Files
Client/Library/dxx8/samples/Multimedia/Direct3D/Text3D/text3d.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

379 lines
12 KiB
C++

//-----------------------------------------------------------------------------
// File: Text3D.cpp
//
// Desc: Example code showing how to do text in a Direct3D scene.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commdlg.h>
#include <math.h>
#include <tchar.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont;
CD3DFont* m_pStatsFont;
LPD3DXMESH m_pMesh3DText;
TCHAR m_strFont[100];
DWORD m_dwFontSize;
D3DXMATRIX m_matObj1;
D3DXMATRIX m_matObj2;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT CreateD3DXTextMesh();
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Text3D: Text in a 3D scene");
m_bUseDepthBuffer = TRUE;
m_pMesh3DText = NULL;
// Create fonts
lstrcpy( m_strFont, _T("Arial") );
m_dwFontSize = 18;
m_pFont = new CD3DFont( m_strFont, m_dwFontSize );
m_pStatsFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup five rotation matrices (for rotating text strings)
D3DXMatrixRotationAxis( &m_matObj1, &D3DXVECTOR3(1.0f,2.0f,0.0f), m_fTime/2.0f );
D3DXMatrixRotationAxis( &m_matObj2, &D3DXVECTOR3(2.0f,1.0f,0.0f), m_fTime/2.0f );
// Add some translational values to the matrices
m_matObj1._41 = 1.0f; m_matObj1._42 = 6.0f; m_matObj1._43 = 20.0f;
m_matObj2._41 = -4.0f; m_matObj2._42 = -1.0f; m_matObj2._43 = 0.0f;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
D3DMATERIAL8 mtrl;
// Clear the viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Draw CD3DFont in 2D (red)
m_pFont->DrawText( 60, 100, D3DCOLOR_ARGB(255,255,0,0), _T("CD3DFont::DrawText") );
// Draw CD3DFont in 3D (green)
D3DUtil_InitMaterial( mtrl, 0.0f, 1.0f, 0.0f );
m_pd3dDevice->SetMaterial( &mtrl );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObj1 );
m_pFont->Render3DText( _T("CD3DFont::Render3DText"), D3DFONT_CENTERED|D3DFONT_TWOSIDED|D3DFONT_FILTERED );
// Draw D3DXFont mesh in 3D (blue)
if( m_pMesh3DText != NULL )
{
D3DUtil_InitMaterial( mtrl, 0.0f, 0.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObj2 );
m_pMesh3DText->DrawSubset(0);
}
// Show frame rate
m_pStatsFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pStatsFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Restore the fonts
m_pFont->InitDeviceObjects( m_pd3dDevice );
m_pStatsFont->InitDeviceObjects( m_pd3dDevice );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// Restore the fonts
m_pFont->RestoreDeviceObjects();
m_pStatsFont->RestoreDeviceObjects();
// Restore the textures
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x80808080);
D3DLIGHT8 light;
D3DUtil_InitLight(light, D3DLIGHT_DIRECTIONAL, 10.0f, -10.0f, 10.0f);
m_pd3dDevice->SetLight(0, &light );
m_pd3dDevice->LightEnable(0, TRUE);
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
if( FAILED( CreateD3DXTextMesh() ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CreateD3DXTextMesh()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateD3DXTextMesh()
{
HRESULT hr;
HDC hdc = CreateCompatibleDC( NULL );
HFONT hFont;
HFONT hFontOld;
LOGFONT lf;
SAFE_RELEASE(m_pMesh3DText);
ZeroMemory(&lf, sizeof(lf));
lf.lfHeight = m_dwFontSize;
lf.lfStrikeOut = 1;
lstrcpy(lf.lfFaceName, m_strFont);
hFont = CreateFontIndirect(&lf);
hFontOld = (HFONT)SelectObject(hdc, hFont);
if( FAILED( hr = D3DXCreateText(m_pd3dDevice, hdc, _T("D3DXCreateText"),
0.001f, 0.4f, &m_pMesh3DText, NULL, NULL) ) )
{
SelectObject(hdc, hFontOld);
return hr;
}
SelectObject(hdc, hFontOld);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pStatsFont->InvalidateDeviceObjects();
SAFE_RELEASE( m_pMesh3DText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pStatsFont->DeleteDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pStatsFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
if( WM_COMMAND == uMsg )
{
switch( LOWORD(wParam) )
{
case IDM_FONT:
{
HDC hdc;
LONG lHeight;
hdc = GetDC( hWnd );
lHeight = -MulDiv( m_dwFontSize, GetDeviceCaps(hdc, LOGPIXELSY), 72 );
ReleaseDC( hWnd, hdc );
hdc = NULL;
LOGFONT lf;
lstrcpy( lf.lfFaceName, m_strFont );
lf.lfHeight = lHeight;
CHOOSEFONT cf;
ZeroMemory( &cf, sizeof(cf) );
cf.lStructSize = sizeof(cf);
cf.hwndOwner = m_hWnd;
cf.lpLogFont = &lf;
cf.Flags = CF_SCREENFONTS | CF_INITTOLOGFONTSTRUCT;
if( ChooseFont( &cf ) )
{
SAFE_DELETE( m_pFont );
lstrcpy( m_strFont, lf.lfFaceName );
m_dwFontSize = cf.iPointSize / 10;
m_pFont = new CD3DFont( m_strFont, m_dwFontSize );
m_pFont->InitDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
CreateD3DXTextMesh();
}
break;
}
}
}
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}