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2019年4月27日土曜日

【C++】 DirectX11 - Direct2D,DirectWriteによるテキストの描画(クラス化)

【C++】 DirectX11 - Direct2D,DirectWriteによるテキストの描画(クラス化)
(2019年4月27日)


■使用ソフト
・Visual Studio Community 2019


■言語
・C/C++


■Windows SDK バージョン
・10.0.17763.0
 ※Windows SDK バージョンの変更方法


■手順
1.基本的には以下の流れ参照
【C++】 DirectX11の初期化(クラス化) //これをベースにコードを変更する
【C++】 メッセージボックスの作成 //プロジェクトの作成からビルドまでの操作方法について

2.以下の4つのファイルを作成してビルドを行う。
(1)Main.h
(2)Main.cpp
(3)DirectX.h
(4)DirectX.cpp

(1)Main.h
#pragma once

#include <windows.h>

class Window
{
public:
    HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
    static HWND GethWnd();
private:
    static HWND g_hWnd;
};

(2)Main.cpp
#include "Main.h"
#include "DirectX.h"

HWND Window::g_hWnd = nullptr;

//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
    Window win;

    if (FAILED(win.InitWindow(hInstance, nCmdShow)))
        return 0;

    DirectX11 dx;

    if (FAILED(dx.InitDevice()))
        return 0;

    // メインメッセージループ
    MSG msg = { 0 };
    while (WM_QUIT != msg.message)
    {
        if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            dx.Render();
        }
    }

    return (int)msg.wParam;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    PAINTSTRUCT ps;
    HDC hdc;

    switch (message)
    {
    case WM_PAINT:
        hdc = BeginPaint(hWnd, &ps);
        EndPaint(hWnd, &ps);
        break;

    case WM_DESTROY:
        PostQuitMessage(0);
        break;

    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }

    return 0;
}

HRESULT Window::InitWindow(HINSTANCE hInstance, int nCmdShow)
{
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = WndProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = nullptr;
    wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
    wcex.lpszMenuName = nullptr;
    wcex.lpszClassName = L"WindowClass";
    wcex.hIconSm = nullptr;
    if (!RegisterClassEx(&wcex))
        return E_FAIL;

    RECT rc = { 0, 0, 800, 600 };
    AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
    g_hWnd = CreateWindow(L"WindowClass", L"坊っちゃん - 夏目漱石",//★---変更---
        WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
        CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
        nullptr);
    if (!g_hWnd)
        return E_FAIL;

    ShowWindow(g_hWnd, nCmdShow);

    return S_OK;
}

HWND Window::GethWnd()
{
    return g_hWnd;
}

(3)DirectX.h
#pragma once

#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")//---★追加---
#pragma comment(lib,"dwrite.lib")//---★追加---
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1.h>//---★追加---
#include <dwrite.h>//---★追加---

class DirectX11
{
public:
    DirectX11();
    ~DirectX11();
    HRESULT InitDevice();
    void Render();
private:
    ID3D11Device* pd3dDevice;
    ID3D11Device1* pd3dDevice1;
    ID3D11DeviceContext* pImmediateContext;
    ID3D11DeviceContext1* pImmediateContext1;
    IDXGISwapChain* pSwapChain;
    IDXGISwapChain1* pSwapChain1;
    ID3D11RenderTargetView* pRenderTargetView;
    //--------------------------★追加↓--------------------------
    ID2D1Factory* pD2DFactory;
    IDWriteFactory* pDWriteFactory;
    IDWriteTextFormat* pTextFormat;
    ID2D1RenderTarget* pRT;
    ID2D1SolidColorBrush* pSolidBrush;
    IDXGISurface* pDXGISurface;
    //--------------------------★追加↑--------------------------
};

(4)DirectX.cpp
#include "Main.h"
#include "DirectX.h"

DirectX11::DirectX11()
{
    pd3dDevice = nullptr;
    pd3dDevice1 = nullptr;
    pImmediateContext = nullptr;
    pImmediateContext1 = nullptr;
    pSwapChain = nullptr;
    pSwapChain1 = nullptr;
    pRenderTargetView = nullptr;

    pD2DFactory = nullptr;
    pDWriteFactory = nullptr;
    pTextFormat = nullptr;
    pRT = nullptr;
    pSolidBrush = nullptr;
    pDXGISurface = nullptr;
}

DirectX11::~DirectX11()
{
    //--------------------------★追加↓--------------------------
    if (pDXGISurface) pDXGISurface->Release();
    if (pSolidBrush) pSolidBrush->Release();
    if (pRT) pRT->Release();
    if (pTextFormat) pTextFormat->Release();
    if (pDWriteFactory) pDWriteFactory->Release();
    if (pD2DFactory) pD2DFactory->Release();
    //--------------------------★追加↑--------------------------

    if (pImmediateContext) pImmediateContext->ClearState();

    if (pRenderTargetView) pRenderTargetView->Release();
    if (pSwapChain1) pSwapChain1->Release();
    if (pSwapChain) pSwapChain->Release();
    if (pImmediateContext1) pImmediateContext1->Release();
    if (pImmediateContext) pImmediateContext->Release();
    if (pd3dDevice1) pd3dDevice1->Release();
    if (pd3dDevice) pd3dDevice->Release();
}

HRESULT DirectX11::InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect(Window::GethWnd(), &rc);
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;//★---変更--- DirectX11上でDirect2Dを使用するために必要
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE(driverTypes);

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    UINT numFeatureLevels = ARRAYSIZE(featureLevels);

    D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
    D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
    for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
            D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);

        if (hr == E_INVALIDARG)
        {
            hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
        }

        if (SUCCEEDED(hr))
            break;
    }
    if (FAILED(hr))
        return hr;

    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
    if (dxgiFactory2)
    {
        hr = pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&pd3dDevice1));
        if (SUCCEEDED(hr))
        {
            (void)pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&pImmediateContext1));
        }

        DXGI_SWAP_CHAIN_DESC1 sd = {};
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd(pd3dDevice, Window::GethWnd(), &sd, nullptr, nullptr, &pSwapChain1);
        if (SUCCEEDED(hr))
        {
            hr = pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&pSwapChain));
        }

        dxgiFactory2->Release();
    }
    else
    {
        DXGI_SWAP_CHAIN_DESC sd = {};
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = Window::GethWnd();
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;

        hr = dxgiFactory->CreateSwapChain(pd3dDevice, &sd, &pSwapChain);
    }

    dxgiFactory->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);

    dxgiFactory->Release();

    if (FAILED(hr))
        return hr;

    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
    if (FAILED(hr))
        return hr;

    hr = pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pRenderTargetView);
    pBackBuffer->Release();
    if (FAILED(hr))
        return hr;

    pImmediateContext->OMSetRenderTargets(1, &pRenderTargetView, nullptr);

    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    pImmediateContext->RSSetViewports(1, &vp);

    //--------------------------★追加↓--------------------------
    // Direct2D,DirectWriteの初期化
    hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
    if (FAILED(hr))
        return hr;

    hr = pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pDXGISurface));
    if (FAILED(hr))
        return hr;

    FLOAT dpiX;
    FLOAT dpiY;
    pD2DFactory->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);

    hr = pD2DFactory->CreateDxgiSurfaceRenderTarget(pDXGISurface, &props, &pRT);
    if (FAILED(hr))
        return hr;

    hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown * *>(&pDWriteFactory));
    if (FAILED(hr))
        return hr;

    //関数CreateTextFormat()
    //第1引数:フォント名(L"メイリオ", L"Arial", L"Meiryo UI"等)
    //第2引数:フォントコレクション(nullptr)
    //第3引数:フォントの太さ(DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_WEIGHT_BOLD等)
    //第4引数:フォントスタイル(DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STYLE_OBLIQUE, DWRITE_FONT_STYLE_ITALIC)
    //第5引数:フォントの幅(DWRITE_FONT_STRETCH_NORMAL,DWRITE_FONT_STRETCH_EXTRA_EXPANDED等)
    //第6引数:フォントサイズ(20, 30等)
    //第7引数:ロケール名(L"")
    //第8引数:テキストフォーマット(&g_pTextFormat)
    hr = pDWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &pTextFormat);
    if (FAILED(hr))
        return hr;

    //関数SetTextAlignment()
    //第1引数:テキストの配置(DWRITE_TEXT_ALIGNMENT_LEADING:前, DWRITE_TEXT_ALIGNMENT_TRAILING:後, DWRITE_TEXT_ALIGNMENT_CENTER:中央)
    hr = pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
    if (FAILED(hr))
        return hr;

    //関数CreateSolidColorBrush()
    //第1引数:フォント色(D2D1::ColorF(D2D1::ColorF::Black):黒, D2D1::ColorF(D2D1::ColorF(0.0f, 0.2f, 0.9f, 1.0f)):RGBA指定)
    hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pSolidBrush);
    if (FAILED(hr))
        return hr;
    //--------------------------★追加↑--------------------------

    return S_OK;
}

void DirectX11::Render()
{
    pImmediateContext->ClearRenderTargetView(pRenderTargetView, DirectX::Colors::Aquamarine);

    //--------------------------★追加↓--------------------------
    // テキストの描画
    WCHAR wcText1[] = L" 親譲りの無鉄砲で小供の時から損ばかりしている。小学校に居る時分学校の二階から";
    WCHAR wcText2[] = L"飛び降りて一週間ほど腰を抜かした事がある。なぜそんな無闇をしたと聞く人があるか";
    WCHAR wcText3[] = L"も知れぬ。別段深い理由でもない。新築の二階から首を出していたら、同級生の一人が";
    WCHAR wcText4[] = L"冗談に、いくら威張っても、そこから飛び降りる事は出来まい。弱虫やーい。と囃した";
    WCHAR wcText5[] = L"からである。小使に負ぶさって帰って来た時、おやじが大きな眼をして二階ぐらいから";
    WCHAR wcText6[] = L"飛び降りて腰を抜かす奴があるかと云ったから、この次は抜かさずに飛んで見せますと";
    WCHAR wcText7[] = L"答えた。";

    pRT->BeginDraw();
    pSolidBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Blue));//フォント色変更:青
    pRT->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, pTextFormat, D2D1::RectF(0, 0, 800, 20), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pRT->DrawText(wcText2, ARRAYSIZE(wcText2) - 1, pTextFormat, D2D1::RectF(0, 20, 800, 40), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pSolidBrush->SetOpacity(0.7f);//フォントの透明度変更:70%
    pRT->DrawText(wcText3, ARRAYSIZE(wcText3) - 1, pTextFormat, D2D1::RectF(0, 40, 800, 60), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pSolidBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Black));//フォント色変更:黒
    pRT->DrawText(wcText4, ARRAYSIZE(wcText4) - 1, pTextFormat, D2D1::RectF(0, 60, 800, 80), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pRT->DrawText(wcText5, ARRAYSIZE(wcText5) - 1, pTextFormat, D2D1::RectF(0, 80, 800, 100), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pSolidBrush->SetOpacity(1.0f);//フォントの透明度変更:100%
    pRT->DrawText(wcText6, ARRAYSIZE(wcText6) - 1, pTextFormat, D2D1::RectF(0, 100, 800, 120), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pRT->DrawText(wcText7, ARRAYSIZE(wcText7) - 1, pTextFormat, D2D1::RectF(0, 120, 800, 140), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
    pRT->EndDraw();
    //--------------------------★追加↑--------------------------

    pSwapChain->Present(0, 0);
}

★部分を追加または変更

3.ウィンドウが表示され、DirectX11上でDirect2D,DirectWriteによる
  テキストの描画ができていることが確認できる。

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