我不确定我是否清楚地理解了您的问题,但在 SharpDX 示例中,我发现类“TextureLoader”有两种方法:“LoadBitmap”和“CreateTexture2DFromBitmap”。看,你可以使用这个函数从 .bmp、.png、.jpg 文件中加载 BitmapSource:
public static BitmapSource LoadBitmap(ImagingFactory2 factory, string filename)
{
var bitmapDecoder = new SharpDX.WIC.BitmapDecoder(
factory,
filename,
SharpDX.WIC.DecodeOptions.CacheOnDemand
);
var result = new SharpDX.WIC.FormatConverter(factory);
result.Initialize(
bitmapDecoder.GetFrame(0),
SharpDX.WIC.PixelFormat.Format32bppPRGBA,
SharpDX.WIC.BitmapDitherType.None,
null,
0.0,
SharpDX.WIC.BitmapPaletteType.Custom);
return result;
}
要从 BitmapSource 获取 Texture2D,您可以使用以下命令:
public static Texture2D CreateTexture2DFromBitmap(Device device, BitmapSource bitmapSource)
{
// Allocate DataStream to receive the WIC image pixels
int stride = bitmapSource.Size.Width * 4;
using (var buffer = new SharpDX.DataStream(bitmapSource.Size.Height * stride, true, true))
{
// Copy the content of the WIC to the buffer
bitmapSource.CopyPixels(stride, buffer);
return new SharpDX.Direct3D11.Texture2D(device, new SharpDX.Direct3D11.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),
}, new SharpDX.DataRectangle(buffer.DataPointer, stride));
}
}
为了使它更容易,我创建了这个函数:
public static Texture2D LoadFromFile(Device device, ImagingFactory2 factory, string fileName)
{
var bs = LoadBitmap(factory, fileName);
var texture = CreateTexture2DFromBitmap(device, bs);
return texture;
}