ajouts des fonts (texte)
This commit is contained in:
parent
0cc654365c
commit
ff9e729529
@ -13,6 +13,11 @@ ApplicationClass::ApplicationClass()
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m_Sprite = 0;
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m_Timer = 0;
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m_Lights = 0;
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m_FontShader = 0;
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m_Font = 0;
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m_TextString1 = 0;
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m_TextString2 = 0;
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m_TextString3 = 0;
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}
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@ -28,6 +33,7 @@ ApplicationClass::~ApplicationClass()
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char testString1[32], testString2[32], testString3[32];
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char modelFilename[128];
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char textureFilename1[128], textureFilename2[128];
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char bitmapFilename[128];
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@ -61,6 +67,57 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the font object.
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m_Font = new FontClass;
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result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
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if (!result)
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{
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return false;
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}
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// Set the strings we want to display.
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strcpy_s(testString1, "Yo");
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strcpy_s(testString2, "Les");
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strcpy_s(testString3, "Noobs !");
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// Create and initialize the first text object.
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m_TextString1 = new TextClass;
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result = m_TextString1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString1, 25, screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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// Create and initialize the second text object.
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m_TextString2 = new TextClass;
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result = m_TextString2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString2, 250, screenHeight / 2 - m_Font->GetFontHeight(), 0.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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// Create and initialize the second text object.
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m_TextString3 = new TextClass;
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result = m_TextString3->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString3, screenWidth / 2 - m_Font->GetSentencePixelLength(testString3), screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 0.0f);
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if (!result)
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{
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return false;
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}
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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@ -167,6 +224,44 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the text string objects.
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if (m_TextString3)
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{
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m_TextString3->Shutdown();
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delete m_TextString3;
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m_TextString3 = 0;
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}
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if (m_TextString2)
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{
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m_TextString2->Shutdown();
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delete m_TextString2;
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m_TextString2 = 0;
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}
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if (m_TextString1)
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{
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m_TextString1->Shutdown();
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delete m_TextString1;
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m_TextString1 = 0;
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}
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// Release the font object.
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if (m_Font)
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{
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m_Font->Shutdown();
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delete m_Font;
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m_Font = 0;
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}
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// Release the font shader object.
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if (m_FontShader)
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{
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m_FontShader->Shutdown();
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delete m_FontShader;
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m_FontShader = 0;
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}
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// Release the timer object.
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if (m_Timer)
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{
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@ -319,8 +414,39 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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m_Direct3D->GetOrthoMatrix(orthoMatrix);
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// Turn off the Z buffer to begin all 2D rendering.
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// Disable the Z buffer and enable alpha blending for 2D rendering.
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m_Direct3D->TurnZBufferOff();
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m_Direct3D->EnableAlphaBlending();
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// Render the first text string using the font shader.
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m_TextString1->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString1->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Render the second text string using the font shader.
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m_TextString2->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString2->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Render the second text string using the font shader.
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m_TextString3->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString3->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
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result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
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@ -398,8 +524,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1));
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// Turn the Z buffer back on now that all 2D rendering has completed.
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// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
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m_Direct3D->TurnZBufferOn();
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m_Direct3D->DisableAlphaBlending();
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -15,6 +15,9 @@
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#include "textureshaderclass.h"
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#include "spriteclass.h"
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#include "timerclass.h"
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#include "fontshaderclass.h"
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#include "fontclass.h"
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#include "textclass.h"
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/////////////
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// GLOBALS //
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@ -54,6 +57,9 @@ private:
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TimerClass* m_Timer;
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LightClass* m_Lights;
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int m_numLights;
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FontShaderClass* m_FontShader;
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FontClass* m_Font;
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TextClass *m_TextString1, *m_TextString2, *m_TextString3;
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};
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#endif
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@ -15,6 +15,8 @@ D3DClass::D3DClass()
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m_depthStencilView = 0;
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m_rasterState = 0;
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m_depthDisabledStencilState = 0;
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m_alphaEnableBlendingState = 0;
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m_alphaDisableBlendingState = 0;
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}
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@ -48,6 +50,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
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D3D11_RASTERIZER_DESC rasterDesc;
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float fieldOfView, screenAspect;
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D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
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D3D11_BLEND_DESC blendStateDescription;
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// Store the vsync setting.
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m_vsync_enabled = vsync;
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@ -373,6 +376,35 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
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return false;
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}
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// Clear the blend state description.
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ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
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// Create an alpha enabled blend state description.
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blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
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blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
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// Create the blend state using the description.
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result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
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if (FAILED(result))
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{
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return false;
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}
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// Modify the description to create an alpha disabled blend state description.
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blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
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// Create the blend state using the description.
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result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
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if (FAILED(result))
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{
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return false;
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}
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return true;
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}
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@ -386,6 +418,18 @@ void D3DClass::Shutdown()
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m_swapChain->SetFullscreenState(false, NULL);
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}
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if (m_alphaEnableBlendingState)
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{
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m_alphaEnableBlendingState->Release();
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m_alphaEnableBlendingState = 0;
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}
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if (m_alphaDisableBlendingState)
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{
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m_alphaDisableBlendingState->Release();
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m_alphaDisableBlendingState = 0;
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}
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if (m_depthDisabledStencilState)
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{
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m_depthDisabledStencilState->Release();
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@ -552,4 +596,38 @@ void D3DClass::TurnZBufferOff()
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{
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m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
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return;
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}
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}
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void D3DClass::EnableAlphaBlending()
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{
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float blendFactor[4];
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// Setup the blend factor.
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blendFactor[0] = 0.0f;
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blendFactor[1] = 0.0f;
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blendFactor[2] = 0.0f;
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blendFactor[3] = 0.0f;
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// Turn on the alpha blending.
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m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
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return;
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}
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void D3DClass::DisableAlphaBlending()
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{
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float blendFactor[4];
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// Setup the blend factor.
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blendFactor[0] = 0.0f;
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blendFactor[1] = 0.0f;
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blendFactor[2] = 0.0f;
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blendFactor[3] = 0.0f;
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// Turn off the alpha blending.
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m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
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return;
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}
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@ -16,8 +16,11 @@
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//////////////
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// INCLUDES //
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//////////////
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#include <d3d11.h>
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#include <directxmath.h>
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#include "d3d11.h"
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#include "directxmath.h"
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#include "fontshaderclass.h"
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#include "fontclass.h"
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#include "textclass.h"
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using namespace DirectX;
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@ -52,6 +55,9 @@ public:
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void TurnZBufferOn();
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void TurnZBufferOff();
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void EnableAlphaBlending();
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void DisableAlphaBlending();
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private:
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bool m_vsync_enabled;
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int m_videoCardMemory;
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@ -69,6 +75,8 @@ private:
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XMMATRIX m_orthoMatrix;
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D3D11_VIEWPORT m_viewport;
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ID3D11DepthStencilState* m_depthDisabledStencilState;
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ID3D11BlendState* m_alphaEnableBlendingState;
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ID3D11BlendState* m_alphaDisableBlendingState;
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};
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#endif
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@ -25,6 +25,8 @@
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<ClCompile Include="Cameraclass.cpp" />
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<ClCompile Include="Colorshaderclass.cpp" />
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<ClCompile Include="d3dclass.cpp" />
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<ClCompile Include="fontclass.cpp" />
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<ClCompile Include="fontshaderclass.cpp" />
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<ClCompile Include="inputclass.cpp" />
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<ClCompile Include="Lightclass.cpp" />
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<ClCompile Include="Lightshaderclass.cpp" />
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@ -33,6 +35,7 @@
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<ClCompile Include="Multitextureshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textclass.cpp" />
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<ClCompile Include="textureclass.cpp" />
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<ClCompile Include="textureshaderclass.cpp" />
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<ClCompile Include="Timerclass.cpp" />
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@ -43,6 +46,8 @@
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<ClInclude Include="Cameraclass.h" />
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<ClInclude Include="Colorshaderclass.h" />
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<ClInclude Include="d3dclass.h" />
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<ClInclude Include="fontclass.h" />
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<ClInclude Include="fontshaderclass.h" />
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<ClInclude Include="inputclass.h" />
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<ClInclude Include="lightclass.h" />
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<ClInclude Include="lightshaderclass.h" />
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@ -50,11 +55,14 @@
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textclass.h" />
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<ClInclude Include="textureclass.h" />
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<ClInclude Include="textureshaderclass.h" />
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<ClInclude Include="Timerclass.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="font.ps" />
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<None Include="font.vs" />
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<None Include="light.ps" />
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<None Include="light.vs" />
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<None Include="Multitexture.ps" />
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@ -82,6 +90,7 @@
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</None>
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</ItemGroup>
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<ItemGroup>
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<Image Include="font01.tga" />
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<Image Include="moss01.tga" />
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<Image Include="papier.tga" />
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<Image Include="stone01.tga" />
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@ -89,6 +98,7 @@
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</ItemGroup>
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<ItemGroup>
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<Text Include="cube.txt" />
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<Text Include="font01.txt" />
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<Text Include="plane.txt" />
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<Text Include="sphere.txt" />
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</ItemGroup>
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47
enginecustom/font.ps
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47
enginecustom/font.ps
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@ -0,0 +1,47 @@
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer PixelBuffer
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{
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float4 pixelColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 FontPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 color;
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// Sample the texture pixel at this location.
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color = shaderTexture.Sample(SampleType, input.tex);
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// If the color is black on the texture then treat this pixel as transparent.
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if(color.r == 0.0f)
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{
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color.a = 0.0f;
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}
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// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
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else
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{
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color.a = 1.0f;
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color = color * pixelColor;
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}
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return color;
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}
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48
enginecustom/font.vs
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48
enginecustom/font.vs
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@ -0,0 +1,48 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType FontVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
BIN
enginecustom/font01.tga
Normal file
BIN
enginecustom/font01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 128 KiB |
95
enginecustom/font01.txt
Normal file
95
enginecustom/font01.txt
Normal file
@ -0,0 +1,95 @@
|
||||
32 0.0 0.0 0
|
||||
33 ! 0.0 0.00390625 4
|
||||
34 " 0.0048828125 0.0107421875 6
|
||||
35 # 0.01171875 0.025390625 14
|
||||
36 $ 0.0263671875 0.0390625 13
|
||||
37 % 0.0400390625 0.0546875 15
|
||||
38 & 0.0556640625 0.0693359375 14
|
||||
39 ' 0.0703125 0.0732421875 3
|
||||
40 ( 0.07421875 0.0791015625 5
|
||||
41 ) 0.080078125 0.0849609375 5
|
||||
42 * 0.0859375 0.091796875 6
|
||||
43 + 0.0927734375 0.103515625 11
|
||||
44 , 0.1044921875 0.107421875 3
|
||||
45 - 0.1083984375 0.1142578125 6
|
||||
46 . 0.115234375 0.1181640625 3
|
||||
47 / 0.119140625 0.126953125 8
|
||||
48 0 0.1279296875 0.1416015625 14
|
||||
49 1 0.142578125 0.146484375 4
|
||||
50 2 0.1474609375 0.1591796875 12
|
||||
51 3 0.16015625 0.1708984375 11
|
||||
52 4 0.171875 0.1845703125 13
|
||||
53 5 0.185546875 0.1962890625 11
|
||||
54 6 0.197265625 0.2099609375 13
|
||||
55 7 0.2109375 0.22265625 12
|
||||
56 8 0.2236328125 0.236328125 13
|
||||
57 9 0.2373046875 0.2490234375 12
|
||||
58 : 0.25 0.2529296875 3
|
||||
59 ; 0.25390625 0.2568359375 3
|
||||
60 < 0.2578125 0.267578125 10
|
||||
61 = 0.2685546875 0.279296875 11
|
||||
62 > 0.2802734375 0.2900390625 10
|
||||
63 ? 0.291015625 0.302734375 12
|
||||
64 @ 0.3037109375 0.3173828125 14
|
||||
65 A 0.318359375 0.33203125 14
|
||||
66 B 0.3330078125 0.3447265625 12
|
||||
67 C 0.345703125 0.3564453125 11
|
||||
68 D 0.357421875 0.3701171875 13
|
||||
69 E 0.37109375 0.3818359375 11
|
||||
70 F 0.3828125 0.3935546875 11
|
||||
71 G 0.39453125 0.40625 12
|
||||
72 H 0.4072265625 0.41796875 11
|
||||
73 I 0.4189453125 0.421875 3
|
||||
74 J 0.4228515625 0.4326171875 10
|
||||
75 K 0.43359375 0.4443359375 11
|
||||
76 L 0.4453125 0.4541015625 9
|
||||
77 M 0.455078125 0.4697265625 15
|
||||
78 N 0.470703125 0.482421875 12
|
||||
79 O 0.4833984375 0.49609375 13
|
||||
80 P 0.4970703125 0.5078125 12
|
||||
81 Q 0.509765625 0.5224609375 13
|
||||
82 R 0.5234375 0.53515625 12
|
||||
83 S 0.5361328125 0.548828125 13
|
||||
84 T 0.5498046875 0.5615234375 12
|
||||
85 U 0.5625 0.57421875 12
|
||||
86 V 0.5751953125 0.5888671875 14
|
||||
87 W 0.58984375 0.609375 20
|
||||
88 X 0.6103515625 0.6220703125 12
|
||||
89 Y 0.623046875 0.6357421875 13
|
||||
90 Z 0.63671875 0.6474609375 11
|
||||
91 [ 0.6484375 0.654296875 6
|
||||
92 \ 0.6552734375 0.6630859375 8
|
||||
93 ] 0.6640625 0.6689453125 5
|
||||
94 ^ 0.669921875 0.6806640625 11
|
||||
95 _ 0.681640625 0.6904296875 9
|
||||
96 ` 0.69140625 0.6962890625 5
|
||||
97 a 0.697265625 0.70703125 10
|
||||
98 b 0.7080078125 0.7177734375 10
|
||||
99 c 0.71875 0.7275390625 9
|
||||
100 d 0.728515625 0.73828125 10
|
||||
101 e 0.7392578125 0.748046875 9
|
||||
102 f 0.7490234375 0.755859375 7
|
||||
103 g 0.7568359375 0.7666015625 10
|
||||
104 h 0.767578125 0.7763671875 9
|
||||
105 i 0.77734375 0.7802734375 3
|
||||
106 j 0.78125 0.7861328125 5
|
||||
107 k 0.787109375 0.796875 10
|
||||
108 l 0.7978515625 0.80078125 3
|
||||
109 m 0.8017578125 0.8154296875 14
|
||||
110 n 0.81640625 0.826171875 10
|
||||
111 o 0.8271484375 0.8369140625 10
|
||||
112 p 0.837890625 0.84765625 10
|
||||
113 q 0.8486328125 0.8583984375 10
|
||||
114 r 0.859375 0.8671875 8
|
||||
115 s 0.8681640625 0.8779296875 10
|
||||
116 t 0.87890625 0.8857421875 7
|
||||
117 u 0.88671875 0.8955078125 9
|
||||
118 v 0.896484375 0.908203125 12
|
||||
119 w 0.9091796875 0.9248046875 16
|
||||
120 x 0.92578125 0.935546875 10
|
||||
121 y 0.9365234375 0.9453125 9
|
||||
122 z 0.9462890625 0.9560546875 10
|
||||
123 { 0.95703125 0.9638671875 7
|
||||
124 | 0.96484375 0.966796875 2
|
||||
125 } 0.9677734375 0.974609375 7
|
||||
126 ~ 0.9755859375 0.986328125 11
|
252
enginecustom/fontclass.cpp
Normal file
252
enginecustom/fontclass.cpp
Normal file
@ -0,0 +1,252 @@
|
||||
#include "fontclass.h"
|
||||
|
||||
FontClass::FontClass()
|
||||
{
|
||||
m_Font = 0;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
|
||||
FontClass::FontClass(const FontClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontClass::~FontClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
|
||||
{
|
||||
char fontFilename[128];
|
||||
char fontTextureFilename[128];
|
||||
bool result;
|
||||
|
||||
// Choose one of the available fonts, and default to the first font otherwise.
|
||||
switch (fontChoice)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Load in the text file containing the font data.
|
||||
result = LoadFontData(fontFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the texture that has the font characters on it.
|
||||
result = LoadTexture(device, deviceContext, fontTextureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::Shutdown()
|
||||
{
|
||||
// Release the font texture.
|
||||
ReleaseTexture();
|
||||
|
||||
// Release the font data.
|
||||
ReleaseFontData();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadFontData(char* filename)
|
||||
{
|
||||
std::ifstream fin;
|
||||
int i;
|
||||
char temp;
|
||||
|
||||
// Create the font spacing buffer.
|
||||
m_Font = new FontType[95];
|
||||
|
||||
// Read in the font size and spacing between chars.
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the 95 used ascii characters for text.
|
||||
for (i = 0; i < 95; i++)
|
||||
{
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
|
||||
fin >> m_Font[i].left;
|
||||
fin >> m_Font[i].right;
|
||||
fin >> m_Font[i].size;
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseFontData()
|
||||
{
|
||||
// Release the font data array.
|
||||
if (m_Font)
|
||||
{
|
||||
delete[] m_Font;
|
||||
m_Font = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the font texture object.
|
||||
m_Texture = new TextureClass;
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseTexture()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* FontClass::GetTexture()
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
}
|
||||
|
||||
void FontClass::BuildVertexArray(void* vertices, char* sentence, float drawX, float drawY)
|
||||
{
|
||||
VertexType* vertexPtr;
|
||||
int numLetters, index, i, letter;
|
||||
|
||||
|
||||
// Coerce the input vertices into a VertexType structure.
|
||||
vertexPtr = (VertexType*)vertices;
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
// Initialize the index to the vertex array.
|
||||
index = 0;
|
||||
|
||||
// Draw each letter onto a quad.
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then just move over three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
drawX = drawX + m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
// First triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, (drawY - m_fontHeight), 0.0f); // Bottom left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 1.0f);
|
||||
index++;
|
||||
|
||||
// Second triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX + m_Font[letter].size, drawY, 0.0f); // Top right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
// Update the x location for drawing by the size of the letter and one pixel.
|
||||
drawX = drawX + m_Font[letter].size + 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FontClass::GetSentencePixelLength(char* sentence)
|
||||
{
|
||||
int pixelLength, numLetters, i, letter;
|
||||
|
||||
|
||||
pixelLength = 0;
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then count it as three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
pixelLength += m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixelLength += (m_Font[letter].size + 1);
|
||||
}
|
||||
}
|
||||
|
||||
return pixelLength;
|
||||
}
|
||||
|
||||
int FontClass::GetFontHeight()
|
||||
{
|
||||
return (int)m_fontHeight;
|
||||
}
|
64
enginecustom/fontclass.h
Normal file
64
enginecustom/fontclass.h
Normal file
@ -0,0 +1,64 @@
|
||||
#ifndef _FONTCLASS_H_
|
||||
#define _FONTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontClass
|
||||
{
|
||||
private:
|
||||
struct FontType
|
||||
{
|
||||
float left, right;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
FontClass();
|
||||
FontClass(const FontClass&);
|
||||
~FontClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int);
|
||||
void Shutdown();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void BuildVertexArray(void*, char*, float, float);
|
||||
int GetSentencePixelLength(char*);
|
||||
int GetFontHeight();
|
||||
|
||||
private:
|
||||
bool LoadFontData(char*);
|
||||
void ReleaseFontData();
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
|
||||
private:
|
||||
FontType* m_Font;
|
||||
TextureClass* m_Texture;
|
||||
float m_fontHeight;
|
||||
int m_spaceSize;
|
||||
};
|
||||
|
||||
#endif
|
408
enginecustom/fontshaderclass.cpp
Normal file
408
enginecustom/fontshaderclass.cpp
Normal file
@ -0,0 +1,408 @@
|
||||
#include "fontshaderclass.h"
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
m_pixelBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass(const FontShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::~FontShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"font.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"font.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC pixelBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "FontVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "FontPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic pixel constant buffer that is in the pixel shader.
|
||||
pixelBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
pixelBufferDesc.ByteWidth = sizeof(PixelBufferType);
|
||||
pixelBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
pixelBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
pixelBufferDesc.MiscFlags = 0;
|
||||
pixelBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the pixel constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the pixel constant buffer.
|
||||
if (m_pixelBuffer)
|
||||
{
|
||||
m_pixelBuffer->Release();
|
||||
m_pixelBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FontShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
PixelBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the pixel constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the pixel constant buffer.
|
||||
dataPtr2 = (PixelBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the pixel color into the pixel constant buffer.
|
||||
dataPtr2->pixelColor = pixelColor;
|
||||
|
||||
// Unlock the pixel constant buffer.
|
||||
deviceContext->Unmap(m_pixelBuffer, 0);
|
||||
|
||||
// Set the position of the pixel constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the pixel constant buffer in the pixel shader with the updated value.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_pixelBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
60
enginecustom/fontshaderclass.h
Normal file
60
enginecustom/fontshaderclass.h
Normal file
@ -0,0 +1,60 @@
|
||||
#ifndef _FONTSHADERCLASS_H_
|
||||
#define _FONTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct PixelBufferType
|
||||
{
|
||||
XMFLOAT4 pixelColor;
|
||||
};
|
||||
|
||||
public:
|
||||
FontShaderClass();
|
||||
FontShaderClass(const FontShaderClass&);
|
||||
~FontShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_pixelBuffer;
|
||||
};
|
||||
|
||||
#endif
|
250
enginecustom/textclass.cpp
Normal file
250
enginecustom/textclass.cpp
Normal file
@ -0,0 +1,250 @@
|
||||
#include "textclass.h"
|
||||
|
||||
|
||||
TextClass::TextClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
TextClass::TextClass(const TextClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextClass::~TextClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TextClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, int maxLength, FontClass* Font, char* text,
|
||||
int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Store the screen width and height.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store the maximum length of the sentence.
|
||||
m_maxLength = maxLength;
|
||||
|
||||
// Initalize the sentence.
|
||||
result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::Shutdown()
|
||||
{
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int TextClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
bool TextClass::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
// Set the vertex and index count.
|
||||
m_vertexCount = 6 * m_maxLength;
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Initialize the index array.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the static index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
// Release the index array as it is no longer needed.
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
// Now add the text data to the sentence buffers.
|
||||
result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextClass::UpdateText(ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
int numLetters;
|
||||
VertexType* vertices;
|
||||
float drawX, drawY;
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* verticesPtr;
|
||||
|
||||
// Store the color of the sentence.
|
||||
m_pixelColor = XMFLOAT4(red, green, blue, 1.0f);
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(text);
|
||||
|
||||
// Check for possible buffer overflow.
|
||||
if (numLetters > m_maxLength)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Calculate the X and Y pixel position on the screen to start drawing to.
|
||||
drawX = (float)(((m_screenWidth / 2) * -1) + positionX);
|
||||
drawY = (float)((m_screenHeight / 2) - positionY);
|
||||
|
||||
// Use the font class to build the vertex array from the sentence text and sentence draw location.
|
||||
Font->BuildVertexArray((void*)vertices, text, drawX, drawY);
|
||||
|
||||
// Lock the vertex buffer so it can be written to.
|
||||
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the vertex buffer.
|
||||
verticesPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContext->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride, offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 TextClass::GetPixelColor()
|
||||
{
|
||||
return m_pixelColor;
|
||||
}
|
48
enginecustom/textclass.h
Normal file
48
enginecustom/textclass.h
Normal file
@ -0,0 +1,48 @@
|
||||
#ifndef _TEXTCLASS_H_
|
||||
#define _TEXTCLASS_H_
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "fontclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
TextClass();
|
||||
TextClass(const TextClass&);
|
||||
~TextClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, FontClass*, char*, int, int, float, float, float);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
bool UpdateText(ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
XMFLOAT4 GetPixelColor();
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_screenWidth, m_screenHeight, m_maxLength, m_vertexCount, m_indexCount;
|
||||
XMFLOAT4 m_pixelColor;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user