4.2 How to render a text on Direct3D11?

As you maybe know, Direct3D10 has ID3DX10Font interface to render a text, but Direct3D11 has no corresponding interface something like a ID3DX11Font.
On Direct3D11, you will use IDWrite interfaces, for example IDWriteTextFormat or IDWriteTextLayout, to draw a text on an instance of ID2D1RenderTarget created by ID2D1Factory interface. See aslo our directx samples: DirectWriteTextFormat. and DirectWriteTextLayout.

The following 'Direct3DX11TextRendering' example based on SOL Direct2D1, DirectWrite, Direct3D11 classes shows how to render a text string on Direct3D11 environment.
This source code appears to be slightly complicated, but the text rendering logic is a simple surface sharing technique between Direct2D1 and Direct3D11. See Surface Sharing Between Windows Graphics APIs



/*
 * Direct3DX11TextRendering.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/01/10
#pragma warning(disable : 4005) 
#pragma warning(disable : 4838) 

#define COMMONCONTROLS_V6

#include <sol/direct3d11/DirectX3D11MainView.h>
#include <sol/direct3d11/DirectX3D11View.h>

#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>

#include <sol/direct3d11/Direct3D11Texture2D.h>
#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>

#include <sol/directx/Direct2D1Factory.h>
#include <sol/directx/Direct2D1RenderTarget.h>
#include <sol/directx/Direct2D1SolidColorBrush.h>
#include <sol/directx/DirectWriteFactory.h> 
#include <sol/directx/DirectWriteTextFormat.h>
#include <sol/dxgi/DirectXGISurface.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D11MainView {
  
private:
  //////////////////////////////////////////////
  //Inner class starts
  class SimpleView : public DirectX3D11View {
  private:  
    SmartPtr<Direct3D11RenderTargetView>  renderTargetView;
    SmartPtr<Direct3D11DepthStencilView>  depthStencilView;

    SmartPtr<Direct2D1SolidColorBrush>    solidColorBrush;
    SmartPtr<DirectXGISurface>            dxgiSurface;
    SmartPtr<Direct2D1Factory>            d2d1Factory;
    SmartPtr<Direct2D1RenderTarget>       d2d1RenderTarget;
    SmartPtr<DirectWriteFactory>          writeFactory;
    SmartPtr<DirectWriteTextFormat>       textFormat;

  public:
    void deleteViews()
    {
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
    
      d3d11ImmediateContext -> setOMRenderTargets(0, NULL, NULL);
      renderTargetView = NULL;
      depthStencilView = NULL;
    }

    virtual void createViews()
    {
      int width  = 0;
      int height = 0;
     
      validateClientSize(width, height);

      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
        
        DirectXGISwapChain* swapChain = getSwapChain();

        d3d11ImmediateContext -> setOMRenderTargets(0, NULL, NULL);

        //1 Create an instance of Direct3D11RenderTargetView
        Direct3D11Texture2D renderTargetViewTexture(*swapChain); ; 

        renderTargetView = new Direct3D11RenderTargetView(*d3d11Device, renderTargetViewTexture, NULL);

        //2 Create a temporary depthDesc(D3D11Texture2DDesc).
        D3D11Texture2DDesc depthDesc;
        depthDesc.width(width);
        depthDesc.height(height);
        depthDesc.mipLevels(1);
        depthDesc.arraySize(1);
        depthDesc.format(DXGI_FORMAT_D32_FLOAT);
        depthDesc.sampleDescCount(1);
        depthDesc.sampleDescQuality(0);
        depthDesc.usage(D3D11_USAGE_DEFAULT);
        depthDesc.bindFlags(D3D11_BIND_DEPTH_STENCIL);

        //3 Create a temporary depthStencilTexture(Direct3D11Texture2D) from texture2DDesc.
        Direct3D11Texture2D depthStencilTexute(*d3d11Device, depthDesc); 

        //4 Create a temporary depthStencilViewDesc(D3D11DepthStencilViewDesc) 
        D3D11DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D);

        //5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
        depthStencilView = new Direct3D11DepthStencilView(*d3d11Device, depthStencilTexute, depthStencilViewDesc);

        ID3D11RenderTargetView* targetView   = *renderTargetView; 

        //6 Set renderTargetView and depthStencilView to id3d11Device
        d3d11ImmediateContext ->setOMRenderTargets(1, &targetView, *depthStencilView);
        
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    virtual void initialize()
    {
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();

        // 1 Create rendarTargetView and depthStencilView.
        createViews();

        //
        DirectXGISwapChain* swapChain = getSwapChain();

        // 2 Create an instance of DirectXGISurface;
        dxgiSurface = new DirectXGISurface(*swapChain);

        d2d1Factory = new Direct2D1Factory();

        FLOAT dpiX = 0.0f;
        FLOAT dpiY = 0.0f;
        d2d1Factory->getDesktopDpi(&dpiX, &dpiY);

        D2D1_RENDER_TARGET_PROPERTIES props =D2D1::RenderTargetProperties(
                D2D1_RENDER_TARGET_TYPE_DEFAULT,
                D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
                dpiX,
                dpiY
                );
        // 3 Create an instance of Direct2D1RenderTarget.
        d2d1RenderTarget = new Direct2D1RenderTarget(*d2d1Factory, *dxgiSurface, &props);

        // 4 Create an instance DirectWriterFactory.
        writeFactory = new DirectWriteFactory();
        
        // 5 Create a red solidColorBrush.
        solidColorBrush   = new Direct2D1SolidColorBrush(*d2d1RenderTarget, 
                      D2D1::ColorF(D2D1::ColorF::Red));

        // 8 Create an instance DirectWriterTextFormat.
        textFormat   = new DirectWriteTextFormat(*writeFactory,
                  L"Gabriola",
                  NULL,
                  DWRITE_FONT_WEIGHT_NORMAL,
                  DWRITE_FONT_STYLE_NORMAL,
                  DWRITE_FONT_STRETCH_NORMAL,
                  60.0f,  
                  L"");      

        textFormat -> setTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
        textFormat -> setParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);

      } catch (Exception& ex) {
        caught(ex);
      }
    }

    // Draw a wchar_t string on the d2d1RenderTarget.
    void drawText(const wchar_t* text)
    {
      try {
        d2d1RenderTarget -> beginDraw();

        d2d1RenderTarget -> setTransform(D2D1::Matrix3x2F::Identity());
        d2d1RenderTarget -> clear(D2D1::ColorF(D2D1::ColorF::White));

        auto size = d2d1RenderTarget->getSize();
        auto rectangle = D2D1::RectF(0.0f, 0.0f, size.width, size.height);

        d2d1RenderTarget -> drawText(
            text,
            wcslen(text),
            *textFormat,
            rectangle,
            *solidColorBrush);
        d2d1RenderTarget -> endDraw();
        
      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
    virtual void display()
    {
      try {
        Direct3D11Device*  d3d11Device = getD3D11Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        if (renderTargetView && 
            depthStencilView &&
            d2d1RenderTarget) {
          d3d11ImmediateContext -> clear(*renderTargetView, XMColor(0.0f, 0.3f, 0.3f, 0.0f));
          d3d11ImmediateContext -> clear(*depthStencilView);

          const TCHAR* text = _T("Atlantis awakens.\nYou raize me up.\nTime to say goodbye.");
          drawText(text);
        }
        swapChain -> present();

      } catch (Exception& ex) {
        caught(ex);
      }
    }

  public:
    // Constructor
    SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
   :DirectX3D11View(parent, name, args )
    {
    }

    ~SimpleView()
    {
    }
    
  private:
    void resize(int width, int height)
    {
      Direct3D11Device*   device = getD3D11Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (device           == NULL && 
          swapChain        == NULL && 
          renderTargetView == NULL &&
          depthStencilView == NULL) {
        return ;
      }
    
      try {
        // 1 Delete existing rendarTargetView and depthStencilView.
        deleteViews();

        // 2 ResizeBuffers swapChain(IDXGISwapChain)
        swapChain -> resizeBuffers(width, height); 
     
        // 3 Recreate rendarTargetView and depthStencilView.
        createViews();
      
        // 4 SetViewPort
        setViewPort(width, height);

      } catch (Exception& ex) {
        caught(ex);
      }
    }  
  };
  //////////////////////////////////////////////
  // Inner class ends.
  
private:
  SmartPtr<SimpleView> view;
  
public:
  // Constructor
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D11MainView(applet, name,
                 args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) )
  {
    // 1 Create a view of SimpleView.
    Args ar;
    int width  = 0;
    int height = 0;
    getClientSize(width, height);

    ar.set(XmNwidth, width);
    ar.set(XmNheight,height);
    
    ar.set(XmNstyle, WS_BORDER|WS_CHILD|WS_VISIBLE);
    view = new SimpleView(this, _T(""), ar);

    // 2 Post a resize request to this MainView.
    postResizeRequest();
  }
  
public:
  ~MainView()
  {
  }

private:
  void resize(int width, int height)
  {
    if (view != nullptr) {
      view -> reshape(0, 0, width, height);
      view -> postResizeRequest(width, height);
    }
  }
};
  
}

//////////////////////////////////////////////
//
void  Main(int argc, TCHAR** argv)
{
  const TCHAR* appClass = appName(argv[0]); 
  try {
    Application applet(appClass, argc, argv);

    Args args;
    args.set(XmNwidth,  700);
    args.set(XmNheight, 480);
    MainView imageViewer(applet, appClass, args);
    
    imageViewer.realize();

    applet.run();
  } catch (Exception& ex) {
    caught(ex);
  }
}

Last modified: 8 Dec 2016

 Last modified: 8 Dec 2016

Copyright (c) 2000-2016 Antillia.com ALL RIGHTS RESERVED.