DirectX 9.0 C++ 教程 字体 迟到的helloworld

效果图:

DirectX 9.0 C++ 教程 字体 迟到的helloworld_第1张图片


本文只设计到使用ID3DXFont接口来绘制文本,其他的方面参考DirectX 9.0 C++ 教程 第一个程序

1.说明


ID3DXFont接口内部使用GDI绘制文本,相应地在性能上会有一点的损失。但是它支持ANSI and Unicode 字符串。


2.创建ID3DXFont接口对象


其实可以用D3DXCreateFont和D3DXCreateFontIndirect来创建,本文只设计到D3DXCreateFontIndirect,D3DXCreateFont可以参考SDK。

//D3DXCreateFontIndirect原型,发现需要D3DXFONT_DESC指针可以参考下面的原型
HRESULT WINAPI D3DXCreateFontIndirect(      

    LPDIRECT3DDEVICE9 pDevice,//创建的Device
    CONST D3DXFONT_DESC *pDesc,
    LPD3DXFONT *ppFont //返回的指针
);


//D3DXFONT_DESC 结构体原型

typedef struct D3DXFONT_DESC { 
INT Height; //高 
UINT Width; //宽 
UINT Weight; //多粗 
UINT MipLevels; 
BOOL Italic; //是否斜体 
BYTE CharSet; 
BYTE OutputPrecision; 
BYTE Quality; 
BYTE PitchAndFamily; 
TCHAR FaceName[LF_FACESIZE]; //文本格式,如"Times New Roman"
} D3DXFONT_DESC;

 

//具体例子
// 填充D3DXFONT_DESC结构体
 D3DXFONT_DESC df;
ZeroMemory(&df,sizeof(D3DXFONT_DESC));
df.Height = 25;
df.Width = 12;
df.Weight = 100;
df.MipLevels = D3DX_DEFAULT;
df.Italic = false;
df.CharSet = DEFAULT_CHARSET;
df.Quality = 0;
df.PitchAndFamily = 0;
strcpy(df.FaceName,"Times New Roman");
 //创建ID3DXFont 接口对象
D3DXCreateFontIndirect(g_pd3dDevice,&df,&g_font);

3.绘制文本

INT DrawText(          
LPD3DXSPRITE pSprite, //null
    LPCTSTR pString,  //要绘制的文字
    INT Count,       //设为-1 null-terminated string
    LPRECT pRect,    //矩形
    DWORD Format,    //位置
    D3DCOLOR Color   //颜色
);
//具体例子
//居中绘制文本
        RECT g_FontPosition = {0, 0, 300, 300};        
        g_font->DrawText(NULL,"Hello World",-1,&g_FontPosition,
                              DT_CENTER|DT_VCENTER,D3DCOLOR_XRGB(255,255,255)); 

把2,3步的代码放到BeginScene和EndScene中即可。最后不要忘记清理内存。


4.完整代码


//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
//       we are doing is creating a Direct3D device and using it to clear the
//       window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------

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



//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPD3DXFONT              g_font       = NULL;



//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object, which is needed to create the D3DDevice.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    //Fill out the D3DPRESENT_PARAMETERS structure.
		D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    // Create the Direct3D device. 
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Device state would normally be set here

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pd3dDevice != NULL) 
        g_pd3dDevice->Release();

    if( g_pD3D != NULL)
        g_pD3D->Release();

	if(g_font != NULL)
		g_font->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    if( NULL == g_pd3dDevice )
        return;

    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // 填充D3DXFONT_DESC结构体
        D3DXFONT_DESC df;
		ZeroMemory(&df,sizeof(D3DXFONT_DESC));
        df.Height = 25;
		df.Width = 12;
		df.Weight = 100;
		df.MipLevels = D3DX_DEFAULT;
        df.Italic = false;
        df.CharSet = DEFAULT_CHARSET;
		df.Quality = 0;
		df.PitchAndFamily = 0;
		strcpy(df.FaceName,"Times New Roman");
        //创建ID3DXFont 接口对象
		D3DXCreateFontIndirect(g_pd3dDevice,&df,&g_font);
		//居中绘制文本
		RECT g_FontPosition = {0, 0, 300, 300};		
		g_font->DrawText(NULL,"Hello World",-1,&g_FontPosition,
			                  DT_CENTER|DT_VCENTER,D3DCOLOR_XRGB(255,255,255));
        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;

        case WM_PAINT:
            Render();
            ValidateRect( hWnd, NULL );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", 
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Show the window
        ShowWindow( hWnd, SW_SHOWDEFAULT );
        UpdateWindow( hWnd );

        // Enter the message loop
        MSG msg; 
        while( GetMessage( &msg, NULL, 0, 0 ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}




 项目下载:ID3DXFont (本站下载)


文章原地址http://www.waitingfy.com/?p=264


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