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            天行健 君子當(dāng)自強(qiáng)而不息

            D3D中的字體繪制示例

            技巧如下:

            字體的繪制需要使用ID3DXFont對(duì)象和 D3DXCreateFontIndirect函數(shù)。

            DirectX SDK文檔對(duì)ID3DXFont做了簡要的說明:

            The ID3DXFont interface encapsulates the textures and resources needed to render a specific font on a specific device.

            The ID3DXFont interface is obtained by calling D3DXCreateFont or D3DXCreateFontIndirect.

            我們來看看SDK文檔提供的關(guān)于 D3DXCreateFontIndirect的使用說明:

            Creates a font object indirectly for both a device and a font.

            HRESULT D3DXCreateFontIndirect(
            LPDIRECT3DDEVICE9 pDevice,
            CONST D3DXFONT_DESC * pDesc,
            LPD3DXFONT * ppFont
            );

            Parameters

            pDevice
            [in] Pointer to an IDirect3DDevice9 interface, the device to be associated with the font object.
            pDesc
            [in] Pointer to a D3DXFONT_DESC structure, describing the attributes of the font object to create. If the compiler settings require Unicode, the data type D3DXFONT_DESC resolves to D3DXFONT_DESCW; otherwise, the data type resolves to D3DXFONT_DESCA. See Remarks.
            ppFont
            [out] Returns a pointer to an ID3DXFont interface, representing the created font object.

            Return Values

            If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

            Remarks

            The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXCreateFontIndirectW. Otherwise, the function call resolves to D3DXCreateFontIndirectA because ANSI strings are being used.

            該函數(shù)的第二個(gè)參數(shù)使用了一個(gè)結(jié)構(gòu)體D3DXFONT_DESC,來看看它的具體定義:

            Defines the attributes of a font.

            typedef struct D3DXFONT_DESC {
            INT Height;
            UINT Width;
            UINT Weight;
            UINT MipLevels;
            BOOL Italic;
            BYTE CharSet;
            BYTE OutputPrecision;
            BYTE Quality;
            BYTE PitchAndFamily;
            TCHAR FaceName[LF_FACESIZE];
            } D3DXFONT_DESC, *LPD3DXFONT_DESC;

            Members

            Height
            Height, in logical units, of the font's character cell or character.
            Width
            Width, in logical units, of characters in the font.
            Weight
            Weight of the font in the range from 0 through 1000.
            MipLevels
            Number of mip levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created. If the value is 1, the texture space is mapped identically to the screen space.
            Italic
            Set to TRUE for an Italic font.
            CharSet
            Character set.
            OutputPrecision
            Output precision. The output precision defines how closely the output must match the requested font height, width, character orientation, escapement, pitch, and font type.
            Quality
            Output quality.
            PitchAndFamily
            Pitch and family of the font.
            FaceName
            A null-terminated string or characters that specifies the typeface name of the font. The length of the string must not exceed 32 characters, including the terminating null character. If FaceName is an empty string, the first font that matches the other specified attributes will be used. If the compiler settings require Unicode, the data type TCHAR resolves to WCHAR; otherwise, the data type resolves to CHAR. See Remarks.

            Remarks

            The compiler setting also determines the structure type. If Unicode is defined, the D3DXFONT_DESC structure type resolves to a D3DXFONT_DESCW; otherwise the structure type resolves to a D3DXFONT_DESCA.

            Possible values of the above members are given in the GDI LOGFONT structure.

            當(dāng)然,在設(shè)置的時(shí)候我們不需要設(shè)置所有的屬性,只要設(shè)置其中的幾個(gè)主要屬性就可以了。

            我們可以這樣設(shè)置字體的屬性并創(chuàng)建字體:

               D3DXFONT_DESC           font_desc;

               // create the font
                ZeroMemory(&font_desc, sizeof(font_desc));
                
                
            // set font descripter
                strcpy(font_desc.FaceName, "Arial");
                font_desc.Height = 32;

                
            // Creates a font object indirectly for both a device and a font
                D3DXCreateFontIndirect(g_d3d_device, &font_desc, &g_font);

            通過ID3DXFont::DrawText方法我們可以繪制字體了,來看看它的具體使用信息:

            Draws formatted text. This method supports ANSI and Unicode strings.

            INT DrawText(
            LPD3DXSPRITE pSprite,
            LPCTSTR pString,
            INT Count,
            LPRECT pRect,
            DWORD Format,
            D3DCOLOR Color
            );

            Parameters

            pSprite
            [in] Pointer to an ID3DXSprite object that contains the string. Can be NULL, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if ID3DXFont::DrawText is to be called more than once in a row.
            pString
            [in] Pointer to a string to draw.If the Count parameter is -1, the string must be null-terminated.
            Count
            [in] Specifies the number of characters in the string. If Count is -1, then the pString parameter is assumed to be a pointer to a null-terminated string and ID3DXFont::DrawText computes the character count automatically.
            pRect
            [in] Pointer to a RECT structure that contains the rectangle, in logical coordinates, in which the text is to be formatted. As with any RECT object, the coordinate value of the rectangle's right side must be greater than that of its left side. Likewise, the coordinate value of the bottom must be greater than that of the top.
            Format
            [in] Specifies the method of formatting the text. It can be any combination of the following values:
            DT_BOTTOM
            Justifies the text to the bottom of the rectangle. This value must be combined with DT_SINGLELINE.
            DT_CALCRECT
            Determines the width and height of the rectangle. If there are multiple lines of text, ID3DXFont::DrawText uses the width of the rectangle pointed to by the pRect parameter and extends the base of the rectangle to bound the last line of text. If there is only one line of text, ID3DXFont::DrawText modifies the right side of the rectangle so that it bounds the last character in the line. In either case, ID3DXFont::DrawText returns the height of the formatted text but does not draw the text.
            DT_CENTER
            Centers text horizontally in the rectangle.
            DT_EXPANDTABS
            Expands tab characters. The default number of characters per tab is eight.
            DT_LEFT
            Aligns text to the left.
            DT_NOCLIP
            Draws without clipping. ID3DXFont::DrawText is somewhat faster when DT_NOCLIP is used.
            DT_RIGHT
            Aligns text to the right.
            DT_RTLREADING
            Displays text in right-to-left reading order for bidirectional text when a Hebrew or Arabic font is selected. The default reading order for all text is left-to-right.
            DT_SINGLELINE
            Displays text on a single line only. Carriage returns and line feeds do not break the line.
            DT_TOP
            Top-justifies text.
            DT_VCENTER
            Centers text vertically (single line only).
            DT_WORDBREAK
            Breaks words. Lines are automatically broken between words if a word would extend past the edge of the rectangle specified by the pRect parameter. A carriage return/line feed sequence also breaks the line.
            Color
            [in] Color of the text. For more information, see D3DCOLOR.

            Return Values

            If the function succeeds, the return value is the height of the text in logical units. If DT_VCENTER or DT_BOTTOM is specified, the return value is the offset from pRect (top to the bottom) of the drawn text. If the function fails, the return value is zero.

            Remarks

            The parameters of this method are very similar to those of the GDI DrawText function.

            This method supports both ANSI and Unicode strings.

            This method must be called inside a IDirect3DDevice9::BeginScene ... IDirect3DDevice9::EndScene block. The only exception is when an application calls ID3DXFont::DrawText with DT_CALCRECT to calculate the size of a given block of text.

            Unless the DT_NOCLIP format is used, this method clips the text so that it does not appear outside the specified rectangle. All formatting is assumed to have multiple lines unless the DT_SINGLELINE format is specified.

            If the selected font is too large for the rectangle, this method does not attempt to substitute a smaller font.

            This method supports only fonts whose escapement and orientation are both zero.


            我們可以這樣使用該函數(shù):

                RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };

                // Begin scene
                if(SUCCEEDED(g_d3d_device->BeginScene()))
                {
                    
            // draw some text
                    g_font->DrawTextA(NULL, "Programming is fun!", -1, &rect, DT_CENTER | DT_VCENTER, 0xFFFFFFFF);

                    
            // end the scene
                    g_d3d_device->EndScene();
                }

            完整源碼如下:

             
            /***************************************************************************************
            PURPOSE:
                Font Demo

            Required libraries:
              D3D9.LIB and D3DX9.LIB
             ***************************************************************************************/


            #include <windows.h>
            #include <stdio.h>
            #include "d3d9.h"
            #include "d3dx9.h"

            #pragma comment(lib, "d3d9.lib")
            #pragma comment(lib, "d3dx9.lib")

            #pragma warning(disable : 4996)

            #define WINDOW_WIDTH    400
            #define WINDOW_HEIGHT   400

            #define Safe_Release(p) if((p)) (p)->Release();

            // window handles, class and caption text.
            HWND g_hwnd;
            HINSTANCE g_inst;
            static char g_class_name[] = "FontClass";
            static char g_caption[]    = "Font Demo";

            // the Direct3D and device object
            IDirect3D9* g_d3d = NULL;
            IDirect3DDevice9* g_d3d_device = NULL;

            // the font object
            ID3DXFont* g_font = NULL;

            //--------------------------------------------------------------------------------
            // Window procedure.
            //--------------------------------------------------------------------------------
            long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                
            switch(msg)
                {
                
            case WM_DESTROY:
                    PostQuitMessage(0);
                    
            return 0;
                }

                
            return (long) DefWindowProc(hwnd, msg, wParam, lParam);
            }

            //--------------------------------------------------------------------------------
            // Initialize d3d, d3d device, vertex buffer, texutre. 
            //--------------------------------------------------------------------------------
            BOOL Do_Init()
            {
                D3DPRESENT_PARAMETERS   present_param;
                D3DDISPLAYMODE          display_mode;
                D3DXFONT_DESC           font_desc;

                
            // do a windowed mode initialization of Direct3D
                if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
                    
            return FALSE;

                
            // retrieves the current display mode of the adapter
                if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
                    
            return FALSE;

                ZeroMemory(&present_param, 
            sizeof(present_param));

                
            // initialize d3d presentation parameter
                present_param.Windowed          = TRUE;
                present_param.SwapEffect        = D3DSWAPEFFECT_DISCARD;
                present_param.BackBufferFormat  = display_mode.Format;    

                
            // creates a device to represent the display adapter
                if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                              D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_param, &g_d3d_device)))
                    
            return FALSE;     

                
            // create the font
                ZeroMemory(&font_desc, sizeof(font_desc));
                
                
            // set font descripter
                strcpy(font_desc.FaceName, "Arial");
                font_desc.Height = 32;

                
            // Creates a font object indirectly for both a device and a font
                D3DXCreateFontIndirect(g_d3d_device, &font_desc, &g_font);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Release all d3d resource.
            //--------------------------------------------------------------------------------
            BOOL Do_Shutdown()
            {
                Safe_Release(g_font);
                Safe_Release(g_d3d_device);
                Safe_Release(g_d3d);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Render a frame.
            //--------------------------------------------------------------------------------
            BOOL Do_Frame()
            {
                RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };

                
            // clear device back buffer
                g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 64, 128, 255), 1.0f, 0);

                
            // Begin scene
                if(SUCCEEDED(g_d3d_device->BeginScene()))
                {
                    
            // draw some text
                    g_font->DrawTextA(NULL, "Programming is fun!", -1, &rect, DT_CENTER | DT_VCENTER, 0xFFFFFFFF);

                    
            // end the scene
                    g_d3d_device->EndScene();
                }

                
            // present the contents of the next buffer in the sequence of back buffers owned by the device
                g_d3d_device->Present(NULL, NULL, NULL, NULL);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Main function, routine entry.
            //--------------------------------------------------------------------------------
            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
            {
                WNDCLASSEX  win_class;
                MSG         msg;

                g_inst = inst;

                
            // create window class and register it
                win_class.cbSize        = sizeof(win_class);
                win_class.style         = CS_CLASSDC;
                win_class.lpfnWndProc   = Window_Proc;
                win_class.cbClsExtra    = 0;
                win_class.cbWndExtra    = 0;
                win_class.hInstance     = inst;
                win_class.hIcon         = LoadIcon(NULL, IDI_APPLICATION);
                win_class.hCursor       = LoadCursor(NULL, IDC_ARROW);
                win_class.hbrBackground = NULL;
                win_class.lpszMenuName  = NULL;
                win_class.lpszClassName = g_class_name;
                win_class.hIconSm       = LoadIcon(NULL, IDI_APPLICATION);

                
            if(! RegisterClassEx(&win_class))
                    
            return FALSE;

                
            // create the main window
                g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0, 0,
                                      WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

                
            if(g_hwnd == NULL)
                    
            return FALSE;

                ShowWindow(g_hwnd, SW_NORMAL);
                UpdateWindow(g_hwnd);

                
            // initialize game
                if(Do_Init() == FALSE)
                    
            return FALSE;

                
            // start message pump, waiting for signal to quit.
                ZeroMemory(&msg, sizeof(MSG));

                
            while(msg.message != WM_QUIT)
                {
                    
            if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
                    {
                        TranslateMessage(&msg);
                        DispatchMessage(&msg);
                    }
                    
                    
            // draw a frame
                    if(Do_Frame() == FALSE)
                        
            break;
                }

                
            // run shutdown function
                Do_Shutdown();

                UnregisterClass(g_class_name, inst);
                
                
            return (int) msg.wParam;
            }
             

            效果圖如下:



            posted on 2007-07-03 19:33 lovedday 閱讀(3398) 評(píng)論(1)  編輯 收藏 引用 所屬分類: ■ DirectX 9 Program

            評(píng)論

            # re: D3D中的字體繪制示例 2007-08-20 15:01 RISE

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