ajouts des fonts (texte)

This commit is contained in:
StratiX0 2024-03-29 14:45:44 +01:00
parent 0cc654365c
commit ff9e729529
15 changed files with 1506 additions and 5 deletions

View File

@ -13,6 +13,11 @@ ApplicationClass::ApplicationClass()
m_Sprite = 0;
m_Timer = 0;
m_Lights = 0;
m_FontShader = 0;
m_Font = 0;
m_TextString1 = 0;
m_TextString2 = 0;
m_TextString3 = 0;
}
@ -28,6 +33,7 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char testString1[32], testString2[32], testString3[32];
char modelFilename[128];
char textureFilename1[128], textureFilename2[128];
char bitmapFilename[128];
@ -61,6 +67,57 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the font object.
m_Font = new FontClass;
result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
if (!result)
{
return false;
}
// Set the strings we want to display.
strcpy_s(testString1, "Yo");
strcpy_s(testString2, "Les");
strcpy_s(testString3, "Noobs !");
// Create and initialize the first text object.
m_TextString1 = new TextClass;
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);
if (!result)
{
return false;
}
// Create and initialize the second text object.
m_TextString2 = new TextClass;
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);
if (!result)
{
return false;
}
// Create and initialize the second text object.
m_TextString3 = new TextClass;
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);
if (!result)
{
return false;
}
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
@ -167,6 +224,44 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
// Release the text string objects.
if (m_TextString3)
{
m_TextString3->Shutdown();
delete m_TextString3;
m_TextString3 = 0;
}
if (m_TextString2)
{
m_TextString2->Shutdown();
delete m_TextString2;
m_TextString2 = 0;
}
if (m_TextString1)
{
m_TextString1->Shutdown();
delete m_TextString1;
m_TextString1 = 0;
}
// Release the font object.
if (m_Font)
{
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
}
// Release the font shader object.
if (m_FontShader)
{
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
}
// Release the timer object.
if (m_Timer)
{
@ -319,8 +414,39 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
m_Direct3D->GetProjectionMatrix(projectionMatrix);
m_Direct3D->GetOrthoMatrix(orthoMatrix);
// Turn off the Z buffer to begin all 2D rendering.
// Disable the Z buffer and enable alpha blending for 2D rendering.
m_Direct3D->TurnZBufferOff();
m_Direct3D->EnableAlphaBlending();
// Render the first text string using the font shader.
m_TextString1->Render(m_Direct3D->GetDeviceContext());
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
m_Font->GetTexture(), m_TextString1->GetPixelColor());
if (!result)
{
return false;
}
// Render the second text string using the font shader.
m_TextString2->Render(m_Direct3D->GetDeviceContext());
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
m_Font->GetTexture(), m_TextString2->GetPixelColor());
if (!result)
{
return false;
}
// Render the second text string using the font shader.
m_TextString3->Render(m_Direct3D->GetDeviceContext());
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
m_Font->GetTexture(), m_TextString3->GetPixelColor());
if (!result)
{
return false;
}
// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
@ -398,8 +524,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1));
// Turn the Z buffer back on now that all 2D rendering has completed.
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();
// Present the rendered scene to the screen.
m_Direct3D->EndScene();

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@ -15,6 +15,9 @@
#include "textureshaderclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
/////////////
// GLOBALS //
@ -54,6 +57,9 @@ private:
TimerClass* m_Timer;
LightClass* m_Lights;
int m_numLights;
FontShaderClass* m_FontShader;
FontClass* m_Font;
TextClass *m_TextString1, *m_TextString2, *m_TextString3;
};
#endif

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@ -15,6 +15,8 @@ D3DClass::D3DClass()
m_depthStencilView = 0;
m_rasterState = 0;
m_depthDisabledStencilState = 0;
m_alphaEnableBlendingState = 0;
m_alphaDisableBlendingState = 0;
}
@ -48,6 +50,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
D3D11_RASTERIZER_DESC rasterDesc;
float fieldOfView, screenAspect;
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
D3D11_BLEND_DESC blendStateDescription;
// Store the vsync setting.
m_vsync_enabled = vsync;
@ -373,6 +376,35 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
return false;
}
// Clear the blend state description.
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
// Create an alpha enabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
// Create the blend state using the description.
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
if (FAILED(result))
{
return false;
}
// Modify the description to create an alpha disabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
// Create the blend state using the description.
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
if (FAILED(result))
{
return false;
}
return true;
}
@ -386,6 +418,18 @@ void D3DClass::Shutdown()
m_swapChain->SetFullscreenState(false, NULL);
}
if (m_alphaEnableBlendingState)
{
m_alphaEnableBlendingState->Release();
m_alphaEnableBlendingState = 0;
}
if (m_alphaDisableBlendingState)
{
m_alphaDisableBlendingState->Release();
m_alphaDisableBlendingState = 0;
}
if (m_depthDisabledStencilState)
{
m_depthDisabledStencilState->Release();
@ -552,4 +596,38 @@ void D3DClass::TurnZBufferOff()
{
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
return;
}
}
void D3DClass::EnableAlphaBlending()
{
float blendFactor[4];
// Setup the blend factor.
blendFactor[0] = 0.0f;
blendFactor[1] = 0.0f;
blendFactor[2] = 0.0f;
blendFactor[3] = 0.0f;
// Turn on the alpha blending.
m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
return;
}
void D3DClass::DisableAlphaBlending()
{
float blendFactor[4];
// Setup the blend factor.
blendFactor[0] = 0.0f;
blendFactor[1] = 0.0f;
blendFactor[2] = 0.0f;
blendFactor[3] = 0.0f;
// Turn off the alpha blending.
m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
return;
}

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@ -16,8 +16,11 @@
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <directxmath.h>
#include "d3d11.h"
#include "directxmath.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
using namespace DirectX;
@ -52,6 +55,9 @@ public:
void TurnZBufferOn();
void TurnZBufferOff();
void EnableAlphaBlending();
void DisableAlphaBlending();
private:
bool m_vsync_enabled;
int m_videoCardMemory;
@ -69,6 +75,8 @@ private:
XMMATRIX m_orthoMatrix;
D3D11_VIEWPORT m_viewport;
ID3D11DepthStencilState* m_depthDisabledStencilState;
ID3D11BlendState* m_alphaEnableBlendingState;
ID3D11BlendState* m_alphaDisableBlendingState;
};
#endif

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@ -25,6 +25,8 @@
<ClCompile Include="Cameraclass.cpp" />
<ClCompile Include="Colorshaderclass.cpp" />
<ClCompile Include="d3dclass.cpp" />
<ClCompile Include="fontclass.cpp" />
<ClCompile Include="fontshaderclass.cpp" />
<ClCompile Include="inputclass.cpp" />
<ClCompile Include="Lightclass.cpp" />
<ClCompile Include="Lightshaderclass.cpp" />
@ -33,6 +35,7 @@
<ClCompile Include="Multitextureshaderclass.cpp" />
<ClCompile Include="Spriteclass.cpp" />
<ClCompile Include="Systemclass.cpp" />
<ClCompile Include="textclass.cpp" />
<ClCompile Include="textureclass.cpp" />
<ClCompile Include="textureshaderclass.cpp" />
<ClCompile Include="Timerclass.cpp" />
@ -43,6 +46,8 @@
<ClInclude Include="Cameraclass.h" />
<ClInclude Include="Colorshaderclass.h" />
<ClInclude Include="d3dclass.h" />
<ClInclude Include="fontclass.h" />
<ClInclude Include="fontshaderclass.h" />
<ClInclude Include="inputclass.h" />
<ClInclude Include="lightclass.h" />
<ClInclude Include="lightshaderclass.h" />
@ -50,11 +55,14 @@
<ClInclude Include="Multitextureshaderclass.h" />
<ClInclude Include="Spriteclass.h" />
<ClInclude Include="systemclass.h" />
<ClInclude Include="textclass.h" />
<ClInclude Include="textureclass.h" />
<ClInclude Include="textureshaderclass.h" />
<ClInclude Include="Timerclass.h" />
</ItemGroup>
<ItemGroup>
<None Include="font.ps" />
<None Include="font.vs" />
<None Include="light.ps" />
<None Include="light.vs" />
<None Include="Multitexture.ps" />
@ -82,6 +90,7 @@
</None>
</ItemGroup>
<ItemGroup>
<Image Include="font01.tga" />
<Image Include="moss01.tga" />
<Image Include="papier.tga" />
<Image Include="stone01.tga" />
@ -89,6 +98,7 @@
</ItemGroup>
<ItemGroup>
<Text Include="cube.txt" />
<Text Include="font01.txt" />
<Text Include="plane.txt" />
<Text Include="sphere.txt" />
</ItemGroup>

47
enginecustom/font.ps Normal file
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@ -0,0 +1,47 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer PixelBuffer
{
float4 pixelColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 FontPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
// Sample the texture pixel at this location.
color = shaderTexture.Sample(SampleType, input.tex);
// If the color is black on the texture then treat this pixel as transparent.
if(color.r == 0.0f)
{
color.a = 0.0f;
}
// 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.
else
{
color.a = 1.0f;
color = color * pixelColor;
}
return color;
}

48
enginecustom/font.vs Normal file
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@ -0,0 +1,48 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType FontVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// 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;
}

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95
enginecustom/font01.txt Normal file
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@ -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
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@ -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;
}

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#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

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#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;
}

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#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

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#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;
}

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#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