DXUT框架剖析(13)

DXUT框架剖析(13)

添加文本

DXUT框架对文本绘制进行了封装,提供了类CDXUTHelper来简化文本显示,使用该接口大体分为3个步骤:初始化ID3DXSprite和ID3DXFont对象,显示文本,释放ID3DXSprite和ID3DXFont对象。

首先来看看CDXUTHelper的定义部分:

// --------------------------------------------------------------------------------------
//  Manages the insertion point when drawing text
// --------------------------------------------------------------------------------------
class  CDXUTTextHelper
{
public :
    CDXUTTextHelper( ID3DXFont
*  pFont, ID3DXSprite *  pSprite,  int  nLineHeight );

    
void  SetInsertionPos(  int  x,  int  y )     { m_pt.x  =  x; m_pt.y  =  y; }
    
void  SetForegroundColor( D3DXCOLOR clr ) { m_clr  =  clr; }

    
void  Begin();
    HRESULT DrawFormattedTextLine( 
const  WCHAR *  strMsg,  );
    HRESULT DrawTextLine( 
const  WCHAR *  strMsg );
    HRESULT DrawFormattedTextLine( RECT 
& rc, DWORD dwFlags,  const  WCHAR *  strMsg,  );
    HRESULT DrawTextLine( RECT 
& rc, DWORD dwFlags,  const  WCHAR *  strMsg );
    
void  End();

protected :
    ID3DXFont
*    m_pFont;
    ID3DXSprite
*  m_pSprite;
    D3DXCOLOR    m_clr;
    POINT        m_pt;
    
int           m_nLineHeight;
};

 

接着来看看CDXUTHelper的实现部分:

// --------------------------------------------------------------------------------------

CDXUTTextHelper::CDXUTTextHelper( ID3DXFont
*  pFont, ID3DXSprite *  pSprite,  int  nLineHeight )
{
    m_pFont          
=  pFont;
    m_pSprite      
=  pSprite;
    m_clr          
=  D3DXCOLOR( 1 , 1 , 1 , 1 );
    m_pt.x          
=   0
    m_pt.y          
=   0
    m_nLineHeight 
=  nLineHeight;
}

// --------------------------------------------------------------------------------------

HRESULT CDXUTTextHelper::DrawFormattedTextLine( 
const  WCHAR *  strMsg,  )
{
    WCHAR strBuffer[
512 ];
    
    va_list args;
    va_start(args, strMsg);
    StringCchVPrintf( strBuffer, 
512 , strMsg, args );
    strBuffer[
511 =  L ' \0 ' ;
    va_end(args);

    
return  DrawTextLine( strBuffer );
}

HRESULT CDXUTTextHelper::DrawTextLine( 
const  WCHAR *  strMsg )
{
    
if ( NULL  ==  m_pFont ) 
        
return  DXUT_ERR_MSGBOX( L " DrawTextLine " , E_INVALIDARG );    

    RECT rc;
    SetRect( 
& rc, m_pt.x, m_pt.y,  0 0  ); 

    HRESULT hr 
=  m_pFont -> DrawText( m_pSprite, strMsg,  - 1 & rc, DT_NOCLIP, m_clr );

    
if ( FAILED(hr) )
        
return  DXTRACE_ERR_MSGBOX( L " DrawText " , hr );

    m_pt.y 
+=  m_nLineHeight;

    
return  S_OK;
}


HRESULT CDXUTTextHelper::DrawFormattedTextLine( RECT 
& rc, DWORD dwFlags,  const  WCHAR *  strMsg,  )
{
    WCHAR strBuffer[
512 ];
    
    va_list args;
    va_start(args, strMsg);
    StringCchVPrintf( strBuffer, 
512 , strMsg, args );
    strBuffer[
511 =  L ' \0 ' ;
    va_end(args);

    
return  DrawTextLine( rc, dwFlags, strBuffer );
}


HRESULT CDXUTTextHelper::DrawTextLine( RECT 
& rc, DWORD dwFlags,  const  WCHAR *  strMsg )
{
    
if ( NULL  ==  m_pFont ) 
        
return  DXUT_ERR_MSGBOX( L " DrawTextLine " , E_INVALIDARG );
    
    HRESULT hr 
=  m_pFont -> DrawText( m_pSprite, strMsg,  - 1 & rc, dwFlags, m_clr );

    
if ( FAILED(hr) )
        
return  DXTRACE_ERR_MSGBOX( L " DrawText " , hr );

    m_pt.y 
+=  m_nLineHeight;

    
return  S_OK;
}


// --------------------------------------------------------------------------------------

void  CDXUTTextHelper::Begin()
{
    
if ( m_pSprite )
        m_pSprite
-> Begin( D3DXSPRITE_ALPHABLEND  |  D3DXSPRITE_SORT_TEXTURE );
}

void  CDXUTTextHelper::End()
{
    
if ( m_pSprite )
        m_pSprite
-> End();
}

 

代码相当简洁明了,需要说明的是函数StringCchVPrintf: 
StringCchVPrintf is a replacement for vsprintf. It accepts a format string and its arguments, provided as a va_list, and returns a formatted string. The size, in characters, of the destination buffer is provided to the function to ensure that StringCchVPrintf does not write past the end of this buffer.

Syntax

HRESULT StringCchVPrintf(      

    LPTSTR pszDest,
    size_t cchDest,
    LPCTSTR pszFormat,
    va_list argList
);

Parameters

pszDest
[out] Pointer to a buffer which receives the formatted, null-terminated string created from pszFormat and argList.
cchDest
[in] Size of the destination buffer, in characters. This value must be sufficiently large to accommodate the final formatted string plus 1 to account for the terminating null character. The maximum number of characters allowed is STRSAFE_MAX_CCH.
pszFormat
[in] Pointer to a buffer containing a printf-style format string. This string must be null-terminated.
argList
[in] A va_list containing the arguments to be inserted into pszFormat.

Return Value

Note that this function returns an HRESULT as opposed to vsprintf, which returns the number of characters written. It is strongly recommended that you use the SUCCEEDED and FAILED macros to test the return value of this function.

S_OK There was sufficient space for the result to be copied to pszDest without truncation and the buffer is null-terminated.
STRSAFE_E_INVALID_PARAMETER The value in cchDest is either 0 or larger than STRSAFE_MAX_CCH.
STRSAFE_E_INSUFFICIENT_BUFFER The copy operation failed due to insufficient buffer space. The destination buffer contains a truncated, null-terminated version of the intended result. In situations where truncation is acceptable, this may not necessarily be seen as a failure condition.
 

Remarks

StringCchVPrintf provides additional processing for proper buffer handling in your code. Poor buffer handling is implicated in many security issues that involve buffer overruns. StringCchVPrintf always null-terminates a non-zero-length destination buffer.

For more information on va_lists, see the conventions defined in Stdarg.h.

StringCchVPrintf can be used in its generic form, or specifically as StringCchVPrintfA (for ANSI strings) or StringCchVPrintfW (for Unicode strings). The form to use is determined by your data.

String Data Type String Literal Function
char "string" StringCchVPrintfA
TCHAR TEXT("string") StringCchVPrintf
WCHAR L"string" StringCchVPrintfW
 

StringCchVPrintf and its ANSI and Unicode variants are replacements for these functions:

  • vsprintf
  • vswprintf
  • wvsprintf
  • wvnsprintf
  • _vstprintf
  • _vsnprintf
  • _vsnwprintf
  • _vsntprintf

Behavior is undefined if the strings pointed to by pszDest, pszFormat, or any argument strings overlap.

Neither pszFormat nor pszDest should be NULL. See StringCchVPrintfEx if you require the handling of null string pointer values.

以及ID3DXSprite::Begin()的声明:

Prepares a device for drawing sprites.

HRESULT Begin(
DWORD Flags
);

Parameters

Flags
[in] Combination of zero or more flags that describe sprite rendering options. For this method, the valid flags are:
  • D3DXSPRITE_ALPHABLEND
  • D3DXSprite__BILLBOARD
  • D3DXSPRITE_DONOTMODIFY_RENDERSTATE
  • D3DXSPRITE_DONOTSAVESTATE
  • D3DXSPRITE_OBJECTSPACE
  • D3DXSprite__SORT_DEPTH_BACKTOFRONT
  • D3DXSprite__SORT_DEPTH_FRONTTOBACK
  • D3DXSprite__SORT_TEXTURE
For a description of the flags and for information on how to control device state capture and device view transforms, see D3DXSPRITE.

Return Values

If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.

Remarks

This method must be called from inside a IDirect3DDevice9::BeginScene . . . IDirect3DDevice9::EndScene sequence. ID3DXSprite::Begin cannot be used as a substitute for either IDirect3DDevice9::BeginScene or ID3DXRenderToSurface::BeginScene.

This method will set the following states on the device.

Render States:

Type (D3DRENDERSTATETYPE) Value
D3DRS_ALPHABLENDENABLE TRUE
D3DRS_ALPHAFUNC D3DCMP_GREATER
D3DRS_ALPHAREF 0x00
D3DRS_ALPHATESTENABLE AlphaCmpCaps
D3DRS_BLENDOP D3DBLENDOP_ADD
D3DRS_CLIPPING TRUE
D3DRS_CLIPPLANEENABLE FALSE
D3DRS_COLORWRITEENABLE D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED
D3DRS_CULLMODE D3DCULL_NONE
D3DRS_DESTBLEND D3DBLEND_INVSRCALPHA
D3DRS_DIFFUSEMATERIALSOURCE D3DMCS_COLOR1
D3DRS_ENABLEADAPTIVETESSELLATION FALSE
D3DRS_FILLMODE D3DFILL_SOLID
D3DRS_FOGENABLE FALSE
D3DRS_INDEXEDVERTEXBLENDENABLE FALSE
D3DRS_LIGHTING FALSE
D3DRS_RANGEFOGENABLE FALSE
D3DRS_SEPARATEALPHABLENDENABLE FALSE
D3DRS_SHADEMODE D3DSHADE_GOURAUD
D3DRS_SPECULARENABLE FALSE
D3DRS_SRCBLEND D3DBLEND_SRCALPHA
D3DRS_SRGBWRITEENABLE FALSE
D3DRS_STENCILENABLE FALSE
D3DRS_VERTEXBLEND FALSE
D3DRS_WRAP0 0

Texture Stage States:

Stage Identifier Type (D3DTEXTURESTAGESTATETYPE) Value
0 D3DTSS_ALPHAARG1 D3DTA_TEXTURE
0 D3DTSS_ALPHAARG2 D3DTA_DIFFUSE
0 D3DTSS_ALPHAOP D3DTOP_MODULATE
0 D3DTSS_COLORARG1 D3DTA_TEXTURE
0 D3DTSS_COLORARG2 D3DTA_DIFFUSE
0 D3DTSS_COLOROP D3DTOP_MODULATE
0 D3DTSS_TEXCOORDINDEX 0
0 D3DTSS_TEXTURETRANSFORMFLAGS D3DTTFF_DISABLE
1 D3DTSS_ALPHAOP D3DTOP_DISABLE
1 D3DTSS_COLOROP D3DTOP_DISABLE

Sampler States:

Sampler Stage Index Type (D3DSAMPLERSTATETYPE) Value
0 D3DSAMP_ADDRESSU D3DTADDRESS_CLAMP
0 D3DSAMP_ADDRESSV D3DTADDRESS_CLAMP
0 D3DSAMP_MAGFILTER D3DTEXF_ANISOTROPIC if TextureFilterCaps includes D3DPTFILTERCAPS_MAGFANISOTROPIC; otherwise D3DTEXF_LINEAR
0 D3DSAMP_MAXMIPLEVEL 0
0 D3DSAMP_MAXANISOTROPY MaxAnisotropy
0 D3DSAMP_MINFILTER D3DTEXF_ANISOTROPIC if TextureFilterCaps includes D3DPTFILTERCAPS_MINFANISOTROPIC; otherwise D3DTEXF_LINEAR
0 D3DSAMP_MIPFILTER D3DTEXF_LINEAR if TextureFilterCaps includes D3DPTFILTERCAPS_MIPFLINEAR; otherwise D3DTEXF_POINT
0 D3DSAMP_MIPMAPLODBIAS 0
0 D3DSAMP_SRGBTEXTURE 0

Note    This method disables N-patches.

D3DXSPRITE

The following flags are used to specify sprite rendering options to the flags parameter in the ID3DXSprite::Begin method:

#define Description
D3DXSPRITE_DONOTSAVESTATE The device state is not to be saved or restored when ID3DXSprite::Begin or ID3DXSprite::End is called.
D3DXSPRITE_DONOTMODIFY_RENDERSTATE The device render state is not to be changed when ID3DXSprite::Begin is called. The device is assumed to be in a valid state to draw vertices containing UsageIndex = 0 in the D3DDECLUSAGE_POSITION, D3DDECLUSAGE_TEXCOORD, and D3DDECLUSAGE_COLOR data.
D3DXSPRITE_OBJECTSPACE The world, view, and projection transforms are not modified. The transforms currently set to the device are used to transform the sprites when the batched sprites are drawn (when ID3DXSprite::Flush or ID3DXSprite::End is called). If this flag is not specified, then world, view, and projection transforms are modified so that sprites are drawn in screen-space coordinates.
D3DXSPRITE_BILLBOARD Each sprite will be rotated about its center so that it is facing the viewer. ID3DXSprite::SetWorldViewLH or ID3DXSprite::SetWorldViewRH must be called first.
D3DXSPRITE_ALPHABLEND Enables alpha blending with D3DRS_ALPHATESTENABLE set to TRUE (for nonzero alpha). D3DBLEND_SRCALPHA will be the source blend state, and D3DBLEND_INVSRCALPHA will be the destination blend state in calls to IDirect3DDevice9::SetRenderState. See Alpha Blending State (Direct3D 9). ID3DXFont expects this flag to be set when drawing text.
D3DXSPRITE_SORT_TEXTURE Sort sprites by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth.

You may also combine D3DXSPRITE_SORT_TEXTURE with either D3DXSPRITE_SORT_DEPTH_FRONTTOBACK or D3DXSPRITE_SORT_DEPTH_BACKTOFRONT. This will sort the list of sprites by depth first and texture second.

D3DXSPRITE_SORT_DEPTH_FRONTTOBACK Sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths.

You may combine D3DXSPRITE_SORT_DEPTH_FRONTTOBACK with D3DXSPRITE_SORT_TEXTURE to sort first by depth, and second by texture.

D3DXSPRITE_SORT_DEPTH_BACKTOFRONT Sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths.

You may combine D3DXSPRITE_SORT_DEPTH_BACKTOFRONT with D3DXSPRITE_SORT_TEXTURE to sort first by depth, and second by texture.

D3DXSPRITE_DO_NOT_ADDREF_TEXTURE Disables calling AddRef() on every draw, and Release() on Flush() for better performance.

 

初始化ID3DXSprite和ID3DXFont对象

在回调函数OnCreateDevice()中创建ID3DXFont对象:

//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);
    return S_OK;
}

 

绘制文本

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);
	text_helper.Begin();
	// show frame and device states
text_helper.SetInsertionPos(5, 5);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
text_helper.DrawTextLine( DXUTGetFrameStats(true) );
text_helper.DrawTextLine( DXUTGetDeviceStats() );
	// show other simple information
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
text_helper.DrawTextLine(L"Put whatever misc status here");
	// show helper information
	const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();
	if(g_show_help)
{
text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 6);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
text_helper.DrawTextLine(L"Controls (F1 to hide):");
		text_helper.SetInsertionPos(40, surface_desc->Height - 15 * 5);
text_helper.DrawTextLine(L"Quir: ESC");
}
else
{
text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
text_helper.DrawTextLine(L"Press F1 for help");
}
	text_helper.End();
}

 

处理键盘消息

程序通过键盘上的"F1"键切换来表明是否显示简单帮助文本,处理代码如下:

//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
if(is_key_down)
{
switch(charater)
{
case VK_F1:
g_show_help = !g_show_help;
break;
}
}
}

 

运行效果图:

DXUT框架剖析(13)_第1张图片

 

主程序:

#include  " dxstdafx.h "
#include 
" resource.h "

#pragma warning(disable : 
4127 )

ID3DXFont
*         g_font;
ID3DXSprite
*     g_text_sprite;
bool             g_show_help  =   true ;

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

// --------------------------------------------------------------------------------------
//  Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed,  void *  pUserContext )
{
    
//  Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
*  pD3D  =  DXUTGetD3DObject(); 

    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
//  If video card does not support hardware vertex processing, then uses sofaware vertex processing.
     if ((pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static   bool  is_first_time  =   true ;

    
if (is_first_time)
    {
        is_first_time 
=   false ;

        
//  if using reference device, then pop a warning message box.
         if (pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_MANAGED resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                 
void *  pUserContext )
{
    D3DXCreateFont(pd3dDevice, 
18 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
|  FF_DONTCARE, L " Arial " & g_font);

    
return  S_OK;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_DEFAULT resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    g_font
-> OnResetDevice();
    D3DXCreateSprite(pd3dDevice, 
& g_text_sprite);

    
//  setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f 0.0f - 5.0f );
    D3DXVECTOR3  at(
0.0f 0.0f ,   0.0f );
    D3DXVECTOR3  up(
0.0f 1.0f ,   0.0f );

    D3DXMatrixLookAtLH(
& mat_view,  & eye,  & at,  & up);
    pd3dDevice
-> SetTransform(D3DTS_VIEW,  & mat_view);

    
//  set projection matrix
    D3DXMATRIX mat_proj;
    
float  aspect  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH(
& mat_proj, D3DX_PI / 4 , aspect,  1.0f 100.0f );
    pd3dDevice
-> SetTransform(D3DTS_PROJECTION,  & mat_proj);

    
return  S_OK;
}

// --------------------------------------------------------------------------------------
//  Release resources created in the OnResetDevice callback here 
// --------------------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_font
-> OnLostDevice();
    release_com(g_text_sprite);
}


// --------------------------------------------------------------------------------------
//  Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    release_com(g_font);
}

// --------------------------------------------------------------------------------------
//  Handle updates to the scene
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
}

// --------------------------------------------------------------------------------------
//  Render the helper information
// --------------------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20 );
    
    text_helper.Begin();

    
//  show frame and device states
    text_helper.SetInsertionPos( 5 5 );
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
//  show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR( 1.0f 1.0f 1.0f 1.0f ) );
    text_helper.DrawTextLine(L
" Put whatever misc status here " );

    
//  show helper information
    
    
const  D3DSURFACE_DESC *  surface_desc  =  DXUTGetBackBufferSurfaceDesc();

    
if (g_show_help)
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   6 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Controls (F1 to hide): " );
        
        text_helper.SetInsertionPos(
40 , surface_desc -> Height  -   15   *   5 );
        text_helper.DrawTextLine(L
" Quir: ESC " );
    }
    
else
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   4 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 1.0f 1.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Press F1 for help " );
    }

    text_helper.End();
}

// --------------------------------------------------------------------------------------
//  Render the scene 
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;

    
//  Clear the render target and the zbuffer 
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 5 5 5 ),  1.0f 0 ) );

    
//  Render the scene
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {
        RenderText();
        V( pd3dDevice
-> EndScene() );
    }
}


// --------------------------------------------------------------------------------------
//  Handle messages to the application 
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
return   0 ;
}


// --------------------------------------------------------------------------------------
//  Handle keybaord event
// --------------------------------------------------------------------------------------
void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void *  user_context)
{
    
if (is_key_down)
    {
        
switch (charater)
        {
        
case  VK_F1:
            g_show_help 
=   ! g_show_help;
            
break ;
        }
    }
}


// --------------------------------------------------------------------------------------
//  Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
//  Enable run-time memory check for debug builds.
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
//  Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
//  TODO: Perform any application-level initialization here

    
//  Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit(  true true true  );  //  Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  //  Show the cursor and clip it when in full screen
    DXUTCreateWindow( L " AddText "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480 , IsDeviceAcceptable, ModifyDeviceSettings );

    
//  Start the render loop
    DXUTMainLoop();

    
//  TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}

 

 

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