私はDirect3D 10のID3DX10Sprite
interfaceを使用して2Dゲームを行っています。それは、テクスチャが線形アルゴリズム(私は思う?)を使ってフィルタリングされていることを除いて、かなりうまくいく。Direct3Dスプライトの最近傍点補間?
オリジナルテクスチャ(32×32):
:ゲーム内のスケールアップのように見える何
だから、私の質問です:私はそれが見えるようにしたいどのような
(別名をフィルタリング最近傍を使用する方法はありますポイントフィルタリング)をスプライトに適用するにはどうすればよいですか?
これは私のコードです:
初期化:
float width = 818.0F;
float height = 646.0F;
IDXGISwapChain* swapChain;
ID3D10Device* device = Direct3D_CreateDevice(hWnd, swapChain, (int)width, (int)height);
ID3D10RenderTargetView* rtv = Direct3D_CreateRenderTargetView(device, swapChain);
ID3DX10Sprite* mainSprite = Direct3D_CreateMainSpriteObject(device);
ID3D10ShaderResourceView* texture = Direct3D_CreateTexture(device, "C:\\Users\\Vincent\\Documents\\visual studio 2010\\Projects\\DirectX Test C++\\Debug\\base_grass.png", 32, 32);
D3DX10_SPRITE* sprite = Direct3D_CreateSprite(texture, 0.0F, 0.0F, 1.0F, 1.0F); //800.0F/64.0F, 600.0F/64.0F);
Direct3D_CreateViewport(device, 0, 0, (UINT)width, (UINT)height);
レンダリング:
FLOAT* backColor = new FLOAT[4];
backColor[0] = 0.0F;
backColor[1] = 0.5F;
backColor[2] = 0.0F;
backColor[3] = 1.0F;
device->ClearRenderTargetView(rtv, backColor);
device->Draw(3, 0);
Direct3D_DrawSpritesBuffered(mainSprite, sprite, 1);
swapChain->Present(0, 0);
Direct3Dの機能:
/////////////////////////////////////////////////
// Direct3D_CreateDevice //
/////////////////////////////////////////////////
ID3D10Device * __stdcall Direct3D_CreateDevice(HWND hWnd, IDXGISwapChain* &swapChain, int width, int height)
{
//Variables.
ID3D10Device* D3DDevice;
DXGI_SWAP_CHAIN_DESC swapChainDescription;
ZeroMemory(&swapChainDescription, sizeof(DXGI_SWAP_CHAIN_DESC));
//Buffer settings.
swapChainDescription.BufferCount = 1;
swapChainDescription.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDescription.BufferDesc.Width = width;
swapChainDescription.BufferDesc.Height = height;
swapChainDescription.BufferDesc.RefreshRate.Numerator = 60;
swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
//Misc.
swapChainDescription.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swapChainDescription.OutputWindow = hWnd;
swapChainDescription.SampleDesc.Count = 1;
swapChainDescription.SampleDesc.Quality = 0;
swapChainDescription.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDescription.Windowed = TRUE;
//Try to create the device and SwapChain.
if (FAILED(D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION,
&swapChainDescription,
&swapChain,
&D3DDevice))) return NULL;
return D3DDevice;
}
/////////////////////////////////////////////////
// Direct3D_CreateRenderTargetView //
/////////////////////////////////////////////////
ID3D10RenderTargetView * __stdcall Direct3D_CreateRenderTargetView(ID3D10Device* device, IDXGISwapChain* swapChain)
{
//Variables.
HRESULT hRes = 0;
ID3D10Texture2D* backBuffer;
ID3D10RenderTargetView* renderTargetView;
//Get the back buffer.
hRes = swapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&backBuffer);
if(FAILED(hRes)) { return NULL; }
//Try to create the RenderTargetView.
hRes = device->CreateRenderTargetView(backBuffer, NULL, &renderTargetView);
if(FAILED(hRes)) { return NULL; }
//Release the back buffer
backBuffer->Release();
//Set the render target
device->OMSetRenderTargets(1, &renderTargetView, NULL);
return renderTargetView;
}
/////////////////////////////////////////////////
// Direct3D_CreateViewport //
/////////////////////////////////////////////////
void __stdcall Direct3D_CreateViewport(ID3D10Device* device, int x, int y, UINT width, UINT height)
{
D3D10_VIEWPORT* viewport = new D3D10_VIEWPORT();
viewport->TopLeftX = x;
viewport->TopLeftY = y;
viewport->Width = width;
viewport->Height = height;
viewport->MinDepth = 0.0F;
viewport->MaxDepth = 1.0F;
device->RSSetViewports(1, viewport);
}
/////////////////////////////////////////////////
// Direct3D_CreateMainSpriteObject //
/////////////////////////////////////////////////
ID3DX10Sprite * __stdcall Direct3D_CreateMainSpriteObject(ID3D10Device* device)
{
//Create the sprite object.
ID3DX10Sprite* s;
HRESULT hRes = D3DX10CreateSprite(device, 4096, &s);
if(FAILED(hRes)) { return NULL; }
//Construct the Projection- and ViewTransform matrix.
D3DXMATRIX matview;
matview._12 = 0.0F;
matview._13 = 0.0F;
matview._14 = 0.0F;
matview._21 = 0.0F;
matview._23 = 0.0F;
matview._24 = 0.0F;
matview._31 = 0.0F;
matview._32 = 0.0F;
matview._34 = 0.0F;
matview._41 = 0.0F;
matview._42 = 0.0F;
matview._43 = 0.0F;
matview._11 = 1.0F;
matview._22 = 1.0F;
matview._33 = 1.0F;
matview._44 = 1.0F;
//Set the Projection- and ViewTransforms.
s->SetProjectionTransform(&matview);
s->SetViewTransform(&matview);
return s;
}
/////////////////////////////////////////////////
// Direct3D_DrawSpritesBuffered //
/////////////////////////////////////////////////
void __stdcall Direct3D_DrawSpritesBuffered(ID3DX10Sprite* spriteObject, D3DX10_SPRITE* sprites, int count)
{
spriteObject->Begin(0);
spriteObject->DrawSpritesBuffered(sprites, count);
spriteObject->Flush();
spriteObject->End();
}
/////////////////////////////////////////////////
// Direct3D_CreateTexture //
/////////////////////////////////////////////////
ID3D10ShaderResourceView * __stdcall Direct3D_CreateTexture(ID3D10Device* device, LPCSTR file, int width, int height)
{
//Variables.
D3DX10_IMAGE_LOAD_INFO imgLoadInfo;
ID3D10ShaderResourceView * shaderResourceView;
ZeroMemory(&imgLoadInfo, sizeof(imgLoadInfo));
//Image load settings.
imgLoadInfo.BindFlags = D3D10_BIND_SHADER_RESOURCE;
imgLoadInfo.CpuAccessFlags = 0;
imgLoadInfo.Filter = D3DX10_FILTER_NONE;
imgLoadInfo.FirstMipLevel = 0;
imgLoadInfo.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
imgLoadInfo.MipFilter = D3DX10_FILTER_NONE;
imgLoadInfo.MipLevels = 1;
imgLoadInfo.MiscFlags = 0;
imgLoadInfo.Usage = D3D10_USAGE_DEFAULT;
//Get the source image's info.
imgLoadInfo.pSrcInfo = new D3DX10_IMAGE_INFO();
D3DX10GetImageInfoFromFileA(file, NULL, imgLoadInfo.pSrcInfo, NULL);
//Set the texture dimensions.
imgLoadInfo.Width = width;
imgLoadInfo.Height = height;
HRESULT hRes;
//Attempt to create the ShaderResourceView.
if(FAILED(D3DX10CreateShaderResourceViewFromFile(device, file, &imgLoadInfo, NULL, &shaderResourceView, &hRes)))
{
return NULL;
}
return shaderResourceView;
}
/////////////////////////////////////////////////
// Direct3D_CreateSprite //
/////////////////////////////////////////////////
D3DX10_SPRITE * __stdcall Direct3D_CreateSprite(ID3D10ShaderResourceView* texture, float textureX, float textureY, float textureWidth, float textureHeight)
{
//Variables.
D3DX10_SPRITE* sprite = new D3DX10_SPRITE();
//Color settings.
sprite->ColorModulate.r = 1.0f;
sprite->ColorModulate.g = 1.0f;
sprite->ColorModulate.b = 1.0f;
sprite->ColorModulate.a = 1.0f;
//Texture settings.
sprite->pTexture = texture;
sprite->TextureIndex = 0;
sprite->TexCoord.x = textureX;
sprite->TexCoord.y = textureY;
sprite->TexSize.x = textureWidth;
sprite->TexSize.y = textureHeight;
//Dimension and location matrix.
sprite->matWorld._12 = 0.0F;
sprite->matWorld._13 = 0.0F;
sprite->matWorld._14 = 0.0F;
sprite->matWorld._21 = 0.0F;
sprite->matWorld._23 = 0.0F;
sprite->matWorld._24 = 0.0F;
sprite->matWorld._31 = 0.0F;
sprite->matWorld._32 = 0.0F;
sprite->matWorld._34 = 0.0F;
sprite->matWorld._41 = 0.0F;
sprite->matWorld._42 = 0.0F;
sprite->matWorld._43 = 0.0F;
sprite->matWorld._11 = 1.0F;
sprite->matWorld._22 = 1.0F;
sprite->matWorld._33 = 1.0F;
sprite->matWorld._44 = 1.0F;
return sprite;
}
を参照してください。オープンソースサポートライブラリ。 D3DX、D3DX10、およびD3DX11は、以前のDirectX SDK自体と同様にすべて非推奨です。 DirectX 11を使用していた場合、[DirectX Tool Kit](https://github.com/Microsoft/DirectXTK/wiki)の '' SpriteBatch''は従来のD3DX10Spriteを使うよりはるかに良い選択です。サンプラーの種類。 [MSDN](https://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx)を参照してください。 –
良いニュースは、Direct3D 10からDirect3D 11への移植が簡単だということです。[この記事](https://msdn.microsoft.com/en-us/library/windows/desktop/ff476190(v=vs.85) ).aspx#direct3d_10_to_direct3d_11)。従来のD3DXMathからDirectXMath(a.k.a XNAMath)への変換については、こちらを参照してください(https://msdn.microsoft.com/en-us/library/windows/desktop/ff729728(v=vs.85).aspx)。 D3DX/D3DX10/D3DX11をドロップすることで、ゲームの展開も大幅に簡素化されます。 [Not So Direct Setup](https://blogs.msdn.microsoft.com/chuckw/2010/09/08/not-so-direct-setup/)を参照してください。 –