如何在 D3D11 中从 6 个图像创建立方体贴图?我发现的所有示例仅使用一个 .dds。具体来说,如何上传立方体纹理的各个面?
它的工作原理如下:
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = description.width;
texDesc.Height = description.height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 6;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.CPUAccessFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = texDesc.Format;
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = texDesc.MipLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
D3D11_SUBRESOURCE_DATA pData[6];
std::vector<vector4b> d[6]; // 6 images of type vector4b = 4 * unsigned char
for (int cubeMapFaceIndex = 0; cubeMapFaceIndex < 6; cubeMapFaceIndex++)
{
d[cubeMapFaceIndex].resize(description.width * description.height);
// fill with red color
std::fill(
d[cubeMapFaceIndex].begin(),
d[cubeMapFaceIndex].end(),
vector4b(255,0,0,255));
pData[cubeMapFaceIndex].pSysMem = &d[cubeMapFaceIndex][0];// description.data;
pData[cubeMapFaceIndex].SysMemPitch = description.width * 4;
pData[cubeMapFaceIndex].SysMemSlicePitch = 0;
}
HRESULT hr = renderer->getDevice()->CreateTexture2D(&texDesc,
description.data[0] ? &pData[0] : nullptr, &m_pCubeTexture);
assert(hr == S_OK);
hr = renderer->getDevice()->CreateShaderResourceView(
m_pCubeTexture, &SMViewDesc, &m_pShaderResourceView);
assert(hr == S_OK);
这将为 CubeMap 创建六个“红色”图像。
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