使用SpriteFont类

时间:2015-11-22 21:41:21

标签: c++ direct3d direct3d11

我正在使用SpriteFont / SpriteBatch类将文本渲染到我的游戏中,因为坦率地说,我厌倦了使用Direct2D和DirectWrite ......但每次我使用SpriteFont绘制文本时,我都会在屏幕上写下文本,但它写在黑色背景上...黑色背景会阻挡我游戏的整个场景..有什么方法可以删除黑色背景而只保留文字?

下面是我对SpriteFont的实现..

void RenderText(int FPS)
{

std::unique_ptr<DirectX::SpriteFont> Sprite_Font(new DirectX::SpriteFont(device, L"myfile.spritefont"));

std::unique_ptr<DirectX::SpriteBatch> Sprite_Batch(new DirectX::SpriteBatch(DevContext));

Sprite_Batch->Begin();

Sprite_Font->DrawString(Sprite_Batch.get(), L"FPS: ", DirectX::XMFLOAT2(200,200));

Sprite_Batch->End();


}

在我看来,由于我在函数ClearRenderTargetView()中指定的值而绘制了黑色背景。

float BackgroundColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };

DevContext->ClearRenderTargetView(RenderTarget, BackgroundColor); //This is where the black background gets drawn over my entire scene

每当我将BackgroundColor[4]更改为不同的值时,背景颜色也会相应变化。如何从游戏中删除黑色背景并仅包含文本?

这是我的整个代码。

#include <Windows.h>
#include <SpriteFont.h>
#include <SpriteBatch.h>
#include <d3dcompiler.h>
#include <SimpleMath.h>

#pragma comment (lib, "dinput8.lib")
#pragma comment (lib, "D3D11.lib")
#pragma comment (lib, "d3dcompiler.lib")

LRESULT CALLBACK WindowProcedure(HWND, unsigned int, WPARAM, LPARAM);
void Create_Window(HINSTANCE&);
void Initialize_Direct3D11(HINSTANCE);
void Initialize_Rendering_Pipeline();
void Initialize_Sprites();
void Render_Frame();
void Render_Text();
void Create_Vertex_Buffer_for_triangle();

HWND MainWindow;
IDXGISwapChain * SwapChain;
ID3D11Device * device;
ID3D11DeviceContext * DevContext;
ID3D11RenderTargetView * RenderTarget;
ID3D11Buffer * VertexBuffer;
ID3D10Blob * VertexShader;
ID3D10Blob * PixelShader;
ID3D11VertexShader * VS;
ID3D11PixelShader * PS;
ID3D11InputLayout * inputLayout;
std::unique_ptr<DirectX::SpriteFont> Sprite_Font;
std::unique_ptr<DirectX::SpriteBatch> Sprite_Batch;
DirectX::SimpleMath::Vector2 m_fontPos;
const wchar_t* output = L"Hello World";


struct Vertex_Buffer
{
 float Positions[3];


Vertex_Buffer(float x, float y, float z)
{
    Positions[0] = x;
    Positions[1] = y;
    Positions[2] = z;
};

};


int WINAPI WinMain(HINSTANCE CurrentInstance, HINSTANCE PrevInstance, LPSTR ignore, int WindowShow)
{
MSG message;
HRESULT status;

Create_Window(CurrentInstance);
Initialize_Direct3D11(CurrentInstance);
Initialize_Sprites();
Initialize_Rendering_Pipeline();
Create_Vertex_Buffer_for_triangle();


while (true)
{
    if (PeekMessage(&message, MainWindow, 0, 0, PM_REMOVE))
    {
        TranslateMessage(&message);
        DispatchMessage(&message);

    }

    else
    {   
        Render_Frame();
        Render_Text();
        SwapChain->Present(0, 0);
    }

}

}

void Initialize_Sprites()
{
Sprite_Font.reset(new DirectX::SpriteFont(device, L"myfile.spritefont"));
Sprite_Batch.reset(new DirectX::SpriteBatch(DevContext));

m_fontPos.x = 200;
m_fontPos.y = 200;

}

void Create_Window(HINSTANCE &CurrentInstance)
{
WNDCLASSEX windowclass;                                 


ZeroMemory(&windowclass, sizeof(WNDCLASSEX));
windowclass.cbSize = sizeof(WNDCLASSEX);                
windowclass.lpszClassName = L"Window Class";        
windowclass.hInstance = CurrentInstance;                
windowclass.lpfnWndProc = WindowProcedure;              
windowclass.hIcon = LoadIcon(NULL, IDI_WINLOGO);        
windowclass.hCursor = LoadCursor(NULL, IDC_ARROW);      


RegisterClassEx(&windowclass);


MainWindow = CreateWindowEx(
    0,                                                  
    L"Window Class",                                    
    L"The Empire of Anatoria",                          
    WS_OVERLAPPEDWINDOW,                                
    CW_USEDEFAULT,                                      
    CW_USEDEFAULT,                                      
    800,                                                
    600,                                                
    NULL,                                               
    NULL,                                               
    CurrentInstance,                                    
    NULL                                                
    );


ShowWindow(MainWindow, SW_SHOW);
}

void Render_Text()
{
DirectX::SimpleMath::Vector2 origin = Sprite_Font->MeasureString(output);

Sprite_Batch->Begin();
Sprite_Font->DrawString(Sprite_Batch.get(), output,
    m_fontPos, DirectX::Colors::White, 0.f, origin);
Sprite_Batch->End();

}

void Initialize_Direct3D11(HINSTANCE instance) 
{
DXGI_MODE_DESC BackBufferDesc;
DXGI_SWAP_CHAIN_DESC SwapChainDesc;



ZeroMemory(&BackBufferDesc, sizeof(DXGI_MODE_DESC));
BackBufferDesc.Width = 400;                         
BackBufferDesc.Height = 400;                         
BackBufferDesc.RefreshRate.Numerator = 60;          
BackBufferDesc.RefreshRate.Denominator = 1;         
BackBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; 


ZeroMemory(&SwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
SwapChainDesc.BufferDesc = BackBufferDesc;      
SwapChainDesc.BufferCount = 1;                          
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.SampleDesc.Count = 1;                     
SwapChainDesc.SampleDesc.Quality = 0;                   
SwapChainDesc.OutputWindow = MainWindow;            
SwapChainDesc.Windowed = TRUE;                          
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;    



D3D11CreateDeviceAndSwapChain(NULL,                      
    D3D_DRIVER_TYPE_HARDWARE,   
    NULL,                        
    NULL,                       
    NULL,                   
    NULL,                        
    D3D11_SDK_VERSION,       
    &SwapChainDesc,          
    &SwapChain,             
    &device,                    
    NULL,                       
    &DevContext             
    );



ID3D11Texture2D * BackBuffer;
SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
device->CreateRenderTargetView(BackBuffer, NULL, &RenderTarget);
DevContext->OMSetRenderTargets(
            1,                            
            &RenderTarget,                  
            NULL                            
            );
BackBuffer->Release();

DevContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

}

void Initialize_Rendering_Pipeline()
{
D3DCompileFromFile(L"VertexShader.hlsl", 0, 0, "main", "vs_5_0", 0, 0, &VertexShader, 0);
D3DCompileFromFile(L"VertexShader.hlsl", 0, 0, "Pixel_Shader", "ps_5_0", 0, 0, &PixelShader, 0);

device->CreateVertexShader(VertexShader->GetBufferPointer(), VertexShader->GetBufferSize(), NULL, &VS);
device->CreatePixelShader(PixelShader->GetBufferPointer(), PixelShader->GetBufferSize(), NULL, &PS);

DevContext->VSSetShader(VS, 0, 0);
DevContext->PSSetShader(PS, 0, 0);


D3D11_VIEWPORT Raster;

ZeroMemory(&Raster, sizeof(D3D11_VIEWPORT));
Raster.MinDepth = 0.0f;
Raster.MaxDepth = 1.0f;
Raster.Width = 400;
Raster.Height = 400;
DevContext->RSSetViewports(1, &Raster);



D3D11_INPUT_ELEMENT_DESC InputLayout[1];

ZeroMemory(&InputLayout[0], sizeof(D3D11_INPUT_ELEMENT_DESC));
InputLayout[0].SemanticName = "POSITION";
InputLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InputLayout[0].InputSlot = 0;
InputLayout[0].AlignedByteOffset = 0;
InputLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

device->CreateInputLayout(
    InputLayout,
    1,
    VertexShader->GetBufferPointer(),
    VertexShader->GetBufferSize(),
    &inputLayout
    );
DevContext->IASetInputLayout(inputLayout);
}

void Render_Frame()
{
float BackgroundColor[4] = {0.0f, 0.0f, 0.0f, 1.0f};

DevContext->ClearRenderTargetView(RenderTarget, BackgroundColor);

DevContext->Draw(3, 0);

}

void Create_Vertex_Buffer_for_triangle()
{
D3D11_BUFFER_DESC VertexBufferDesc;
D3D11_SUBRESOURCE_DATA VertexData;
UINT stride = sizeof(Vertex_Buffer);
UINT offset = 0;

ZeroMemory(&VertexBufferDesc, sizeof(D3D11_BUFFER_DESC));
VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
VertexBufferDesc.CPUAccessFlags = 0;
VertexBufferDesc.ByteWidth = sizeof(Vertex_Buffer) * 3;


Vertex_Buffer VerticesData[] =
{
    Vertex_Buffer(0.0f, 0.5f, 0.5f),
    Vertex_Buffer(0.5f, -0.5f, 0.5f),
    Vertex_Buffer(-0.5f, -0.5f, 0.5f)
};


ZeroMemory(&VertexData, sizeof(D3D11_SUBRESOURCE_DATA));
VertexData.pSysMem = VerticesData;

device->CreateBuffer(
    &VertexBufferDesc,
    &VertexData,
    &VertexBuffer);

DevContext->IASetVertexBuffers(
    0,
    1,
    &VertexBuffer,
    &stride,
    &offset
    );

}

LRESULT CALLBACK WindowProcedure(HWND handle, unsigned int message, WPARAM ignore1, LPARAM ignore2)
{
switch (message)
{

case WM_CREATE:
    return 0;


case WM_CLOSE:
    DestroyWindow(handle);
    return 0;


default:
    return DefWindowProc(handle, message, ignore1, ignore2);
}


}

这是VertexShader.hlsl文件

float4 main( float4 pos : POSITION ) : SV_POSITION
{
return pos;
}

float4 Pixel_Shader() : SV_TARGET
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}

2 个答案:

答案 0 :(得分:1)

首先,如果您的代码段准确无误,则不应每帧都创建SpriteFontSpriteBatch实例。您只需在设备更改时创建它们。

默认情况下,SpriteFont使用预乘的Alpha混合模式进行绘制,因此如果您获得完全“背景颜色”图像,那么管道状态就会出现其他问题。您可能会在clear和RenderText之间的渲染中保留一些状态,这会影响您应该重置的SpriteBatch渲染器。

它可能也是您用于背景清晰的颜色,其alpha设置为0而不是1.尝试使用:

float BackgroundColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
  

尝试使用DirectX Tool Kit tutorials中的一些内容来确保事情处于隔离状态,这样您就可以了解这些类的工作原理,特别是Drawing text

答案 1 :(得分:1)

你和我对SpriteFont有同样的问题。我们忘记在调用VertexBuffer后重置SpriteFont和所有其他呈现状态。请参阅我的帖子和来自 Chuck Walbourn 的解决方案:DirectX::SpriteFont/SpriteBatch prevents 3D scene from drawing

引用Chuck:

  

您可以在InitScene中为场景设置渲染状态,但绘制任何其他内容会更改SpriteBatch所执行的状态。我记录了哪些渲染状态DirectX Toolkit中的每个对象都在wiki上操作。您需要设置Draw每个帧所需的所有状态,而不是假设它是永久设置的,如果您执行的操作不止一次。

请参阅我的问题以获取更多信息的其他链接。