调整SharpDX精灵的大小和位置 [英] Resizing and position a SharpDX sprite
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问题描述
我正在尝试调整DirectX纹理的大小并将其放置在窗口的右上角。我正在使用精灵绘制纹理,这是我的代码(我正在使用SharpDX):
I'm trying to resize a DirectX Texture and place it in the top right corner of the window. I am drawing the texture using a sprite, here's is my code (I am using SharpDX):
albumArtSprite.Begin();
NativeMethods.RECT rect;
NativeMethods.GetClientRect(device.CreationParameters.HFocusWindow, out rect);
float targetDimensions = 150f;
var matrix = Matrix.Scaling(targetDimensions / albumArtInformation.Width, targetDimensions / albumArtInformation.Height, 0f) *
Matrix.Translation(rect.Width - albumArtInformation.Width - 10f, 10f, 0f);
albumArtSprite.Transform = matrix;
albumArtSprite.Draw(albumArtTexture, new ColorBGRA(0xFFFFFFFF));
albumArtSprite.End();
由于某种原因,我得到了非常奇怪的结果,例如图像不在我想要的位置be在窗口的右上角,在X和Y轴上的偏移为10。这是我第一次使用DirectX,所以我不是100%知道这种矩阵内容。
For some reason, I'm getting really strange results like the image not being where I want it to be which is in the top-right hand corner of the window with an offset of 10 on the X and Y axis. It's my first time working with DirectX so I'm not 100% sure about this matrix stuff.
推荐答案
最后,我
private static byte[] ResizeAlbumArt(byte[] originalAlbumArtData)
{
using (var originalStream = new MemoryStream(originalAlbumArtData))
{
var original = new Bitmap(originalStream);
var target = new Bitmap(AlbumArtDimensions, AlbumArtDimensions);
using (var g = Graphics.FromImage(target))
{
g.SmoothingMode = SmoothingMode.HighQuality;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawImage(original, 0, 0, target.Width, target.Height);
}
using (var outputStream = new MemoryStream())
{
target.Save(outputStream, ImageFormat.Bmp);
return outputStream.ToArray();
}
}
}
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