private bool RenderSentence(DeviceContext deviceContext, DSentence sentence, Matrix worldMatrix, Matrix orthoMatrix)
        {
            // Set vertex buffer stride and offset.
            var stride = Utilities.SizeOf <DTextClass.DVertex>();
            var offset = 0;

            // Set the vertex buffer to active in the input assembler so it can be rendered.
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(sentence.VertexBuffer, stride, offset));

            // Set the index buffer to active in the input assembler so it can be rendered.
            deviceContext.InputAssembler.SetIndexBuffer(sentence.IndexBuffer, Format.R32_UInt, 0);

            // Set the type of the primitive that should be rendered from this vertex buffer, in this case triangles.
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            // Create a pixel color vector with the input sentence color.
            var pixelColor = new Vector4(sentence.red, sentence.green, sentence.blue, 1);

            // Render the text using the font shader.
            if (!FontShader.Render(deviceContext, sentence.IndexCount, worldMatrix, BaseViewMatrix, orthoMatrix, Font.Texture.TextureResource, pixelColor))
            {
                return(false);
            }

            return(true);
        }
 private void ReleaseSentences(DSentence sentence)
 {
     // Release the sentence vertex buffer.
     sentence.VertexBuffer?.Dispose();
     sentence.VertexBuffer = null;
     // Release the sentence index buffer.
     sentence.IndexBuffer?.Dispose();
     sentence.IndexBuffer = null;
 }
Example #3
0
        private bool InitializeSentence(out DSentence sentence, int maxLength, int yPosition, SharpDX.Direct3D11.Device device)
        {
            // Create a new sentence object.
            sentence      = new DSentence();
            sentence.yPos = yPosition;

            // Initialize the sentence buffers to null;
            sentence.VertexBuffer = null;
            sentence.IndexBuffer  = null;

            // Set the maximum length of the sentence.
            sentence.MaxLength = maxLength;

            // Set the number of vertices in vertex array.
            sentence.VertexCount = 6 * maxLength;

            // Set the number of vertices in the vertex array.
            sentence.IndexCount = sentence.VertexCount;

            // Create the vertex array.
            var vertices = new DFont.DVertexType[sentence.VertexCount];

            // Create the index array.
            var indices = new int[sentence.IndexCount];

            // Initialize the index array.
            for (var i = 0; i < sentence.IndexCount; i++)
            {
                indices[i] = i;
            }

            // Set up the description of the dynamic vertex buffer.
            var vertexBufferDesc = new BufferDescription()
            {
                Usage               = ResourceUsage.Dynamic,
                SizeInBytes         = Utilities.SizeOf <DFont.DVertexType>() * sentence.VertexCount,
                BindFlags           = BindFlags.VertexBuffer,
                CpuAccessFlags      = CpuAccessFlags.Write,
                OptionFlags         = ResourceOptionFlags.None,
                StructureByteStride = 0
            };

            // Create the vertex buffer.
            sentence.VertexBuffer = SharpDX.Direct3D11.Buffer.Create(device, vertices, vertexBufferDesc);

            // Create the index buffer.
            sentence.IndexBuffer = SharpDX.Direct3D11.Buffer.Create(device, BindFlags.IndexBuffer, indices);

            vertices = null;
            indices  = null;

            return(true);
        }
Example #4
0
        private bool UpdateSentence2(ref DSentence sentence, string text, int positionX, int positionY, float red, float green, float blue, DeviceContext deviceContext)
        {
            // Store the color of the sentence.
            sentence.red   = red;
            sentence.green = green;
            sentence.blue  = blue;

            // Get the number of the letter in the sentence.
            var numLetters = sentence.MaxLength;

            // Check for possible buffer overflow.
            if (numLetters > sentence.MaxLength)
            {
                return(false);
            }

            // Calculate the X and Y pixel position on screen to start drawing to.
            var drawX = -(ScreenWidth >> 1) + positionX;
            var drawY = (ScreenHeight >> 1) - positionY;

            // Use the font class to build the vertex array from the sentence text and sentence draw location.
            List <DFont.DVertexType> vertices;

            Font.BuildVertexArray(out vertices, text, drawX, drawY);

            // Empty all remaining vertices
            for (int i = text.Length; i < sentence.MaxLength; i++)
            {
                var emptyVertex = new DFont.DVertexType();
                emptyVertex.position = Vector3.Zero;
                emptyVertex.texture  = Vector2.Zero;
                vertices.Add(emptyVertex);
            }

            DataStream mappedResource;

            #region Vertex Buffer
            // Lock the vertex buffer so it can be written to.
            deviceContext.MapSubresource(sentence.VertexBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

            // Copy the data into the vertex buffer.
            mappedResource.WriteRange <DFont.DVertexType>(vertices.ToArray());

            // Unlock the vertex buffer.
            deviceContext.UnmapSubresource(sentence.VertexBuffer, 0);
            #endregion

            vertices?.Clear();
            vertices = null;

            return(true);
        }