wla*_*r86 1 c++ 3d directx-11 spritefont
DirectX::SpriteFont我在使用/时遇到问题DirectX::SpriteBatch(来自 DirectXTK;与此处讨论的问题完全相同:Problems while Drawing text using the SpriteFont class)。
void DrawScene(void)
{
HRESULT hr;
float bgColor_a[4] = { 0.0f, 0.4f, 0.8f, 0.0f };
g_pDeviceContext->ClearRenderTargetView(g_pRenderTargetView, bgColor_a);
g_pDeviceContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
XMMATRIX cameraProj = XMLoadFloat4x4(&g_camera._cameraProjection);
XMVECTOR pos = XMLoadFloat3(&g_camera._pos);
XMVECTOR target = XMLoadFloat3(&g_camera._target);
XMVECTOR up = XMLoadFloat3(&g_camera._up);
XMMATRIX cameraView = XMMatrixLookAtLH(pos, target, up);
XMMATRIX worldBox2 = XMMatrixIdentity() * (XMMatrixTranslation(2.0f, 0.0f, 0.0f) * XMMatrixRotationY(XMConvertToRadians(g_rotBox2)));
XMMATRIX wvp = worldBox2 * cameraView * cameraProj;
XMMATRIX transposeWvp = XMMatrixTranspose(wvp);
XMStoreFloat4x4(&g_constantBufferPerObject._wvp, transposeWvp);
g_pDeviceContext->UpdateSubresource(g_pConstantBufferPerObject, 0, NULL, &g_constantBufferPerObject, 0, 0);
g_pDeviceContext->VSSetConstantBuffers(0, 1, &g_pConstantBufferPerObject);
g_pDeviceContext->PSSetShaderResources(0, 1, &g_pCageTexture);
g_pDeviceContext->PSSetSamplers(0, 1, &g_pCubeTextureSamplerState);
// box
g_pDeviceContext->DrawIndexed(36, 0, 0);
wchar_t buffer[32];
swprintf_s(buffer, 32, L"%.2f", g_fps._fps);
//g_pSpriteBatch->Begin();
//g_pSpriteFont->DrawString(g_pSpriteBatch, buffer, XMFLOAT2(30, 30));
//g_pSpriteBatch->End();
// Present the backbuffer to the screen
hr = g_pSwapChain->Present(0, 0);
if (FAILED(hr))
{
ErrorBoxW(L"Cannot present without error.");
}
}
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如果不调用SpriteBatch::Begin(),SpriteFont::DrawString您SpriteBatch::End()将看到一个带纹理的立方体在空间中旋转(一个笼子)。通过调用所描述的函数,您将只能看到左上角的每秒帧数,但看不到旋转的立方体。
我遵循Chuck Walbourn在 github DirectXTK 上的教程,并结合了 2 个教程“绘制字符串”,使用SpriteFont和渲染原始 3D 对象(一个简单的三角形)。在此示例中,我将看到测试字符串绘制在三角形上。但我不明白为什么在使用 DirectXTK 类绘制文本字符串时我的示例中的旋转立方体不可见SpriteFont,我什至找不到根本原因。
像素着色器文件(PixelShader.hlsl):
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
float2 TexCoord : TEXCOORD;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
float4 PS( VS_OUTPUT input ) : SV_TARGET
{
float4 diffuse = ObjTexture.Sample(ObjSamplerState, input.TexCoord);
clip(diffuse.a - 0.25);
return diffuse;
}
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顶点着色器文件(VertexShader.hlsl):
cbuffer constantBufferPerObject
{
float4x4 WVP;
float ColorAdjust;
int Mode;
int Pad[2];
};
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
float2 TexCoord : TEXCOORD;
};
VS_OUTPUT VS( float4 pos : POSITION, float4 color : COLOR_ZERO, float4 color2 : COLOR_ONE, float2 texCoord : TEXCOORD )
{
VS_OUTPUT output;
float4 temp;
output.Pos = mul(pos, WVP);
temp = color;
output.Color.r = temp.r * color2.r * (1.0f - ColorAdjust);
output.Color.g = temp.g * color2.g * (1.0f - ColorAdjust);
output.Color.b = temp.b * color2.b * (1.0f - ColorAdjust);
output.Color.a = color.a * color2.a;
output.TexCoord = texCoord;
return output;
}
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要重现该问题:我正在使用 Visual Studio 2015 社区版。我将 DirectXTK (.lib) 和 DirectXTex ( WICTextureLoader.cpp/.h、DDSTextureLoader.cpp/.h、.lib) 添加到我的项目中。立方体的图像是带有 alpha 的 .png。
注意:我创建了这个重复的问题,以
避免...寻求帮助、澄清或回应其他答案。
关于另一个问题。
首先,由于您使用的是 DirectXTK,因此不需要 DirectXTex。DirectXTex 旨在用于纹理处理工具,而 DirectXTK 纹理加载器更适合在应用程序中使用。请参阅这篇博文。
第二,不要使用古老的timeGetTime功能。您可以使用GetTickCount, 虽然GetTickCount64更好,因为它可以避免溢出问题。然而,对于帧计时来说,这些还不够精确。您应该查看DirectX 工具包教程中使用的StepTimer.h。
第三,你应该考虑使用Microsoft::WRL::ComPtr而不是所有SAFE_RELEASE宏观的东西。详情请参阅本页。
xinput.h您的代码也包括在内。您应该考虑使用 DirectX Tool Kit 的GamePad,它有很多好处。如果不出意外的话,它使用 XInput 的能力比您想象的要强。
话虽如此,您的问题非常简单:您在 中为场景设置渲染状态InitScene,但绘制其他任何内容都会更改状态,这正是所做的SpriteBatch。我在wiki上记录了 DirectX Toolkit 中操作的每个对象的渲染状态。
如果您进行多次绘制,您需要设置绘制所需的每个帧的所有状态,而不是假设它永远设置。
void DrawScene(void)
{
HRESULT hr;
float bgColor_a[4] = { 0.0f, 0.4f, 0.8f, 0.0f };
g_pDeviceContext->ClearRenderTargetView(g_pRenderTargetView, bgColor_a);
g_pDeviceContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
//>>>> THESE WERE MOVED FROM INITSCENE ABOVE!
// Set Vertex and Pixel Shaders
g_pDeviceContext->VSSetShader(g_pVertexShader, 0, 0);
g_pDeviceContext->PSSetShader(g_pPixelShader, 0, 0);
// Set the vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pDeviceContext->IASetVertexBuffers(0, 1, &g_pTriangleVertexBuffer, &stride, &offset);
g_pDeviceContext->IASetIndexBuffer(g_pSquareIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the Input Layout
g_pDeviceContext->IASetInputLayout(g_pVertexLayout);
// Set Primitive Topology
g_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // 3 vertices per triangle
//g_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); // 1 vertex per point
//g_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); // 2 vertices per line
// Create the Viewport
g_pDeviceContext->RSSetState(g_pNoCullSolid);
//THESE WERE MOVED FROM INITSCENE ABOVE! <<<<
XMMATRIX cameraProj = XMLoadFloat4x4(&g_camera._cameraProjection);
XMVECTOR pos = XMLoadFloat3(&g_camera._pos);
XMVECTOR target = XMLoadFloat3(&g_camera._target);
XMVECTOR up = XMLoadFloat3(&g_camera._up);
XMMATRIX cameraView = XMMatrixLookAtLH(pos, target, up);
XMMATRIX worldBox2 = XMMatrixIdentity() * (XMMatrixTranslation(2.0f, 0.0f, 0.0f) * XMMatrixRotationY(XMConvertToRadians(g_rotBox2)));
XMMATRIX wvp = worldBox2 * cameraView * cameraProj;
XMMATRIX transposeWvp = XMMatrixTranspose(wvp);
XMStoreFloat4x4(&g_constantBufferPerObject._wvp, transposeWvp);
g_pDeviceContext->UpdateSubresource(g_pConstantBufferPerObject, 0, NULL, &g_constantBufferPerObject, 0, 0);
g_pDeviceContext->VSSetConstantBuffers(0, 1, &g_pConstantBufferPerObject);
g_pDeviceContext->PSSetShaderResources(0, 1, &g_pCageTexture);
g_pDeviceContext->PSSetSamplers(0, 1, &g_pCubeTextureSamplerState);
// box
g_pDeviceContext->DrawIndexed(36, 0, 0);
wchar_t buffer[32];
swprintf_s(buffer, 32, L"%.2f", g_fps._fps);
g_pSpriteBatch->Begin();
g_pSpriteFont->DrawString(g_pSpriteBatch, buffer, XMFLOAT2(30, 30));
g_pSpriteBatch->End();
// Present the backbuffer to the screen
hr = g_pSwapChain->Present(0, 0);
//>>>> This behavior means the app crashes if you hit a DEVICE_REMOVED or DEVICE_RESET.
if (FAILED(hr))
{
ErrorBoxW(L"Cannot present without error.");
}
}
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您通常可以为视口状态“设置它并忘记它” RSSetViewports,这也隐式设置剪刀状态,但更好的用法是在执行初始Clear. 这是我在Direct3D 游戏模板中使用的模式。