#include "stdafx.h"
#include "LoadPicture.h"
#include <d3d11_1.h>
#include <D3dx9tex.h>
#include <D3DX11.h>
#pragma comment(lib,"D3DX11.lib")
#pragma comment(lib,"D3D11.lib")
bool LoadTexture()
{
ID3D11Texture2D * pTexture2D = NULL;
D3D11_TEXTURE2D_DESC dec;
UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevel; ID3D11Device * md3dDevice;
ID3D11DeviceContext* md3dImmediateContext;
HRESULT hr = D3D11CreateDevice(0, // 默认显示适配器
D3D_DRIVER_TYPE_HARDWARE , 0, // 不使用软件设备
createDeviceFlags , 0, 0, // 默认的特征等级数组
D3D11_SDK_VERSION, & md3dDevice , & featureLevel, & md3dImmediateContext);
HRESULT result;
D3DX11_IMAGE_LOAD_INFO loadInfo;
ZeroMemory(&loadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO));
loadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
loadInfo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
loadInfo.MipLevels = D3DX11_DEFAULT; //这时会产生最大的mipmaps层。
loadInfo.MipFilter = D3DX11_FILTER_LINEAR;
result=D3DX11CreateTextureFromFile(md3dDevice, "C:\\Users\\Administrator\\Desktop\\logo.png", &loadInfo, NULL, (ID3D11Resource**)(&pTexture2D), NULL);
pTexture2D->GetDesc(&dec);
if (result)
return true;
else
return false;
}
加载图片到D3D11Texture2D
最新推荐文章于 2022-05-16 23:01:51 发布