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使用SpriteFont类绘制文本时的问题
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Stack Overflow用户
提问于 2015-11-22 21:41:20
回答 2查看 1.1K关注 0票数 1

我使用SpriteFont/SpriteBatch类将文本呈现到我的游戏中,因为坦率地说,我厌倦了使用Direct2D和DirectWrite.但是每次我使用SpriteFont绘制文本时,我都会在屏幕上得到文字,但是它是写在黑色背景上的。黑色背景挡住了我游戏的整个场景。有没有办法删除黑色背景,只保留文本?

下面是我对SpriteFont的实现。

代码语言:javascript
复制
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,黑色背景是由于我在函数ClearRenderTargetView()中指定的值而绘制的。

代码语言:javascript
复制
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,背景色也会发生相应的变化。我如何从我的游戏中删除黑色背景,并只包括文本?

这是我的全部密码。

代码语言:javascript
复制
#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

代码语言:javascript
复制
float4 main( float4 pos : POSITION ) : SV_POSITION
{
return pos;
}

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

回答 2

Stack Overflow用户

发布于 2015-11-23 03:56:55

首先,如果代码片段是准确的,则不应该创建每个框架的SpriteFontSpriteBatch实例。您只需要在设备更改时创建它们。

默认情况下,SpriteFont使用预乘α混合模式绘制,因此如果您得到的是完全“背景颜色”图像,则在管道状态下有其他问题。很可能您在clear和RenderText之间的呈现中保留了某种状态,这影响了您应该重置的SpriteBatch呈现器。

它也可能是背景清晰的颜色,它的alpha设置为0而不是1。尝试使用:

代码语言:javascript
复制
float BackgroundColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };

尝试通过几个DirectX工具包 教程来确保事物是独立工作的,这样您就可以了解类,特别是绘图文本是如何工作的。

票数 1
EN

Stack Overflow用户

发布于 2016-02-23 21:10:34

你和我对SpriteFont也有同样的问题。在调用VertexBuffer之后,我们忘记重置SpriteFont和所有其他呈现状态。看看我的帖子和查克沃尔波恩的解决方案:DirectX::SpriteFont/SpriteBatch阻止3D场景绘制

引用恰克的话:

您可以在InitScene中为场景设置呈现状态,但是绘制任何其他内容都会改变状态,这正是SpriteBatch所做的。我记录了DirectX工具包中的每个对象在wiki上操作的呈现状态。您需要设置您的绘图所需的每个帧的所有状态,而不是假设它是永久设置的,如果您做的不止一次抽签。

有关提供更多信息的其他链接,请参阅我的问题。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/33860576

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