[dx11]利用SpriteFont绘制中文--本地化文本

1.下载DirectX11 Tool Kit SDK,解压后编译,生成DirectXTK.lib库文件和MakeSpriteFont应用工具;

2.在Dx11环境基础上,用生成的库文件搭建XTK环境;

3.利用MakeSpriteFont.exe生成想要的字体纹理库;

命令格式:

path "字体名" "生成路径" /参数:值

如 C://MakeSpriteFont.exe "微软雅黑" "G://wryh.sfont" /CharacterRegion:0x0-0xfff /DefaultCharacter:0x0 /CharacterRegion:0x4E00-0x9FA5 /DefaultCharacter:0x4E00 /FastPack

关于字符区域可以参考MakeSpriteFont中的源码:

1         // Which characters to include in the font (eg. "/CharacterRegion:0x20-0x7F /CharacterRegion:0x123")
2         [CommandLineParser.Name("CharacterRegion")]
3         public readonly List<CharacterRegion> CharacterRegions = new List<CharacterRegion>();
4 
5         // Fallback character used when asked to render a codepoint that is not
6         // included in the font. If zero, missing characters throw exceptions.
7         public readonly int DefaultCharacter = 0;

因为是链表结构,所以可以输入若干不连续的区域.这里建议参照unicode选择所需的编码区域.

当然工程项目也应该是unicode的,若采用其他字符集,则需要自己做编码转换.

4.渲染字体

 1 //声明
 2 std::unique_ptr<DirectX:: SpriteBatch> spriteBatch;
 3 std::unique_ptr<DirectX::SpriteFont> spriteFont;
 4  
 5 //初始化
 6 using namespace DirectX;
 7 spriteBatch = std::unique_ptr<SpriteBatch>(new     SpriteBatch(g_pImmediateContext));
 8 spriteFont = std::unique_ptr<SpriteFont>(new SpriteFont(g_pd3dDevice, L"./wryh.sfont"));
 9  
10 //渲染
11 spriteBatch->Begin();
12 spriteFont->DrawString(spriteBatch.get(), L"文体开花!", DirectX::XMFLOAT2(10, 20));
13 spriteBatch->End(); 

5.效果

posted @ 2019-02-16 16:44  狐狸小十  阅读(959)  评论(0编辑  收藏  举报