Windows Development | DirectX
Textures are fundamental to modern computer graphics, providing detail, color, and surface properties to 3D models. In DirectX, textures are implemented as arrays of texels (texture elements) that are mapped onto the surface of geometric primitives. This document explores the concepts, types, and usage of textures within the DirectX computational graphics pipeline.
A texture is essentially an image or a data array that is applied to a polygon's surface. Instead of rendering a flat color, developers can "wrap" a texture around a mesh to give it a realistic appearance, such as wood grain, brick patterns, or complex shading. Each point on the surface of a 3D model is associated with a corresponding point on the texture, a process called texture mapping. The coordinates used to sample textures are known as texture coordinates, typically represented as (u, v) pairs, normalized to the range [0, 1].
DirectX supports a wide variety of texture types, each serving specific purposes:
DirectX defines a rich set of texture formats, specifying how texel data is stored in memory. These formats range from simple uncompressed formats like DXGI_FORMAT_R8G8B8A8_UNORM (8 bits each for Red, Green, Blue, and Alpha, normalized) to highly compressed formats like BC1-BC7 (Block Compression), which significantly reduce memory bandwidth and storage requirements. The choice of format impacts visual quality, memory usage, and performance.
A texture sampler is an object that defines how a texture is sampled. It controls aspects like:
Samplers are configured separately from the texture resource itself and bound to shader pipelines.
In a DirectX shader (pixel shader, typically), textures are accessed using the Sample method of a texture object, often provided with texture coordinates.
// Pixel Shader Input Structure
struct PS_INPUT
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
// Texture and Sampler resources
Texture2D myTexture;
SamplerState mySampler;
// Pixel Shader
float4 PSMain(PS_INPUT input) : SV_TARGET
{
// Sample the texture using the provided texture coordinates and sampler
float4 texColor = myTexture.Sample(mySampler, input.TexCoord);
// Return the sampled color
return texColor;
}
Beyond basic diffuse texturing, DirectX leverages textures for advanced visual effects:
Mastering textures is essential for creating visually rich and compelling applications with DirectX. Understanding their types, formats, and how they are applied in shaders will enable you to achieve high-fidelity graphics.