游戲的人物創建界面的故事背景考慮用這個來實現下,呵呵;其實如果美術用個啥工具生成3d文字再渲染成一張圖片就行了。要牛B還得程序來處理,程序一積極,效果很驚人!加上燃燒特效啥的,吼吼!
//=============================================================================
// Desc: 三維文本顯示
//=============================================================================
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Desc: 全局變量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D對象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D設備對象
LPD3DXMESH pTextMesh = NULL; //三維字體網格模型
//-----------------------------------------------------------------------------
// Desc: 設置世界矩陣
//-----------------------------------------------------------------------------
VOID SetWorldMatrix()
{
//創建并設置世界矩陣
D3DXMATRIX matWorld;
D3DXMATRIX matTrans;
D3DXMatrixTranslation(&matWorld,-1.75f,0.0f,0.0f); //平移
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
//-----------------------------------------------------------------------------
// Desc: 設置觀察矩陣和投影矩陣
//-----------------------------------------------------------------------------
VOID SetupViewandProjMatrices()
{
//建立并設置觀察矩陣
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 );
//建立并設置投影矩陣
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 設置材質和燈光
//-----------------------------------------------------------------------------
VOID SetLight()
{
//設置材質
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 ); // 重劍注:字體用的material,改上面的顏色看效果撒
//設置燈光
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 );
//設置環境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff505050);
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//創建Direct3D對象, 該對象用于創建Direct3D設備對象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//設置D3DPRESENT_PARAMETERS結構, 準備創建Direct3D設備對象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//創建Direct3D設備對象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//創建設備描述表
HDC hdc = CreateCompatibleDC( NULL );
if( hdc == NULL )
return E_OUTOFMEMORY;
//創建字體
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");
//將字體選進設備描述表
SelectObject(hdc, hFont);
//創建三維文本網格模型
if( FAILED( D3DXCreateText( g_pd3dDevice, hdc, L"黃金搭檔", 0.001f, 0.4f, &pTextMesh, NULL, NULL)))
{
return E_FAIL;
}
//釋放字體和設備描述表
DeleteObject( hFont );
DeleteDC( hdc );
//設置剔出模式,為不剔出任何面(正面和方面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//關閉光照處理, 默認情況下使用光照處理
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );
//設置觀察和投影矩陣
SetupViewandProjMatrices();
//設置材質和燈光
SetLight();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 釋放創建對象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//釋放三維字體網格模型
if( pTextMesh != NULL)
pTextMesh->Release();
//釋放Direct3D設備對象
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
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
//開始在后臺緩沖區繪制圖形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//設置世界矩陣
SetWorldMatrix();
//在后臺緩沖區繪制圖形
pTextMesh->DrawSubset(0);
//結束在后臺緩沖區繪制圖形
g_pd3dDevice->EndScene();
}
//將在后臺緩沖區繪制的圖形提交到前臺緩沖區顯示
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
//-----------------------------------------------------------------------------
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 );
//創建窗口
HWND hWnd = CreateWindow( L"ClassName", L"三維字體",
WS_OVERLAPPEDWINDOW, 200, 100, 600,500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//顯示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//進入消息循環
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(); //渲染圖形
}
}
}
UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-27 22:42
七星重劍 閱讀(917)
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