ajouts des fonts (texte)
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250
enginecustom/textclass.cpp
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250
enginecustom/textclass.cpp
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#include "textclass.h"
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TextClass::TextClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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}
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TextClass::TextClass(const TextClass& other)
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{
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}
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TextClass::~TextClass()
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{
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}
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bool TextClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, int maxLength, FontClass* Font, char* text,
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int positionX, int positionY, float red, float green, float blue)
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{
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bool result;
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// Store the screen width and height.
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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// Store the maximum length of the sentence.
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m_maxLength = maxLength;
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// Initalize the sentence.
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result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
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if (!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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void TextClass::Shutdown()
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{
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// Release the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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void TextClass::Render(ID3D11DeviceContext* deviceContext)
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{
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// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
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RenderBuffers(deviceContext);
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return;
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}
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int TextClass::GetIndexCount()
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{
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return m_indexCount;
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}
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bool TextClass::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
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{
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VertexType* vertices;
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unsigned long* indices;
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Set the vertex and index count.
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m_vertexCount = 6 * m_maxLength;
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m_indexCount = m_vertexCount;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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// Initialize vertex array to zeros at first.
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memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
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// Initialize the index array.
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for (i = 0; i < m_indexCount; i++)
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{
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indices[i] = i;
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}
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// Set up the description of the dynamic vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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vertexBufferDesc.MiscFlags = 0;
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vertexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the vertex data.
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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// Create the vertex buffer.
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result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
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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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// Set up the description of the static index buffer.
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.CPUAccessFlags = 0;
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indexBufferDesc.MiscFlags = 0;
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indexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the index data.
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indexData.pSysMem = indices;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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// Create the index buffer.
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result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
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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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// Release the vertex array as it is no longer needed.
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delete[] vertices;
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vertices = 0;
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// Release the index array as it is no longer needed.
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delete[] indices;
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indices = 0;
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// Now add the text data to the sentence buffers.
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result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
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if (!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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void TextClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if (m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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}
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// Release the vertex buffer.
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if (m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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bool TextClass::UpdateText(ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
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{
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int numLetters;
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VertexType* vertices;
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float drawX, drawY;
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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VertexType* verticesPtr;
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// Store the color of the sentence.
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m_pixelColor = XMFLOAT4(red, green, blue, 1.0f);
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// Get the number of letters in the sentence.
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numLetters = (int)strlen(text);
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// Check for possible buffer overflow.
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if (numLetters > m_maxLength)
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{
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return false;
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}
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Initialize vertex array to zeros at first.
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memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
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// Calculate the X and Y pixel position on the screen to start drawing to.
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drawX = (float)(((m_screenWidth / 2) * -1) + positionX);
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drawY = (float)((m_screenHeight / 2) - positionY);
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// Use the font class to build the vertex array from the sentence text and sentence draw location.
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Font->BuildVertexArray((void*)vertices, text, drawX, drawY);
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// Lock the vertex buffer so it can be written to.
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result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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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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// Get a pointer to the data in the vertex buffer.
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verticesPtr = (VertexType*)mappedResource.pData;
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// Copy the data into the vertex buffer.
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memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
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// Unlock the vertex buffer.
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deviceContext->Unmap(m_vertexBuffer, 0);
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// Release the vertex array as it is no longer needed.
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delete[] vertices;
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vertices = 0;
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return true;
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}
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void TextClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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{
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unsigned int stride, offset;
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// Set vertex buffer stride and offset.
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stride = sizeof(VertexType);
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offset = 0;
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// Set the vertex buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
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// Set the index buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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XMFLOAT4 TextClass::GetPixelColor()
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{
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return m_pixelColor;
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}
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