我是靠谱客的博主 爱撒娇马里奥,这篇文章主要介绍UWP开发细节记录:加载图像文件到D2D位图和D3D纹理 ,现在分享给大家,希望可以做个参考。

在UWP中加载文件一般先创建 StorageFile 对象,然后调用StorageFile.OpenReadAsync 方法得到一个IRandomAccessStream 接口用来读取数据:

复制代码
1
2
1 StorageFile image_file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/sample.jpg", UriKind.Absolute)); 2 IRandomAccessStream stream = await image_file.OpenReadAsync();

从一个 IRandomAccessStream 流开始,加载图像的步骤(C++ /CX实现):

1. 转换 IRandomAccessStream^ 到 ISream 接口:

复制代码
1
2
1 ComPtr<IStream> source_stream; 2 DX::ThrowIfFailed(::CreateStreamOverRandomAccessStream(stream, IID_PPV_ARGS(&source_stream)));

2. 调用 IWICImagingFactory::CreateDecoderFromStream 方法(假设IWICImagingFactory对象以创建)创建 IWICBitmapDecoder 对象用于图像解码,并最终得到 IWICFormatConverter 对象转换为适合D2D/D3D的位图格式:

复制代码
1
2
3
4
5
6
7
8
ComPtr<IWICBitmapDecoder> decoder; DX::ThrowIfFailed(_device_resources->GetWicImagingFactory()->CreateDecoderFromStream(source_stream.Get(), nullptr, WICDecodeMetadataCacheOnDemand, &decoder)); ComPtr<IWICBitmapFrameDecode> frame; DX::ThrowIfFailed(decoder->GetFrame(0, &frame)); // Convert the image to a pixel format supported by Direct2D. 32bppPBGRA is guaranteed to be supported on all hardware. ComPtr<IWICFormatConverter> covert; DX::ThrowIfFailed(_device_resources->GetWicImagingFactory()->CreateFormatConverter(&covert)); DX::ThrowIfFailed(covert->Initialize(frame.Get(), GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, nullptr, 0.0f, WICBitmapPaletteTypeCustom));

3. 如果图像用于 D2D ,现在就可以直接用 ID2D1DeviceContext::CreateBitmapFromWicBitmap 方法创建 D2D 位图了:

复制代码
1
2
ComPtr<ID2D1Bitmap1> d2d_bitmap; DX::ThrowIfFailed(_device_resources->GetD2DDeviceContext()->CreateBitmapFromWicBitmap(covert.Get(), &d2d_bitmap));

4. 如果要用于 D3D 则需要先创建 D3D 纹理:

复制代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
// 创建D3D纹理用于3D渲染 D3D11_TEXTURE2D_DESC tex_desc = { 0 }; tex_desc.ArraySize = 1; tex_desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; tex_desc.CPUAccessFlags = 0; tex_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; tex_desc.Height = height; tex_desc.Width = width; tex_desc.MipLevels = 1; tex_desc.MiscFlags = 0; tex_desc.SampleDesc.Count = 1; tex_desc.SampleDesc.Quality = 0; tex_desc.Usage = D3D11_USAGE_DEFAULT; ComPtr<ID3D11Texture2D> image_texture; DX::ThrowIfFailed(_device_resources->GetD3DDevice()->CreateTexture2D(&tex_desc, NULL, &image_texture));

5. 从 ID3D11Texture2D 对象中获取 IDXGISurface 接口,D2D和D3D只能通过DXGI进行交互:

复制代码
1
2
ComPtr<IDXGISurface> dxgi_surface; DX::ThrowIfFailed(image_texture.As(&dxgi_surface));

6. 通过 ID2D1Factory::CreateDxgiSurfaceRenderTarget 方法创建 D2D 渲染目标:

复制代码
1
2
3
4
5
6
7
8
9
10
11
float dpiX = 1.0f; float dpiY = 1.0f; _device_resources->GetD2DFactory()->GetDesktopDpi(&dpiX, &dpiY); D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties( D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY ); ComPtr<ID2D1RenderTarget> render_target; DX::ThrowIfFailed(_device_resources->GetD2DFactory()->CreateDxgiSurfaceRenderTarget(dxgi_surface.Get(), props, &render_target));

7. 通过 ID2D1RenderTarget::CreateBitmapFromWicBitmap 方法创建位图(注意这里不能直接使用第3步创建的位图,是不同的渲染目标,设备相关的位图不能通用):

复制代码
1
2
ComPtr<ID2D1Bitmap> bitmap; DX::ThrowIfFailed(render_target->CreateBitmapFromWicBitmap(covert.Get(), &bitmap));

8. 绘制位图到渲染目标,实际上也是绘制到 D3D 纹理:

复制代码
1
2
3
render_target->BeginDraw(); render_target->DrawBitmap(bitmap.Get()); render_target->EndDraw();

 

参考:MSDN 《Direct2D 和 Direct3D 互操作性概述》

 

转载于:https://www.cnblogs.com/xrunning/p/4854762.html

最后

以上就是爱撒娇马里奥最近收集整理的关于UWP开发细节记录:加载图像文件到D2D位图和D3D纹理 的全部内容,更多相关UWP开发细节记录内容请搜索靠谱客的其他文章。

本图文内容来源于网友提供,作为学习参考使用,或来自网络收集整理,版权属于原作者所有。
点赞(79)

评论列表共有 0 条评论

立即
投稿
返回
顶部