DirectX Toolkit C ++ SpriteBatch绘制矩形

时间:2015-10-01 11:39:59

标签: c++ directx toolkit spritebatch

我正在使用DirectX 11,DirectX Toolkit和C ++。如何为spritebatch创建一个带蓝色边框的矩形?我猜我需要在内存中创建一个可能带有1像素蓝色边框的纹理?

ComPtr<ID3D11ShaderResourceView>    spriteSheet_;

ComPtr<ID3D11Resource> resource;
    CreateDDSTextureFromFile(d3dDevice_, L"mytex.dds", resource.GetAddressOf(),
        spriteSheet_.ReleaseAndGetAddressOf());

batch->Draw(spriteSheet_.Get(), position, &sourceRect, DirectX::Colors::White,
        rotation_, spriteOrigin_, scale_, DirectX::SpriteEffects_None, depth_);

1 个答案:

答案 0 :(得分:0)

如您所述,您可以使用SpriteBatch绘制单像素纹理 - 您可以使用白色纹理并使用SpriteBatch着色将其设为蓝色。

以下是一些在Direct3D 11中以编程方式创建1x1白色纹理的简单代码:

    Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> pWhiteTexture;

    static const uint32_t s_pixel = 0xffffffff;

    D3D11_SUBRESOURCE_DATA initData = { &s_pixel, sizeof(uint32_t), 0 };

    D3D11_TEXTURE2D_DESC desc;
    memset( &desc, 0, sizeof(desc) );
    desc.Width = desc.Height = desc.MipLevels = desc.ArraySize = 1;
    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    desc.SampleDesc.Count = 1;
    desc.Usage = D3D11_USAGE_IMMUTABLE;
    desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;

    Microsoft::WRL::ComPtr<ID3D11Texture2D> tex;
    HRESULT hr = mDevice->CreateTexture2D( &desc, &initData, &tex );

    DX::ThrowIfFailed(hr);

    D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
    memset( &SRVDesc, 0, sizeof( SRVDesc ) );
    SRVDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    SRVDesc.Texture2D.MipLevels = 1;

    hr = mDevice->CreateShaderResourceView( tex.Get(), &SRVDesc, &pWhiteTexture );

    DX::ThrowIfFailed(hr);

更有效的解决方案是使用PrimitiveBatch绘制您想要的蓝色四边形。

请参阅DirectX工具包教程Simple rendering