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 ;
}
// 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 ;
}