DirectX 基础学习系列6 字体

时间:2021-09-13 17:21:49

DIRECTX9自带ID3DXFONT类

内部调用GDI的接口,效率一般,但能够处理一些复杂的字体

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

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;
2绘制
INT ID3DXFont::DrawText(LPD3DXSPRITE pSprite,  LPCTSTR pString,  INT Count,  
LPRECT pRect,  DWORD Format,
D3DCOLOR Color);

实例:

D3DXFONT_DESC lf;
ZeroMemory(&lf, sizeof(D3DXFONT_DESC)); lf.Height = 25; // in logical units
lf.Width = 12; // in logical units
lf.Weight = 500; // boldness, range 0(light) - 1000(bold)
lf.Italic = false;
lf.CharSet = DEFAULT_CHARSET;
lf.Quality = 0;
lf.PitchAndFamily = 0;
strcpy(lf.FaceName, "Times New Roman"); // font style //
// Create an ID3DXFont based on 'lf'.
// if(FAILED(D3DXCreateFontIndirect(Device, &lf, &Font)))
{
::MessageBox(0, "D3DXCreateFontIndirect() - FAILED", 0, 0);
::PostQuitMessage(0);
}
Device->BeginScene(); RECT rect = {0, 0, Width, Height};
Font->DrawText(
0,
FPSString,
-1, // size of string or -1 indicates null terminating string
&rect, // rectangle text is to be formatted to in windows coords
DT_TOP | DT_LEFT, // draw in the top left corner of the viewport
0xff000000); // black text Device->EndScene();

2采用DIRECT3D绘制方式:

可以采用D3D绘图的方式实现更多的效果