diff --git a/src/Direct3D11/10_Text/10_Text.csproj b/src/Direct3D11/10_Text/10_Text.csproj
index 8c2b0d5..79aee0e 100644
--- a/src/Direct3D11/10_Text/10_Text.csproj
+++ b/src/Direct3D11/10_Text/10_Text.csproj
@@ -3,6 +3,9 @@
Exe
net8.0-windows
+ Text
+ enable
+ enable
true
diff --git a/src/Direct3D11/10_Text/DrawTextApp.cs b/src/Direct3D11/10_Text/DrawTextApp.cs
index bf6bf37..ea1c6fc 100644
--- a/src/Direct3D11/10_Text/DrawTextApp.cs
+++ b/src/Direct3D11/10_Text/DrawTextApp.cs
@@ -24,12 +24,11 @@ internal class DrawTextApp : D3D11Application
private ID3D11RenderTargetView _textureRTV;
private ID3D11SamplerState _textureSampler;
- // text related objects
- private IDWriteFactory _directWriteFactory;
- private IDWriteTextFormat _textFormat;
- private ID2D1Factory _direct2dFactory;
- private ID2D1SolidColorBrush _brush;
- private ID2D1RenderTarget _renderTarget2d;
+ static IDWriteFactory _directWriteFactory;
+ static IDWriteTextFormat _textFormat;
+ static ID2D1Factory7 _direct2dFactory;
+ static ID2D1SolidColorBrush _brush;
+ static ID2D1RenderTarget _renderTarget2d;
protected override void Initialize()
{
@@ -59,17 +58,17 @@ protected override void Initialize()
ArraySize = 1,
CPUAccessFlags = CpuAccessFlags.None,
BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget,
- Format = Format.R8G8B8A8_UNorm,
- Height = 50,
+ Format = Format.B8G8R8A8_UNorm,
+ Height = 378,
MipLevels = 1,
MiscFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription(1,0),
Usage = ResourceUsage.Default,
- Width = 200
+ Width = 720
};
_texture = Device.CreateTexture2D(desc);
_textureSRV = Device.CreateShaderResourceView(_texture);
- _textureSampler = Device.CreateSamplerState(SamplerDescription.PointWrap);
+ _textureSampler = Device.CreateSamplerState(SamplerDescription.LinearWrap);
_textureRTV = Device.CreateRenderTargetView(_texture);
DeviceContext.ClearRenderTargetView(_textureRTV, Colors.MediumBlue);
@@ -82,7 +81,7 @@ protected override void Initialize()
FontWeight.Bold,
FontStyle.Normal,
FontStretch.Normal,
- 16);
+ 100);
// set text alignment
_textFormat.TextAlignment = TextAlignment.Center;
@@ -100,6 +99,7 @@ protected override void Dispose(bool dispose)
if (dispose)
{
_vertexBuffer.Dispose();
+ _indexBuffer.Dispose();
_vertexShader.Dispose();
_pixelShader.Dispose();
_inputLayout.Dispose();
@@ -137,7 +137,13 @@ protected override void OnRender()
private void DrawText(string text, ID3D11Texture2D target)
{
+ // the dxgi runtime layer provides the video memory sharing mechanism to allow
+ // Direct2D and Direct3D to work together. One way to use the two technologies
+ // together is by obtaining a IDXGISurface and then use CreateDxgiSurfaceRenderTarget
+ // to create an ID2D1RenderTarget, which can then be drawn to with Direct2D.
+
using IDXGISurface1 dxgiSurface = target.QueryInterface();
+
RenderTargetProperties rtvProps = new()
{
DpiX = 0,
@@ -153,13 +159,15 @@ private void DrawText(string text, ID3D11Texture2D target)
_brush?.Release();
_brush = _renderTarget2d.CreateSolidColorBrush(Colors.Black);
- Rect layoutRect = new (0, 0, 200, 50);
+ Rect layoutRect = new (0, 0, 720, 378);
_renderTarget2d.BeginDraw();
_renderTarget2d.Transform = Matrix3x2.Identity;
_renderTarget2d.Clear(Colors.White);
_renderTarget2d.DrawText(text, _textFormat, layoutRect, _brush);
_renderTarget2d.EndDraw();
+
+ _renderTarget2d.Dispose();
}
public static void Main()
diff --git a/src/Direct3D11/10_Text/Shaders/TextureShaders.hlsl b/src/Direct3D11/10_Text/Shaders/TextureShaders.hlsl
index e5bd2b4..0e86e34 100644
--- a/src/Direct3D11/10_Text/Shaders/TextureShaders.hlsl
+++ b/src/Direct3D11/10_Text/Shaders/TextureShaders.hlsl
@@ -14,7 +14,7 @@ SamplerState TextureSampler: register(s0);
PSInput VSMain(in VSInput input) {
PSInput result;
result.Position = float4(input.Position, 1);
- result.Texcoord = input.Texcoord * 5.0f;
+ result.Texcoord = input.Texcoord;
return result;
}