第07講 文本顯示
第7講 文本顯示1、2D文本顯示在Direct3D中,ID3DXFont接口用于在DirecteD應用程序中創(chuàng)建字體與實現(xiàn)2D文本的繪制。(1)定義d3d字體對象指針LPD3DXFONT g_pFont = 0; /字體對象(2)創(chuàng)建ID3DXFont接口對象HRESULT D3DXCreateFont( LPDIRECT3DDEVICE9 pDevice, HFONT hFont, LPD3DXFONT *ppFont);/HFONT TextFont=CreateFont( 12, 6,0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FIXED_PITCH | FF_SCRIPT, "宋體" );(3)調(diào)用ID3DXFont接口對象g_pFont的接口DrawText方法繪制2D文本。INT DrawText( LPCSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color); (4) /釋放字體對象if(g_pFont != NULL)g_pFont->Release();代碼:/=/ Desc: 二維字體/=#include <d3d9.h>#include <D3dx9core.h>#include <stdio.h>/-/ Desc: 全局變量/-LPDIRECT3D9 g_pD3D = NULL; /Direct3D對象LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; /Direct3D設(shè)備對象LPD3DXFONT g_pFont = 0; /字體對象WCHAR* strText = L"歡迎學習Direct3D 游戲編程!"RECT clientRect; /繪制字體的位置矩陣/HFONT TextFont=CreateFont( 12, 6,0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FIXED_PITCH | FF_SCRIPT, "宋體" );/-/ Desc: 初始化Direct3D/-HRESULT InitD3D( HWND hWnd )/創(chuàng)建Direct3D對象, 該對象用于創(chuàng)建Direct3D設(shè)備對象 if( NULL = ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL;/設(shè)置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準備創(chuàng)建Direct3D設(shè)備對象 D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;/創(chuàng)建Direct3D設(shè)備對象 if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) return E_FAIL; HFONT TextFont=CreateFont(0,0,0,0,0,0,0,0,0,0,0,0,0, L"Arial");/創(chuàng)建字體對象if (FAILED(D3DXCreateFont(g_pd3dDevice,TextFont, &g_pFont) return E_FAIL;/獲取窗口客戶區(qū)GetClientRect(hWnd, &clientRect);return S_OK;/-/ Desc: 釋放創(chuàng)建的對象/-VOID Cleanup()/釋放字體對象if(g_pFont != NULL)g_pFont->Release();/釋放Direct3D設(shè)備對象 if( g_pd3dDevice != NULL) g_pd3dDevice->Release();/釋放Direct3D對象 if( g_pD3D != NULL) g_pD3D->Release();/-/ Desc: 渲染圖形/-VOID Render() /清空后臺緩沖區(qū) g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 ); /開始在后臺緩沖區(qū)繪制圖形 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) g_pFont->DrawText(strText, (int)wcslen(strText), &clientRect, DT_SINGLELINE|DT_NOCLIP|DT_CENTER|DT_VCENTER, 0xffffffff);/結(jié)束在后臺緩沖區(qū)繪制圖形 g_pd3dDevice->EndScene(); /將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)顯示 g_pd3dDevice->Present( NULL, NULL, NULL, NULL );/-/ Desc: 消息處理/-LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) switch( msg ) case WM_DESTROY:Cleanup(); PostQuitMessage( 0 ); return 0; return DefWindowProc( hWnd, msg, wParam, lParam );/-/ Desc: 入口函數(shù)/-int WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )/注冊窗口類 WNDCLASSEX wc = sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ClassName", NULL ; RegisterClassEx( &wc );/創(chuàng)建窗口 HWND hWnd = CreateWindow( L"ClassName", L"二維字體", WS_OVERLAPPEDWINDOW, 200, 100, 800, 800, GetDesktopWindow(), NULL, wc.hInstance, NULL );/初始化Direct3Dif( SUCCEEDED( InitD3D( hWnd ) ) ) /顯示窗口ShowWindow( hWnd, SW_SHOWDEFAULT );UpdateWindow( hWnd );/進入消息循環(huán)MSG msg;ZeroMemory( &msg, sizeof(msg) );while( msg.message!=WM_QUIT )if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )TranslateMessage( &msg );DispatchMessage( &msg );elseRender(); /渲染圖形 UnregisterClass( L"ClassName", wc.hInstance ); return 0;2、3D字體顯示(1)對于三維文本,需要通過D3DXCreateText函數(shù)根據(jù)設(shè)備環(huán)境(DC)創(chuàng)建包含文本的一個網(wǎng)格對象,使用網(wǎng)格實現(xiàn)3D文本,可以顯著地增加文本的立體感,并能夠體現(xiàn)出文本在受到光照后的明暗變換效果。LPD3DXMESH g_pTextMesh=NULL; /3D文本網(wǎng)格對象(2)初始化3D文本函數(shù):HDC CreateCompatibleDC(HDC hdc);hdc:現(xiàn)有設(shè)備上下文環(huán)境的句柄,如果該句柄為NULL,該函數(shù)創(chuàng)建一個與應用程序的當前顯示器兼容的內(nèi)存設(shè)備上下文環(huán)境。當不再需要內(nèi)存設(shè)備上下文環(huán)境時,可調(diào)用DeleteDc函數(shù)刪除它。1)創(chuàng)建設(shè)備環(huán)境HDC hdc=CreateCompatibleDC(0);/創(chuàng)建設(shè)備環(huán)境2)創(chuàng)建字體函數(shù):HFONT CreateFont(int nHeight, / logical height of font height int nWidth, / logical average character width int nEscapement, / angle of escapement int nOrientation, / base-line orientation angle int fnWeight, / font weight如400表示標準體,700表示黑(粗)體,如果此值為0,則使用缺省的權(quán)值。DWORD fdwItalic, / italic attribute flag DWORD fdwUnderline, / underline attribute flag DWORD fdwStrikeOut, / strikeout attribute flag刪除線DWORD fdwCharSet, / character set identifier DWORD fdwOutputPrecision, / output precision指定輸出精度DWORD fdwClipPrecision, / clipping precision指定裁剪精度DWORD fdwQuality, / output quality指向輸出質(zhì)量DWORD fdwPitchAndFamily, / pitch and family 間距LPCTSTR lpszFace / pointer to typeface name string );該函數(shù)創(chuàng)建一種有特殊性的邏輯字體,此邏輯字體可以在后面被任何設(shè)備選擇。InitD3D()中/創(chuàng)建字體HFONT hFont = CreateFont(0, 0, 0, 0, FW_BOLD , false, false, false, DEFAULT_CHARSET,OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial"); 3)/將字體選進設(shè)備描述表InitD3D()中SelectObject(hdc, hFont);4)創(chuàng)建三維文本網(wǎng)格模型HRESULT D3DXCreateText( LPDIRECT3DDEVICE9 pDevice, HDC hDC, LPCTSTR pText, FLOAT Deviation,/指定弦偏差的最大值 FLOAT Extrusion,/指定文本z軸負方向突出的總量 LPD3DXMESH *ppMesh, LPD3DXBUFFER *ppAdjacency,/指向包含相關(guān)輸出信息緩沖區(qū)指針,可以設(shè)為NULL LPGLYPHMETRICSFLOAT pGlyphMetrics /指向包含所有字符相關(guān)數(shù)據(jù)的數(shù)組);/創(chuàng)建三維文本網(wǎng)格模型if( FAILED( D3DXCreateText( g_pd3dDevice, hdc, L"三維字體", 0.001f, 0.4f, &g_pTextMesh, NULL, NULL) return E_FAIL;5)/釋放字體和設(shè)備描述表InitD3D()中DeleteObject( hFont ); DeleteDC( hdc );6)渲染繪制/在后臺緩沖區(qū)繪制圖形g_pTextMesh->DrawSubset(0);7)/釋放三維字體網(wǎng)格模型if( g_pTextMesh != NULL) g_pTextMesh->Release();作業(yè):創(chuàng)建自己的三維文本字體,并讓字體繞X或Y軸旋轉(zhuǎn)。(獲取時間函數(shù):timeGetTime(),單位毫秒)