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精通DirectX 3D 字体与文本显示

2008-11-06 14:27 603 查看
《精通DirectX 3D》第十章 字体与文本显示 02_Font_3D
游戏的人物创建界面的故事背景考虑用这个来实现下,呵呵;其实如果美术用个啥工具生成3d文字再渲染成一张图片就行了。要牛B还得程序来处理,程序一积极,效果很惊人!加上燃烧特效啥的,吼吼!



//=============================================================================
// Desc: 三维文本显示
//=============================================================================

#include <d3dx9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPD3DXMESH pTextMesh = NULL; //三维字体网格模型

//-----------------------------------------------------------------------------
// Desc: 设置世界矩阵
//-----------------------------------------------------------------------------
VOID SetWorldMatrix()
{
//创建并设置世界矩阵
D3DXMATRIX matWorld;
D3DXMATRIX matTrans;
D3DXMatrixTranslation(&matWorld,-1.75f,0.0f,0.0f); //平移
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}

//-----------------------------------------------------------------------------
// Desc: 设置观察矩阵和投影矩阵
//-----------------------------------------------------------------------------
VOID SetupViewandProjMatrices()
{
//建立并设置观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-8.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

//建立并设置投影矩阵
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}

//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetLight()
{
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl ); // 重剑注:字体用的material,改上面的颜色看效果撒

//设置灯光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
vecDir = D3DXVECTOR3(1, 1, 1);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );

//设置环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff505050);
}

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

//创建设备描述表
HDC hdc = CreateCompatibleDC( NULL );
if( hdc == NULL )
return E_OUTOFMEMORY;

//创建字体
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");

//将字体选进设备描述表
SelectObject(hdc, hFont);

//创建三维文本网格模型
if( FAILED( D3DXCreateText( g_pd3dDevice, hdc, L"黄金搭档", 0.001f, 0.4f, &pTextMesh, NULL, NULL)))
{
return E_FAIL;
}

//释放字体和设备描述表
DeleteObject( hFont );
DeleteDC( hdc );

//设置剔出模式,为不剔出任何面(正面和方面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

//关闭光照处理, 默认情况下使用光照处理
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );

//设置观察和投影矩阵
SetupViewandProjMatrices();

//设置材质和灯光
SetLight();

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放三维字体网格模型
if( pTextMesh != NULL)
pTextMesh->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//设置世界矩阵
SetWorldMatrix();

//在后台缓冲区绘制图形
pTextMesh->DrawSubset(0);

//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
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: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC , MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"三维字体",
WS_OVERLAPPEDWINDOW, 200, 100, 600,500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染图形
}
}
}

UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
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