d3d12纹理数组渲染BMP图片代码
时间: 2023-12-20 16:24:05 浏览: 120
Kaguya:D3D12渲染引擎
以下是一个简单的使用D3D12纹理数组渲染BMP图片的示例代码,其中包括了纹理数组资源的创建、描述符堆的创建、渲染目标视图的创建等:
```c++
// 读取BMP图片
BMPImage bmp;
bmp.ReadFromFile("image.bmp");
// 创建纹理数组资源
ID3D12Resource* textureArray = nullptr;
CD3DX12_HEAP_PROPERTIES heapProp(D3D12_HEAP_TYPE_DEFAULT);
CD3DX12_RESOURCE_DESC texArrayDesc(D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, bmp.width, bmp.height, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 0, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &texArrayDesc, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&textureArray));
// 将BMP数据拷贝到纹理数组中
D3D12_SUBRESOURCE_DATA textureData = {};
textureData.pData = bmp.data;
textureData.RowPitch = bmp.rowPitch;
textureData.SlicePitch = bmp.slicePitch;
UpdateSubresources(commandList, textureArray, textureArrayUpload, 0, 0, 1, &textureData);
// 创建描述符堆
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = 1;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&rtvHeap));
// 创建渲染目标视图
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.MipSlice = 0;
rtvDesc.Texture2DArray.PlaneSlice = 0;
device->CreateRenderTargetView(textureArray, &rtvDesc, rtvHandle);
// 渲染时绑定纹理数组索引
commandList->SetGraphicsRootDescriptorTable(0, rtvHeap->GetGPUDescriptorHandleForHeapStart());
commandList->OMSetRenderTargets(1, &rtvHeap->GetCPUDescriptorHandleForHeapStart(0), FALSE, nullptr);
```
需要注意的是,这只是一个简单的示例代码,实际使用时需要根据具体的场景进行修改和调整。同时,纹理数组的创建和操作也需要考虑到内存和性能的限制。
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