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Can't Render Sprites & TTF Text At Same Time?


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#1 JeZ-l-Lee   Members   -  Reputation: 130

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Posted 04 November 2013 - 11:26 AM

Hi,

 

Working on a 2D DirectX 9.0c game engine now.

I am working on graphics core.

 

Problem I have now is that I can't seem to render sprites and TTF text simultaneously?

I can render sprites and I can render TTF texts separately, but when I try to do both I only get sprites?

 

Hope someone can help, thanks!

 

JeZ+Lee

 

Here is the relevant source code: 

void Visuals::DrawSpriteOntoScreenBuffer(int index)
{
    Sprites[index].DXSprite->Begin(D3DXSPRITE_ALPHABLEND);

    if (Sprites[index].Smooth == false)
    {
        DXDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
        DXDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
        DXDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
    }
    else if (Sprites[index].Smooth == true)
    {
        DXDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
        DXDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
        DXDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_ANISOTROPIC);
    }

    RECT spriteRect;
    spriteRect.top = 0;
    spriteRect.left = 0;
    spriteRect.bottom = Sprites[index].TextureHeight;
    spriteRect.right = Sprites[index].TextureWidth;

    D3DXVECTOR3 spritePosition;
    spritePosition.x = 0.0f - (Sprites[index].TextureWidth/2);
    spritePosition.y = 0.0f - (Sprites[index].TextureHeight/2);
    spritePosition.z = 0.0f;

    D3DXMATRIX matrixSpriteTransform;

    D3DXVECTOR2 screenPostion = D3DXVECTOR2(Sprites[index].ScreenX, Sprites[index].ScreenY);

    float rotation = Sprites[index].RotationDegree * (3.14159265f/180.0f);

    if (Sprites[index].FlipX == true)  Sprites[index].ScaleX = (Sprites[index].ScaleX*-1.0f);
    if (Sprites[index].FlipY == true)  Sprites[index].ScaleY = (Sprites[index].ScaleY*-1.0f);
    D3DXVECTOR2 scaling(Sprites[index].ScaleX, Sprites[index].ScaleY);
    if (Sprites[index].FlipX == true)  Sprites[index].ScaleX = (Sprites[index].ScaleX*-1.0f);
    if (Sprites[index].FlipY == true)  Sprites[index].ScaleY = (Sprites[index].ScaleY*-1.0f);

    D3DXMatrixTransformation2D(&matrixSpriteTransform, NULL, 0.0, &scaling, NULL, rotation, &screenPostion);
    Sprites[index].DXSprite->SetTransform(&matrixSpriteTransform);

    Sprites[index].DXSprite->Draw( Sprites[index].Texture, &spriteRect, NULL, &spritePosition,
                                   D3DCOLOR_RGBA(Sprites[index].RedHue, Sprites[index].GreenHue, Sprites[index].BlueHue, Sprites[index].Transparency) );

    Sprites[index].DXSprite->End();
}

void Visuals::DrawTextOntoScreenBuffer(const char *textToDisplay, LPD3DXFONT Font, int posX, int posY,
                                       int XJustification, int textRed, int textGreen, int textBlue,
                                       int outlineRed, int outlineGreen, int outlineBlue)
{
RECT rect, textSize;

    Font[0].DrawTextA( NULL, textToDisplay, -1, &textSize, DT_CALCRECT, D3DCOLOR_RGBA(textRed, textGreen, textBlue, 255) );

    if (XJustification == JustifyLeft)
    {
        // Do nothing...
    }
    else if (XJustification == JustifyCenter)
    {
        posX = (800 / 2) - (textSize.right / 2) - 3;
    }
    else if (XJustification == JustifyRight)
    {
        posX = (800 - posX) - textSize.right - 3;
    }
    else if (XJustification == JustifyCenterOnPoint)
    {
        posX = posX - (textSize.right / 2) - 3;
    }

    for (int screenY = -2; screenY < 3; screenY++)
    {
        for (int screenX = -2; screenX < 3; screenX++)
        {
            SetRect( &rect, posX+screenX, posY+screenY, 0, 0 );
            if (screenY != 0 && screenX != 0)
                Font[0].DrawTextA( NULL, textToDisplay, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(outlineRed, outlineGreen, outlineBlue, 255) );
        }
    }

    SetRect( &rect, posX, posY, 0, 0 );
    Font[0].DrawTextA( NULL, textToDisplay, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(textRed, textGreen, textBlue, 255) );
}

void Visuals::DisplayScreenBufferOntoDisplay(void)
{
    DXDevice->EndScene();
    DXDevice->Present( NULL, NULL, NULL, NULL );

    DXDevice->BeginScene();
}
void Screens::ApplyScreenFadeTransition(void)
{
    if (ScreenTransitionStatus == FadeIn)
    {
        if (ScreenFadeTransparency > 0)
        {
            ScreenFadeTransparency -= 1;
            ScreenIsDirty = true;
        }
        else
        {
            ScreenFadeTransparency = 0;
            ScreenTransitionStatus = FadeNone;
        }
    }
    else if (ScreenTransitionStatus == FadeOut)
    {
        if (ScreenFadeTransparency < 255)
        {
            ScreenFadeTransparency += 1;
            ScreenIsDirty = true;
        }
        else
        {
            ScreenFadeTransparency = 255;
            ScreenTransitionStatus = FadeAll;
        }
    }

    if (ScreenTransitionStatus != FadeNone)
    {
        visuals->Sprites[0].ScreenX = 400;
        visuals->Sprites[0].ScreenY = 240;
        visuals->Sprites[0].Transparency = ScreenFadeTransparency;
        visuals->DrawSpriteOntoScreenBuffer(0);
    }
}

void Screens::ProcessScreenToDisplay(void)
{
    switch(ScreenToDisplay)
    {
        case SixteenBitSoftScreen:
            DisplaySixteenBitSoftScreen();
            break;

        case TitleScreen:
            DisplayTitleScreen();
            break;

        default:
            break;
    }

    ApplyScreenFadeTransition();

    if (ScreenIsDirty == true)
    {
        visuals->DisplayScreenBufferOntoDisplay();
        if (ScreenTransitionStatus != FadeIn && ScreenTransitionStatus != FadeOut)  ScreenIsDirty = false;
    }
}

void Screens::DisplaySixteenBitSoftScreen(void)
{
    if (ScreenTransitionStatus == FadeAll)
    {
        ScreenDisplayTimer = 370;
        ScreenTransitionStatus = FadeIn;
    }

    if (ScreenIsDirty == true)
    {
        visuals->ClearScreenBufferWithColor(0, 0, 0, 255);

        visuals->Sprites[5].ScreenX = 400;
        visuals->Sprites[5].ScreenY = 210;
        visuals->Sprites[5].ScaleX = 5.0;
        visuals->Sprites[5].ScaleY = 8.0;
        visuals->Sprites[5].Smooth = false;
        visuals->DrawSpriteOntoScreenBuffer(5);

        visuals->DrawTextOntoScreenBuffer("TM", visuals->Font[0], 55, 295, JustifyRight, 1, 255, 1, 1, 1, 1);

        visuals->DrawTextOntoScreenBuffer("Bringing back old memories from the 16bit era!", visuals->Font[0], 0, 307, JustifyCenter, 1, 255, 1, 1, 1, 1);

        visuals->DrawTextOntoScreenBuffer("www.16BitSoft.com", visuals->Font[0], 0, 347, JustifyCenter, 1, 255, 1, 1, 90, 1);
    }

    if (ScreenTransitionStatus == FadeOut && ScreenFadeTransparency == 255)
    {
        ScreenTransitionStatus = FadeAll;
        ScreenToDisplay = TitleScreen;
    }
}



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#2 JeZ-l-Lee   Members   -  Reputation: 130

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Posted 04 November 2013 - 04:11 PM

Hi Again,

 

Still haven't solved this issue.

 

In: "void Visuals::DrawSpriteOntoScreenBuffer(int index)" function, if I comment out:

"D3DXMatrixTransformation2D(&matrixSpriteTransform, NULL, 0.0, &scaling, NULL, rotation, &screenPostion);"

the text draws?

 

Anyone know why using "D3DXMatrixTransformation2D" in another function before DrawTextA makes text not render?

 

Thanks in advance!

 

JeZ+Lee



#3 kauna   Crossbones+   -  Reputation: 2167

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Posted 04 November 2013 - 05:21 PM

I bet that it isn't actually the D3DXMatrixTransformation2D that is the problem.

 

In my opinion the problem is that you set a transform matrix with the function SetTransform(...)

 

Since the Direct3D is a state machine, you'll need to restore a proper transform matrix before using the text function, since they seem to be affected by a transform.

 

The transform matrix that you'll need to set before drawing text is probably an identity matrix.

 

Cheers!



#4 JeZ-l-Lee   Members   -  Reputation: 130

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Posted 04 November 2013 - 07:01 PM

I bet that it isn't actually the D3DXMatrixTransformation2D that is the problem.

 

In my opinion the problem is that you set a transform matrix with the function SetTransform(...)

 

Since the Direct3D is a state machine, you'll need to restore a proper transform matrix before using the text function, since they seem to be affected by a transform.

 

The transform matrix that you'll need to set before drawing text is probably an identity matrix.

 

Cheers!

Hi,

 

Thank you for your reply.

 

I changed the source code of the text render function to below, but it still does not display?

 

What am I doing wrong?

 

JeZ+Lee

void Visuals::DrawTextOntoScreenBuffer(const char *textToDisplay, LPD3DXFONT Font, int posX, int posY,
                                       int XJustification, int textRed, int textGreen, int textBlue,
                                       int outlineRed, int outlineGreen, int outlineBlue)
{
RECT rect, textSize;

    D3DXMATRIX matrixFixTextAfterSpriteDrawing;
    matrixFixTextAfterSpriteDrawing._11 = 1;
    matrixFixTextAfterSpriteDrawing._12 = 0;
    matrixFixTextAfterSpriteDrawing._13 = 0;
    matrixFixTextAfterSpriteDrawing._14 = 0;
    matrixFixTextAfterSpriteDrawing._21 = 0;
    matrixFixTextAfterSpriteDrawing._22 = 1;
    matrixFixTextAfterSpriteDrawing._23 = 0;
    matrixFixTextAfterSpriteDrawing._24 = 0;
    matrixFixTextAfterSpriteDrawing._31 = 0;
    matrixFixTextAfterSpriteDrawing._32 = 0;
    matrixFixTextAfterSpriteDrawing._33 = 1;
    matrixFixTextAfterSpriteDrawing._34 = 0;
    matrixFixTextAfterSpriteDrawing._41 = 0;
    matrixFixTextAfterSpriteDrawing._42 = 0;
    matrixFixTextAfterSpriteDrawing._43 = 0;
    matrixFixTextAfterSpriteDrawing._44 = 1;
    D3DXMatrixIdentity(&matrixFixTextAfterSpriteDrawing);

    Font[0].DrawTextA( NULL, textToDisplay, -1, &textSize, DT_CALCRECT, D3DCOLOR_RGBA(textRed, textGreen, textBlue, 255) );

    if (XJustification == JustifyLeft)
    {
        // Do nothing...
    }
    else if (XJustification == JustifyCenter)
    {
        posX = (800 / 2) - (textSize.right / 2) - 3;
    }
    else if (XJustification == JustifyRight)
    {
        posX = (800 - posX) - textSize.right - 3;
    }
    else if (XJustification == JustifyCenterOnPoint)
    {
        posX = posX - (textSize.right / 2) - 3;
    }

    for (int screenY = -2; screenY < 3; screenY++)
    {
        for (int screenX = -2; screenX < 3; screenX++)
        {
            SetRect( &rect, posX+screenX, posY+screenY, 0, 0 );
            if (screenY != 0 && screenX != 0)
                Font[0].DrawTextA( DXSpriteForTextOutline, textToDisplay, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(outlineRed, outlineGreen, outlineBlue, 255) );
        }
    }

    SetRect( &rect, posX, posY, 0, 0 );
    Font[0].DrawTextA( DXSpriteForText, textToDisplay, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(textRed, textGreen, textBlue, 255) );
}



#5 JeZ-l-Lee   Members   -  Reputation: 130

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Posted 04 November 2013 - 07:41 PM

Hi,

 

Got it working!

 

Added:

   D3DXMATRIX matrixFixTextAfterSpriteDrawing;
   D3DXMatrixTransformation2D(&matrixFixTextAfterSpriteDrawing, NULL, NULL, NULL, NULL, NULL, NULL);
   D3DXMatrixIdentity(&matrixFixTextAfterSpriteDrawing);

to top of text render function.

 

Thank you for your help!

 

JeZ+Lee



#6 kauna   Crossbones+   -  Reputation: 2167

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Posted 05 November 2013 - 06:58 AM

I don't see you calling SetTransform at any point before rendering text. Setting one matrix in memory to identity doesn't change the matrix for D3D.

 

Cheers!






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