Я изучаю DirectX, используя книгу «Sherrod A., Jones W. - Начало DirectX 11 Game Programming - 2011» Теперь я изучаю четвертую главу о рисовании текст.DirectX 11: вывод текста с использованием собственной текстуры шрифта
Пожалуйста, помогите нам исправить мою функцию, которую я использую, чтобы нарисовать строку на экране. Я уже загрузил текстуру шрифта, и в функции я создаю несколько спрайтов с буквами и определяю для них координаты текстуры. Это правильно компилируется, но ничего не рисует. Что не так?
bool DirectXSpriteGame :: DrawString(char* StringToDraw, float StartX, float StartY)
{
//VAR
HRESULT D3DResult; //The result of D3D functions
int i; //Counters
const int IndexA = static_cast<char>('A'); //ASCII index of letter A
const int IndexZ = static_cast<char>('Z'); //ASCII index of letter Z
int StringLenth = strlen(StringToDraw); //Lenth of drawing string
float ScreenCharWidth = static_cast<float>(LETTER_WIDTH)/static_cast<float>(SCREEN_WIDTH); //Width of the single char on the screen(in %)
float ScreenCharHeight = static_cast<float>(LETTER_HEIGHT)/static_cast<float>(SCREEN_HEIGHT); //Height of the single char on the screen(in %)
float TexelCharWidth = 1.0f/static_cast<float>(LETTERS_NUM); //Width of the char texel(in the texture %)
float ThisStartX; //The start x of the current letter, drawingh
float ThisStartY; //The start y of the current letter, drawingh
float ThisEndX; //The end x of the current letter, drawing
float ThisEndY; //The end y of the current letter, drawing
int LetterNum; //Letter number in the loaded font
int ThisLetter; //The current letter
D3D11_MAPPED_SUBRESOURCE MapResource; //Map resource
VertexPos* ThisSprite; //Vertecies of the current sprite, drawing
//VAR
//Clamping string, if too long
if(StringLenth > LETTERS_NUM)
{
StringLenth = LETTERS_NUM;
}
//Mapping resource
D3DResult = _DeviceContext -> Map(_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MapResource);
if(FAILED(D3DResult))
{
throw("Failed to map resource");
}
ThisSprite = (VertexPos*)MapResource.pData;
for(i = 0; i < StringLenth; i++)
{
//Creating geometry for the letter sprite
ThisStartX = StartX + ScreenCharWidth * static_cast<float>(i);
ThisStartY = StartY;
ThisEndX = ThisStartX + ScreenCharWidth;
ThisEndY = StartY + ScreenCharHeight;
ThisSprite[0].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisSprite[1].Position = XMFLOAT3(ThisEndX, ThisStartY, 1.0f);
ThisSprite[2].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[3].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[4].Position = XMFLOAT3(ThisStartX, ThisEndY, 1.0f);
ThisSprite[5].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisLetter = static_cast<char>(StringToDraw[i]);
//Defining the letter place(number) in the font
if(ThisLetter < IndexA || ThisLetter > IndexZ)
{
//Invalid character, the last character in the font, loaded
LetterNum = IndexZ - IndexA + 1;
}
else
{
LetterNum = ThisLetter - IndexA;
}
//Unwraping texture on the geometry
ThisStartX = TexelCharWidth * static_cast<float>(LetterNum);
ThisStartY = 0.0f;
ThisEndY = 1.0f;
ThisEndX = ThisStartX + TexelCharWidth;
ThisSprite[0].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite[1].TextureCoords = XMFLOAT2(ThisEndX, ThisStartY);
ThisSprite[2].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[3].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[4].TextureCoords = XMFLOAT2(ThisStartX, ThisEndY);
ThisSprite[5].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite += VERTEX_IN_RECT_NUM;
}
for(i = 0; i < StringLenth; i++, ThisSprite -= VERTEX_IN_RECT_NUM);
_DeviceContext -> Unmap(_vertexBuffer, 0);
_DeviceContext -> Draw(VERTEX_IN_RECT_NUM * StringLenth, 0);
return true;
}