当前位置: 首页>>代码示例>>C++>>正文


C++ CPUTAssetLibraryDX11::GetFont方法代码示例

本文整理汇总了C++中CPUTAssetLibraryDX11::GetFont方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::GetFont方法的具体用法?C++ CPUTAssetLibraryDX11::GetFont怎么用?C++ CPUTAssetLibraryDX11::GetFont使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CPUTAssetLibraryDX11的用法示例。


在下文中一共展示了CPUTAssetLibraryDX11::GetFont方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ASSERT


//.........这里部分代码省略.........
    ASSERT( SUCCEEDED(hr), _L("Error creating CPUT GUI system input layout" ));
    CPUTSetDebugName( mpVertexLayout, _L("CPUT GUI InputLayout object"));
    

    // 5. create the vertex shader constant buffer pointers
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(GUIConstantBufferVS);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = pD3dDevice->CreateBuffer( &bd, NULL, &mpConstantBufferVS );
    ASSERT( SUCCEEDED(hr), _L("Error creating constant buffer VS" ));
    CPUTSetDebugName( mpConstantBufferVS, _L("GUI ConstantBuffer"));
      
    // Set the texture directory for loading the control texture atlas
    pAssetLibrary->SetTextureDirectoryName(ResourceDirectory);

    // load the control atlas
    mpControlTextureAtlas = (CPUTTextureDX11*) pAssetLibrary->GetTexture(ControlAtlasTexture); 
    if(NULL==mpControlTextureAtlas)
    {
        return CPUT_TEXTURE_LOAD_ERROR;
    }
    mpControlTextureAtlasView = mpControlTextureAtlas->GetShaderResourceView();
    mpControlTextureAtlasView->AddRef();

    // restore the asset library's texture directory    
    pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
    

    // 6. Load the font atlas
    // store the existing asset library font directory
    OriginalAssetLibraryDirectory = pAssetLibrary->GetFontDirectory(); 

    // set font directory to the resource directory
    pAssetLibrary->SetFontDirectoryName(ResourceDirectory);
    mpFont = (CPUTFontDX11*) pAssetLibrary->GetFont(DefaultFontFilename); 
    if(NULL==mpFont)
    {
        return CPUT_TEXTURE_LOAD_ERROR;
    }
    mpTextTextureAtlas = mpFont->GetAtlasTexture();
    mpTextTextureAtlas->AddRef();
    mpTextTextureAtlasView = mpFont->GetAtlasTextureResourceView();
    mpTextTextureAtlasView->AddRef();    

    // restore the asset library's font directory    
    pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
    
    
    // 7. Set up the DirectX uber-buffers that the controls draw into
    int maxSize = max(CPUT_GUI_BUFFER_STRING_SIZE, CPUT_GUI_BUFFER_SIZE);
    maxSize = max(maxSize, CPUT_GUI_VERTEX_BUFFER_SIZE);    
    maxSize *= sizeof( CPUTGUIVertex );
    char *pZeroedBuffer= new char[maxSize];
    memset(pZeroedBuffer, 0, maxSize);

    // set up buffer description
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_VERTEX_BUFFER_SIZE; //mUberBufferIndex;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    // initialization data (all 0's for now)
    D3D11_SUBRESOURCE_DATA InitData;
开发者ID:yumingsam,项目名称:OcclusionCulling,代码行数:67,代码来源:CPUTGuiControllerDX11.cpp


注:本文中的CPUTAssetLibraryDX11::GetFont方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。