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topsy_sweden

Playing around with ID3DXFONT...

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Hi! I'm trying to learn ID3DXFONT, but i cant get the following code to work. It compiles perfect but when i run it, the fps counter just show 0.00. I think the problem is in Render(). Could someone please help me? The code:
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
//       we are doing is creating a Direct3D device and using it to clear the
//       window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")

#include <d3d9.h>
#include <d3dx9core.h>
#include <stdio.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPD3DXFONT              m_pFont      = NULL;
long                    lastframe;
long                    currentframe;




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object, which is needed to create the D3DDevice.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Most parameters are
    // zeroed out. We set Windowed to TRUE, since we want to do D3D in a
    // window, and then set the SwapEffect to "discard", which is the most
    // efficient method of presenting the back buffer to the display.  And 
    // we request a back buffer format that matches the current desktop display 
    // format.
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

    // Create the Direct3D device. Here we are using the default adapter (most
    // systems only have one, unless they have multiple graphics hardware cards
    // installed) and requesting the HAL (which is saying we want the hardware
    // device rather than a software one). Software vertex processing is 
    // specified since we know it will work on all cards. On cards that support 
    // hardware vertex processing, though, we would see a big performance gain 
    // by specifying hardware vertex processing.
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Device state would normally be set here
	D3DXCreateFont( g_pd3dDevice,          // D3D device
                         25,               // Height
                         0,                     // Width
                         FW_BOLD,               // Weight
                         0,                     // MipLevels, 0 = autogen mipmaps
                         FALSE,                 // Italic
                         DEFAULT_CHARSET,       // CharSet
                         OUT_DEFAULT_PRECIS,    // OutputPrecision
                         DEFAULT_QUALITY,       // Quality
                         DEFAULT_PITCH | FF_DONTCARE, // PitchAndFamily
                         "Arial",               // pFaceName
                         &m_pFont);              // ppFont

    m_pFont->OnResetDevice();

	lastframe = currentframe = timeGetTime();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pd3dDevice != NULL) 
        g_pd3dDevice->Release();

    if( g_pD3D != NULL)
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    currentframe = timeGetTime();
    long FPS = 1000/(currentframe-lastframe);

	RECT rc;
    if( NULL == g_pd3dDevice )
        return;

    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

	char buffer[20];
    sprintf(buffer,"FPS:%.2f",FPS);
	
    
    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
		SetRect( &rc, 10, 10, 0, 0 );        
        m_pFont->DrawText( NULL, buffer, -1, &rc, DT_NOCLIP, D3DXCOLOR( 1.0f, 0.0f, 0.0f, 1.0f ));
        // Rendering of scene objects can happen here
    
        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );

	lastframe = currentframe;
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;

        case WM_PAINT:
            Render();
            ValidateRect( hWnd, NULL );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", 
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Show the window
        ShowWindow( hWnd, SW_SHOWDEFAULT );
        UpdateWindow( hWnd );

        // Enter the message loop
        MSG msg; 
        while( GetMessage( &msg, NULL, 0, 0 ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}
[/CODE]

[edited by - topsy_sweden on October 6, 2003 1:02:35 PM]   

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quote:
Original post by JoeyBlow2
Nah, its not buffer. The FPS variable is setup as a long, you need to define it as a float. Otherwise the sprintf won''t be able to do its thing since it has the %f.


Yup, and of course 1000/(currentframe-lastframe) will be equal to 0 in integer math.


Stay Casual,

Ken
Drunken Hyena

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