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skeleton updated, windows specific stuff added
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dxsdk/Include/d3dxsprite.h
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321
dxsdk/Include/d3dxsprite.h
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///////////////////////////////////////////////////////////////////////////
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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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