DirectX读书笔记:字体的基础

ID3DXFont接口

D3DX库提供ID3DXFont,该接口用于在Direct3D应用程序中绘制文本,接口内部用GDI来绘制的文本,所以这个接口在性能上有所缺失,但是可以处理复杂的字体和格式


HRESULT D3DXCreateFontIndirect(
	LPDIRECT3DDEVICE9 pDevice,//device to be associated with
	CONST D3DXFONT_DESC *pDesc,
	LPD3DXFONT* ppFont);


//使用当前的函数
void DisplayFont(){
	D3DXFONT_DESC df;
	ZeroMemory(&df,sizeof(D3DXFONT_DESC));
	df.Height = 25;
	df.Width = 12;
	df.Weight = 500;
	df.MipLevels = D3DX_DEFAULT;
	df.Italic = FALSE;
	df.CharSet = DEFAULT_CHARSET;
	df.OutputPrecision = 0;
	df.Quality = 0;
	df.PitchAndFamily = 0;
	strcpy(df.FaceName,"Times New Roman");

	ID3DXFont* font = 0;
	D3DXCreateFontIndirect(Device,&df,&font);

}


绘制文本


          INT ID3DXFont::DrawText(
LPD3DXSPRITE pSprite,//字符串的接口对象
LPCSTR pString,//绘制的字符串
INT Count,//字符串的长度
LPRECT pRect,//字符串指定绘制区域
DWORD Format,//指定矩形区域的格式化方法
D3DCOLOR Color//文本颜色
);


计算每秒的帧数

DOWRD FrameCnt = 0;//当前画面的绘图次数
float  TimeElpased = 0;//时间间隔
float FPS = 0;

每当一帧绘画完成
FrameCnt++;
TimeElpased+=timeDelta;

FPS = (float)FrameCnt/ TimeElpased;

DWORD FrameCnt =0;
float TimeElapsed = 0;
float FPS;
void CalcFps(float timeDelta)
{
	FrameCnt++;
	TimeElapsed+=timeDelta;
	if (TimeElapsed>=1.0f)
	{
		FPS = (float)FrameCnt/TimeElapsed;
		TimeElapsed = 0.0f;
		FrameCnt = 0;
	}
}



CD3DFont简介

该类不是GDI的它不支持ID3DXFont所支持的复杂的字体和格式,但是如果你很在意速度那么简单字体能满足你的要求就用这个类

Font= CD3DFont(const TCHAR*strFontName,DWORD dwHeight,DWORD dwFlags=0L);//字体的格式D3DFONT_BOLD,D3DFONT_ITALIC
Font -> INitDeviceObject(Device);
Font->RestoreDeviceObjects():


D3DXCreateText函数

该函数用于创建文本的3D网格


HRESULT D3DXCreateText(LPDIRECT3DDEVICE9 pDevice,
HDC hDc,
LPCTSTR pText,
float Deviation,//字体轮廓最大弦偏差
float Extrusion,//沿着z轴负方向度量的字体的深度
LPD3DXMESH* ppMesh,
LPD3DXBUFFER*ppAdjacency,//返回所创建网格的临接信息
LPGLYPHMETRICSFLOAT pGlyphMetrics//字体的度量数据
);



//D3dUtility.h
#ifndef __d3dUtilityH__
#define __d3dUtilityH__

#include <d3dx9.h>
#include <string>

namespace d3d
{
	bool InitD3D(
		HINSTANCE hInstance,       // [in] Application instance.
		int width, int height,     // [in] Backbuffer dimensions.
		bool windowed,             // [in] Windowed (true)or full screen (false).
		D3DDEVTYPE deviceType,     // [in] HAL or REF
		IDirect3DDevice9** device);// [out]The created device.

	int EnterMsgLoop( 
		bool (*ptr_display)(float timeDelta));

	LRESULT CALLBACK WndProc(
		HWND hwnd,
		UINT msg, 
		WPARAM wParam,
		LPARAM lParam);

	template<class T> void Release(T t)
	{
		if( t )
		{
			t->Release();
			t = 0;
		}
	}
		
	template<class T> void Delete(T t)
	{
		if( t )
		{
			delete t;
			t = 0;
		}
	}

	const D3DXCOLOR      WHITE( D3DCOLOR_XRGB(255, 255, 255) );
	const D3DXCOLOR      BLACK( D3DCOLOR_XRGB(  0,   0,   0) );
	const D3DXCOLOR        RED( D3DCOLOR_XRGB(255,   0,   0) );
	const D3DXCOLOR      GREEN( D3DCOLOR_XRGB(  0, 255,   0) );
	const D3DXCOLOR       BLUE( D3DCOLOR_XRGB(  0,   0, 255) );
	const D3DXCOLOR     YELLOW( D3DCOLOR_XRGB(255, 255,   0) );
	const D3DXCOLOR       CYAN( D3DCOLOR_XRGB(  0, 255, 255) );
	const D3DXCOLOR    MAGENTA( D3DCOLOR_XRGB(255,   0, 255) );

	//
	// Lights
	//

	D3DLIGHT9 InitDirectionalLight(D3DXVECTOR3* direction, D3DXCOLOR* color);
	D3DLIGHT9 InitPointLight(D3DXVECTOR3* position, D3DXCOLOR* color);
	D3DLIGHT9 InitSpotLight(D3DXVECTOR3* position, D3DXVECTOR3* direction, D3DXCOLOR* color);

	//
	// Materials
	//

	D3DMATERIAL9 InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR s, D3DXCOLOR e, float p);

	const D3DMATERIAL9 WHITE_MTRL  = InitMtrl(WHITE, WHITE, WHITE, BLACK, 2.0f);
	const D3DMATERIAL9 RED_MTRL    = InitMtrl(RED, RED, RED, BLACK, 2.0f);
	const D3DMATERIAL9 GREEN_MTRL  = InitMtrl(GREEN, GREEN, GREEN, BLACK, 2.0f);
	const D3DMATERIAL9 BLUE_MTRL   = InitMtrl(BLUE, BLUE, BLUE, BLACK, 2.0f);
	const D3DMATERIAL9 YELLOW_MTRL = InitMtrl(YELLOW, YELLOW, YELLOW, BLACK, 2.0f);
}

#endif // __d3dUtilityH__



//d3dutility.cpp
#include "d3dUtility.h"

bool d3d::InitD3D(
	HINSTANCE hInstance,
	int width, int height,
	bool windowed,
	D3DDEVTYPE deviceType,
	IDirect3DDevice9** device)
{
	//
	// Create the main application window.
	//

	WNDCLASS wc;

	wc.style         = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc   = (WNDPROC)d3d::WndProc; 
	wc.cbClsExtra    = 0;
	wc.cbWndExtra    = 0;
	wc.hInstance     = hInstance;
	wc.hIcon         = LoadIcon(0, IDI_APPLICATION);
	wc.hCursor       = LoadCursor(0, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
	wc.lpszMenuName  = 0;
	wc.lpszClassName = "Direct3D9App";

	if( !RegisterClass(&wc) ) 
	{
		::MessageBox(0, "RegisterClass() - FAILED", 0, 0);
		return false;
	}
		
	HWND hwnd = 0;
	hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App", 
		WS_EX_TOPMOST,
		0, 0, width, height,
		0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); 

	if( !hwnd )
	{
		::MessageBox(0, "CreateWindow() - FAILED", 0, 0);
		return false;
	}

	::ShowWindow(hwnd, SW_SHOW);
	::UpdateWindow(hwnd);

	//
	// Init D3D: 
	//

	HRESULT hr = 0;

	// Step 1: Create the IDirect3D9 object.

	IDirect3D9* d3d9 = 0;
    d3d9 = Direct3DCreate9(D3D_SDK_VERSION);

    if( !d3d9 )
	{
		::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
		return false;
	}

	// Step 2: Check for hardware vp.

	D3DCAPS9 caps;
	d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);

	int vp = 0;
	if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

	// Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
 
	D3DPRESENT_PARAMETERS d3dpp;
	d3dpp.BackBufferWidth            = width;
	d3dpp.BackBufferHeight           = height;
	d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount            = 1;
	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
	d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow              = hwnd;
	d3dpp.Windowed                   = windowed;
	d3dpp.EnableAutoDepthStencil     = true; 
	d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
	d3dpp.Flags                      = 0;
	d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;

	// Step 4: Create the device.

	hr = d3d9->CreateDevice(
		D3DADAPTER_DEFAULT, // primary adapter
		deviceType,         // device type
		hwnd,               // window associated with device
		vp,                 // vertex processing
	    &d3dpp,             // present parameters
	    device);            // return created device

	if( FAILED(hr) )
	{
		// try again using a 16-bit depth buffer
		d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
		
		hr = d3d9->CreateDevice(
			D3DADAPTER_DEFAULT,
			deviceType,
			hwnd,
			vp,
			&d3dpp,
			device);

		if( FAILED(hr) )
		{
			d3d9->Release(); // done with d3d9 object
			::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
			return false;
		}
	}

	d3d9->Release(); // done with d3d9 object
	
	return true;
}

int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
{
	MSG msg;
	::ZeroMemory(&msg, sizeof(MSG));

	static float lastTime = (float)timeGetTime(); 

	while(msg.message != WM_QUIT)
	{
		if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			::TranslateMessage(&msg);
			::DispatchMessage(&msg);
		}
		else
        {	
			float currTime  = (float)timeGetTime();
			float timeDelta = (currTime - lastTime)*0.001f;

			ptr_display(timeDelta);

			lastTime = currTime;
        }
    }
    return msg.wParam;
}

D3DLIGHT9 d3d::InitDirectionalLight(D3DXVECTOR3* direction, D3DXCOLOR* color)
{
	D3DLIGHT9 light;
	::ZeroMemory(&light, sizeof(light));

	light.Type      = D3DLIGHT_DIRECTIONAL;
	light.Ambient   = *color * 0.4f;
	light.Diffuse   = *color;
	light.Specular  = *color * 0.6f;
	light.Direction = *direction;

	return light;
}

D3DLIGHT9 d3d::InitPointLight(D3DXVECTOR3* position, D3DXCOLOR* color)
{
	D3DLIGHT9 light;
	::ZeroMemory(&light, sizeof(light));

	light.Type      = D3DLIGHT_POINT;
	light.Ambient   = *color * 0.4f;
	light.Diffuse   = *color;
	light.Specular  = *color * 0.6f;
	light.Position  = *position;
	light.Range        = 1000.0f;
	light.Falloff      = 1.0f;
	light.Attenuation0 = 1.0f;
	light.Attenuation1 = 0.0f;
	light.Attenuation2 = 0.0f;

	return light;
}

D3DLIGHT9 d3d::InitSpotLight(D3DXVECTOR3* position, D3DXVECTOR3* direction, D3DXCOLOR* color)
{
	D3DLIGHT9 light;
	::ZeroMemory(&light, sizeof(light));

	light.Type      = D3DLIGHT_SPOT;
	light.Ambient   = *color * 0.4f;
	light.Diffuse   = *color;
	light.Specular  = *color * 0.6f;
	light.Position  = *position;
	light.Direction = *direction;
	light.Range        = 1000.0f;
	light.Falloff      = 1.0f;
	light.Attenuation0 = 1.0f;
	light.Attenuation1 = 0.0f;
	light.Attenuation2 = 0.0f;
	light.Theta        = 0.5f;
	light.Phi          = 0.7f;

	return light;
}

D3DMATERIAL9 d3d::InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR s, D3DXCOLOR e, float p)
{
	D3DMATERIAL9 mtrl;
	mtrl.Ambient  = a;
	mtrl.Diffuse  = d;
	mtrl.Specular = s;
	mtrl.Emissive = e;
	mtrl.Power    = p;
	return mtrl;
}


//main.cpp
#include "d3dUtility.h"

//
// Globals
//

IDirect3DDevice9* Device = 0; 

const int Width  = 640;
const int Height = 480;

ID3DXMesh* Text = 0;

//
// Framework functions
//
bool Setup()
{
	//
	// Get a handle to a device context.
	//
	HDC hdc = CreateCompatibleDC( 0 );
    HFONT hFont;
    HFONT hFontOld;

	//
	// Describe the font we want.
	//

    LOGFONT lf;
	ZeroMemory(&lf, sizeof(LOGFONT));

	lf.lfHeight         = 25;    // in logical units
	lf.lfWidth          = 12;    // in logical units
	lf.lfEscapement     = 0;        
	lf.lfOrientation    = 0;     
	lf.lfWeight         = 500;   // boldness, range 0(light) - 1000(bold)
	lf.lfItalic         = false;   
	lf.lfUnderline      = false;    
	lf.lfStrikeOut      = false;    
	lf.lfCharSet        = DEFAULT_CHARSET;
	lf.lfOutPrecision   = 0;              
	lf.lfClipPrecision  = 0;          
	lf.lfQuality        = 0;           
	lf.lfPitchAndFamily = 0;    
	strcpy(lf.lfFaceName, "Times New Roman"); // font style

	//
	// Create the font and select it with the device context.
	//
    hFont = CreateFontIndirect(&lf);
    hFontOld = (HFONT)SelectObject(hdc, hFont); 

	//
	// Create the text mesh based on the selected font in the HDC.
	//
    D3DXCreateText(Device, hdc, "Direct3D", 
        0.001f, 0.4f, &Text, 0, 0);

	//
	// Restore the old font and free the acquired HDC.
	//
    SelectObject(hdc, hFontOld);
    DeleteObject( hFont );
    DeleteDC( hdc );

	//
	// Lights.
	//

	D3DXVECTOR3 dir(0.0f, -0.5f, 1.0f);
	D3DXCOLOR col = d3d::WHITE;
	D3DLIGHT9 light = d3d::InitDirectionalLight(&dir, &col);

	Device->SetLight(0, &light);
	Device->LightEnable(0, true);

	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	Device->SetRenderState(D3DRS_SPECULARENABLE, true);

	//
	// Set camera.
	//

	D3DXVECTOR3 pos(0.0f, 1.5f, -3.3f);
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

	D3DXMATRIX V;
	D3DXMatrixLookAtLH(
		&V,
		&pos,
		&target,
		&up);

	Device->SetTransform(D3DTS_VIEW, &V);

	//
	// Set projection matrix.
	//

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.25f, // 45 - degree
			(float)Width / (float)Height,
			0.01f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}

void Cleanup()
{
	d3d::Release<ID3DXMesh*>(Text);
}

bool Display(float timeDelta)
{
	if( Device )
	{
		//
		// Update: Spin the 3D text.
		//

		D3DXMATRIX yRot, T;

		static float y = 0.0f;

		D3DXMatrixRotationY(&yRot, y);
		y += timeDelta;

		if( y >= 6.28f )
			y = 0.0f;

		D3DXMatrixTranslation(&T, -1.6f, 0.0f, 0.0f);
		T = T * yRot;

		Device->SetTransform(D3DTS_WORLD, &T);

		//
		// Render
		//

		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
		Device->BeginScene();

		Device->SetMaterial(&d3d::WHITE_MTRL);
		Text->DrawSubset(0);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);
	}
	return true;
}

//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch( msg )
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
		
	case WM_KEYDOWN:
		if( wParam == VK_ESCAPE )
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
				   HINSTANCE prevInstance, 
				   PSTR cmdLine,
				   int showCmd)
{
	if(!d3d::InitD3D(hinstance,
		Width, Height, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, "InitD3D() - FAILED", 0, 0);
		return 0;
	}
		
	if(!Setup())
	{
		::MessageBox(0, "Setup() - FAILED", 0, 0);
		return 0;
	}

	d3d::EnterMsgLoop( Display );

	Cleanup();

	Device->Release();

	return 0;
}



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