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321 lines
15 KiB
321 lines
15 KiB
/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (C) Microsoft Corporation. All Rights Reserved. |
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// |
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// File: d3dxsprite.h |
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// Content: D3DX sprite helper functions |
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// |
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// These functions allow you to use sprites with D3DX. A "sprite" is |
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// loosely defined as a 2D image that you want to transfer to the |
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// rendering target. The source image can be a texture created |
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// with the help of the D3DX texture loader; though advanced users may |
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// want to create their own. A helper function (PrepareDeviceForSprite) |
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// is provided to make it easy to set up render states on a device. |
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// (Again, advanced users can use their own created devices.) |
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// |
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// There are two general techniques for sprites; the simpler one just |
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// specifies a destination rectangle and a rotation anlge. A more |
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// powerful technique supports rendering to non-rectangular quads. |
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// |
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// Both techniques support clipping, alpha, and rotation. More |
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// details are below. |
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// |
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/////////////////////////////////////////////////////////////////////////// |
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#ifndef __D3DXSPRITE_H__ |
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#define __D3DXSPRITE_H__ |
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#include <d3d.h> |
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#include <limits.h> |
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#include "d3dxerr.h" |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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//------------------------------------------------------------------------- |
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// D3DXPrepareDeviceForSprite: |
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// |
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// Call this function to set up all the render states necessary for |
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// BltSprite/WarpSprite to work correctly. (Advanced users may opt to |
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// not call this function first; in which case Blt/WarpSprite functions |
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// will use whatever render/texture states were set up on the device when |
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// they are called.) |
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// |
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// Warning: This function modifies render states and may impact performance |
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// negatively on some 3D hardware if it is called too often per frame. |
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// |
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// Warning: If the render state changes (other than through calls to |
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// BltSprite or WarpSprite), you will need to call this function again before |
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// calling BltSprite or WarpSprite. |
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// |
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// Details: This function modifies the the rendering first texture stage and |
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// it modifies some renderstates for the entire device. Here is the exact |
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// list: |
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// |
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// SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
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// SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
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// SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
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// SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); |
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// SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); |
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// SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR); |
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// SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR); |
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// |
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// SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); |
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// SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); |
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// SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE); |
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// |
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// Depending on the value of ZEnable parameter, this function will |
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// will either call |
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// SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE); |
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// - or - |
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// SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE); |
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// |
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// Parameters: |
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// pd3dDevice - a pointer to the d3d device that you wish to prepare |
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// for use with D3DX Sprite Services |
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// ZEnable - a flag indicating whether you want the sprites to |
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// check and update the Z buffer as part of rendering. |
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// If ZEnable is FALSE, OR you are using |
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// alpha-blending, then it is necessary to render your |
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// sprites from back-to-front. |
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// |
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//------------------------------------------------------------------------- |
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#ifdef __cplusplus |
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HRESULT WINAPI |
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D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice, |
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BOOL ZEnable = FALSE); |
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#else |
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HRESULT WINAPI |
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D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice, |
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BOOL ZEnable); |
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#endif |
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//------------------------------------------------------------------------- |
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// The D3DXDrawBasicSprite() function performs blitting of source images onto |
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// a 3D rendering device. This function only calls SetTexture on the first |
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// renderstage with the parameter (pd3dTexture) if that parameter is non-null. |
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// This function assumes that D3DXPrepareDeviceForSprite has been called on |
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// the device or that caller has in some other way correctly prepared the |
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// renderstates. |
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// |
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// This function supports scaling, rotations, alpha-blending, and choosing |
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// a source sub-rect. |
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// |
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// Rotation angle is specified in radians. Both rotations and scales |
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// are applied around the center of the sprite; where the center of the |
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// sprite is half the width/height of the sprite, plus the offset parameter. |
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// |
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// Use the offset parameter if you want the sprite's center to be something |
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// other than the image center. |
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// |
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// The destination point indicates where you would like the center of |
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// the sprite to draw to. |
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// |
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// Parameters: |
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// pd3dTexture - a pointer to the surface containing the texture |
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// pd3dDevice - a pointer to the d3d device to render to. It is |
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// assumed that render states are set up. (See |
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// D3DXPrepareDeviceForSprite) |
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// ppointDest - a pointer to the target point for the sprite. The |
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// components of the vector must be in screen |
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// space. |
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// alpha - alpha value to apply to sprite. 1.0 means totally |
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// opaque; and 0.0 means totally transparent. |
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// WARNING: If you are using alpha, then you should render |
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// from back to front in order to avoid rendering |
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// artifacts. |
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// angleRad - angle of rotation around the 'center' of the rect |
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// scale - a uniform scale that is applied to the source rect |
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// to specify the size of the image that is rendered |
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// pOffset - offset from the center of the source rect to use as the |
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// center of rotation |
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// pSourceRect - a rect that indicates what portion of the source |
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// source texture to use. If NULL is passed, then the |
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// entire source is used. If the source texture was |
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// created via D3DX, then the rect should be specified |
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// in the coordinates of the original image (so that you |
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// don't have to worry about stretching/scaling that D3DX |
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// may have done to make the image work with your current |
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// 3D Device.) Note that horizontal or vertical mirroring |
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// may be simply accomplished by swapping the left/right |
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// or top/bottom fields of this RECT. |
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//------------------------------------------------------------------------- |
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#ifdef __cplusplus |
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HRESULT WINAPI |
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D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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const D3DXVECTOR3 *ppointDest, |
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float alpha = 1.0f, |
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float scale = 1.0f, |
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float angleRad = 0.0f, |
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const D3DXVECTOR2 *pOffset = NULL, |
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const RECT *pSourceRect = NULL); |
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#else |
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HRESULT WINAPI |
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D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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D3DXVECTOR3 *ppointDest, |
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float alpha, |
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float scale, |
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float angleRad, |
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D3DXVECTOR2 *pOffset, |
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RECT *pSourceRect); |
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#endif |
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//------------------------------------------------------------------------- |
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// The D3DXDrawSprite() function transforms source images onto a 3D |
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// rendering device. It takes a general 4x4 matrix which is use to transform |
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// the points of a default rect: (left=-.5, top=-.5, right=+.5, bottom=+.5). |
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// (This default rect was chosen so that it was centered around the origin |
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// to ease setting up rotations. And it was chosen to have a width/height of one |
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// to ease setting up scales.) |
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// |
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// This function only calls SetTexture on the first |
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// renderstage with the parameter (pd3dTexture) if that parameter is non-null. |
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// This function assumes that D3DXPrepareDeviceForSprite has been called on |
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// the device or that caller has in some other way correctly prepared the |
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// renderstates. |
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// |
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// This function supports alpha-blending, and choosing |
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// a source sub-rect. (A value of NULL for source sub-rect means the entire |
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// texture is used.) |
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// |
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// Note that if the transformed points have a value for w (the homogenous |
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// coordinate) that is not 1, then this function will invert it and pass |
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// that value to D3D as the rhw field of a TLVERTEX. If the value for w is |
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// zero, then it use 1 as the rhw. |
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// |
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// Parameters: |
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// pd3dTexture - a pointer to the surface containing the texture |
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// pd3dDevice - a pointer to the d3d device to render to. It is |
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// assumed that render states are set up. (See |
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// D3DXPrepareDeviceForSprite) |
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// pMatrixTransform - 4x4 matrix that specifies the transformation |
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// that will be applied to the default -.5 to +.5 |
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// rectangle. |
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// alpha - alpha value to apply to sprite. 1.0 means totally |
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// opaque; and 0.0 means totally transparent. |
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// WARNING: If you are using alpha, then you should render |
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// from back to front in order to avoid rendering |
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// artifacts.Furthermore, you should avoid scenarios where |
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// semi-transparent objects intersect. |
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// pSourceRect - a rect that indicates what portion of the source |
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// source texture to use. If NULL is passed, then the |
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// entire source is used. If the source texture was |
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// created via D3DX, then the rect should be specified |
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// in the coordinates of the original image (so that you |
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// don't have to worry about stretching/scaling that D3DX |
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// may have done to make the image work with your current |
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// 3D Device.) Note that mirroring may be simply accomplished |
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// by swapping the left/right or top/bottom fields of |
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// this RECT. |
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// |
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//------------------------------------------------------------------------- |
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#ifdef __cplusplus |
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HRESULT WINAPI |
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D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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const D3DXMATRIX *pMatrixTransform, |
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float alpha = 1.0f, |
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const RECT *pSourceRect = NULL); |
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#else |
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HRESULT WINAPI |
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D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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D3DXMATRIX *pMatrixTransform, |
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float alpha, |
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RECT *pSourceRect); |
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#endif |
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//------------------------------------------------------------------------- |
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// The D3DXBuildSpriteTransform() function is a helper provided which |
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// creates a matrix corresponding to simple properties. This matrix is |
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// set up to pass directly to D3DXTransformSprite. |
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// |
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// Parameters: |
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// pMatrix - a pointer to the result matrix |
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// prectDest - a pointer to the target rectangle for the sprite |
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// angleRad - angle of rotation around the 'center' of the rect |
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// pOffset - offset from the center of the source rect to use as the |
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// center of rotation |
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// |
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//------------------------------------------------------------------------- |
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#ifdef __cplusplus |
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void WINAPI |
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D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix, |
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const RECT *prectDest, |
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float angleRad = 0.0f, |
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const D3DXVECTOR2 *pOffset = NULL); |
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#else |
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void WINAPI |
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D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix, |
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RECT *prectDest, |
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float angleRad, |
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D3DXVECTOR2 *pOffset); |
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#endif |
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//------------------------------------------------------------------------- |
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// The D3DXDrawSprite3D() function renders a texture onto a 3D quad. The |
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// quad ABCD is broken into two triangles ABC and ACD which are rendered |
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// via DrawPrim. |
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// |
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// Parameters: |
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// pd3dTexture - a pointer to the surface containing the texture |
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// pd3dDevice - a pointer to the d3d device to render to. It is |
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// assumed that render states are set up. (See |
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// D3DXPrepareDeviceForSprite) |
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// quad - array of 4 points in the following order: |
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// upper-left, upper-right, lower-right, lower-left. |
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// If these vectors contain a W, then this function |
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// will take the reciprocal of that value to pass as |
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// as the rhw (i.e. reciprocal homogenous w). |
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// alpha - alpha value to apply to sprite. 1.0 means totally |
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// opaque; and 0.0 means totally transparent. |
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// WARNING: If you are using alpha, then you should render |
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// from back to front in order to avoid rendering |
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// artifacts.Furthermore, you should avoid scenarios where |
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// semi-transparent objects intersect. |
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// pSourceRect - a rect that indicates what portion of the source |
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// source texture to use. If NULL is passed, then the |
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// entire source is used. If the source texture was |
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// created via D3DX, then the rect should be specified |
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// in the coordinates of the original image (so that you |
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// don't have to worry about stretching/scaling that D3DX |
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// may have done to make the image work with your current |
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// 3D Device.) Note that mirroring may be simply accomplished |
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// by swapping the left/right or top/bottom fields of |
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// this RECT. |
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//------------------------------------------------------------------------- |
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#ifdef __cplusplus |
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HRESULT WINAPI |
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D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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const D3DXVECTOR4 quad[4], |
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float alpha = 1.0f, |
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const RECT *pSourceRect = NULL); |
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#else |
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HRESULT WINAPI |
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D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture, |
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LPDIRECT3DDEVICE7 pd3dDevice, |
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D3DXVECTOR4 quad[4], |
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float alpha, |
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RECT *pSourceRect); |
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#endif |
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#ifdef __cplusplus |
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} // extern "C" |
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#endif |
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#endif // __D3DXSPRITE_H__
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