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Direct3D子图形的最近邻居插值?

[英]Nearest Neighbour interpolation for Direct3D sprites?

我正在使用Direct3D 10的ID3DX10Sprite接口开发 2D游戏。 它的效果非常好,除了使用线性算法过滤纹理(我认为?)外,这使它们在缩放时看起来非常难看。

原始纹理(32 x 32):

原始的32 x 32纹理

在游戏中看起来像是放大了:

目前的样子

我希望它看起来像什么:

我想要它看起来像什么


所以我的问题是:有没有一种方法可以对精灵使用最近邻居过滤 (aka 点过滤 ),您该怎么做?

这是我的代码:

初始化:

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);

渲染:

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功能:

/////////////////////////////////////////////////
//            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;
}

旧版D3DX10_SPRITE仅支持使用单个采样器:

D3D10_SAMPLER_DESC splDesc;
ZeroMemory(&splDesc, sizeof(D3D10_SAMPLER_DESC));
splDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
splDesc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
splDesc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
splDesc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
splDesc.ComparisonFunc = D3D10_COMPARISON_NEVER;
splDesc.MaxLOD = FLT_MAX;
VH( m_pDevice->CreateSamplerState(&splDesc, &m_pSampler) );

它还不提供任何重载/自定义状态机制。

DirectX 11DirectX工具包中的SpriteBatch确实提供了设置要使用的采样器状态的功能,并提供了用于自定义状态回调的挂钩:

void Begin(SpriteSortMode sortMode = SpriteSortMode_Deferred,
    ID3D11BlendState* blendState = nullptr,
    ID3D11SamplerState* samplerState = nullptr,
    ID3D11DepthStencilState* depthStencilState = nullptr,
    ID3D11RasterizerState* rasterizerState = nullptr,
    std::function<void __cdecl()> setCustomShaders = nullptr,
    XMMATRIX transformMatrix = MatrixIdentity);

最明智的解决方案是将Direct3D 10移植到Direct3D 11并停止使用旧版Direct3D 10。

如果由于某些特别令人信服的原因而必须继续使用Direct3D 10,则可以查看SpriteBatch.h / SpriteBatch.cpp ,可以将其复制并反向移植到Direct3D 10。

请参阅MSDNDirectX SDK(2015版?)在哪里没有D3DX的生活。

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