GetImages(), image.GetImageCount(), metadata, pResult), L"シェーダーリソースビューを作成できません", L"if( FAILED( CreateShaderResourceView() ) )", L"Texture::Impl::Impl()" ); }); return ResView; }
HRESULT GraphicsManager::CreateShaderResourceViewFromFile(ID3D11Device *device, ID3D11DeviceContext *dc, const wchar_t *filename, ID3D11ShaderResourceView **resourceView) { HRESULT result = E_FAIL; #ifdef OLD_DX_SDK //If not, then we have to load it! D3DX11_IMAGE_LOAD_INFO imageInfo; result = D3DX11CreateShaderResourceViewFromFile(device, filename, &imageInfo, NULL, resourceView, NULL); #else ID3D11Texture2D *tex; result = CreateWICTextureFromFile(device, dc, filename, (ID3D11Resource **)&tex, resourceView); if (FAILED(result)) { DirectX::TexMetadata md; DirectX::ScratchImage img; result = LoadFromDDSFile(filename, 0, &md, img); result = CreateShaderResourceView(device, img.GetImages(), img.GetImageCount(), md, resourceView); } #endif if (FAILED(result)) { printf("There was a problem loading \"%s\"\n", filename); } return result; }
static ff::SpriteType UpdateSpriteType(const OptimizedSpriteInfo &sprite, const DirectX::ScratchImage &alphaTexture) { const ff::SpriteData &data = sprite._sprite->GetSpriteData(); if (data._type != ff::SpriteType::Unknown || alphaTexture.GetImageCount() == 0) { return data._type; } ff::RectInt rect = sprite._destRect; ff::SpriteType newType = ff::SpriteType::Opaque; const DirectX::Image &image = *alphaTexture.GetImages(); for (int y = rect.top; y < rect.bottom && newType == ff::SpriteType::Opaque; y++) { const uint8_t *alpha = image.pixels + y * image.rowPitch + rect.left; for (int x = rect.left; x < rect.right; x++, alpha++) { if (*alpha && *alpha != 0xFF) { newType = ff::SpriteType::Transparent; break; } } } return newType; }
// ------------------------------------------------------------------------------------------------- bool TextureFactory::LoadResource(Resource* resource, const WCHAR * filename) { if(!FileUtils::Exists(filename)) return false; HRESULT hr = S_OK; DirectX::TexMetadata metadata; DirectX::ScratchImage sourceScratch; hr = DXUtil::LoadTexture(filename,&metadata,sourceScratch); if (Logger::IsFailureLog(hr, L"LoadTexture")) { return false; } ID3D11Texture2D* dxtex = NULL; std::wstring ext = FileUtils::GetExtensionLower(filename); // generate full mip chains for non dds file. if(ext != L".dds") { const DirectX::Image* srcImage = sourceScratch.GetImage(0, 0, 0); DirectX::ScratchImage mipScratch; hr = DirectX::GenerateMipMaps(*srcImage, DirectX::TEX_FILTER_LINEAR, 0, mipScratch, false); if (Logger::IsFailureLog(hr, L"DirectX::GenerateMipMaps")) return false; hr = DirectX::CreateTexture(m_device, mipScratch.GetImages(), mipScratch.GetImageCount(), mipScratch.GetMetadata(), (ID3D11Resource**)&dxtex); } else { hr = DirectX::CreateTexture(m_device, sourceScratch.GetImages(), sourceScratch.GetImageCount(), metadata,(ID3D11Resource**)&dxtex); } if (Logger::IsFailureLog(hr, L"DirectX::CreateTexture")) return false; ID3D11ShaderResourceView* texview = CreateTextureView(m_device, dxtex); if(!dxtex) return false; Texture* tex = (Texture*)resource; tex->Set(dxtex,texview); return true; }
void SaveTextureToDDSFile(ID3D11Resource* tex, LPCWSTR filename) { // from http://directxtex.codeplex.com/wikipage?title=CaptureTexture DirectX::ScratchImage image; HRESULT hr; hr = DirectX::CaptureTexture(d3dDevice, immediateContext, tex, image); if (FAILED(hr)) { return; } hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DDS_FLAGS_NONE, filename); if (FAILED(hr)) { return; } }
void convertTexture(const std::wstring& source, const std::wstring& dest, TextureFormat sourceFormat, TextureFormat destFormat, bool alpha){ DirectX::ScratchImage srcImg; DirectX::TexMetadata srcMetadata; switch (sourceFormat) { case TextureFormat::Dds: DirectX::LoadFromDDSFile(source.c_str(), 0, &srcMetadata, srcImg); break; case TextureFormat::Tga: DirectX::LoadFromTGAFile(source.c_str(), &srcMetadata, srcImg); break; default: DirectX::LoadFromWICFile(source.c_str(), 0, &srcMetadata, srcImg); break; } switch (destFormat) { case TextureFormat::Jpg: DirectX::SaveToWICFile(*srcImg.GetImage(0, 0, 0), 0, DirectX::GetWICCodec(DirectX::WICCodecs::WIC_CODEC_JPEG), dest.c_str()); break; case TextureFormat::Png: DirectX::SaveToWICFile(*srcImg.GetImage(0, 0, 0), 0, DirectX::GetWICCodec(DirectX::WICCodecs::WIC_CODEC_PNG), dest.c_str()); break; case TextureFormat::Dds: { DirectX::ScratchImage imgWithMipMaps; auto hr = DirectX::GenerateMipMaps(*srcImg.GetImage(0, 0, 0), DirectX::TEX_FILTER_FLAGS::TEX_FILTER_CUBIC, 0, imgWithMipMaps); DirectX::ScratchImage imgInBC2; //hr = DirectX::Convert(imgWithMipMaps.GetImages(), imgWithMipMaps.GetImageCount(), srcMetadata, DXGI_FORMAT_BC2_UNORM, DirectX::TEX_FILTER_FLAGS::TEX_FILTER_CUBIC, 0.5f, imgInBC2); hr = DirectX::Compress(imgWithMipMaps.GetImages(), imgWithMipMaps.GetImageCount(), imgWithMipMaps.GetMetadata(), alpha ? DXGI_FORMAT_BC3_UNORM : DXGI_FORMAT_BC1_UNORM, DirectX::TEX_COMPRESS_FLAGS::TEX_COMPRESS_DEFAULT | DirectX::TEX_COMPRESS_PARALLEL, 0.5f, imgInBC2); hr = DirectX::SaveToDDSFile(imgInBC2.GetImages(), imgInBC2.GetImageCount(), imgInBC2.GetMetadata(), 0, dest.c_str()); } break; default: break; } }