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1 ///////////////////////////////////////////////////////////////////////////
2 //
3 // Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
4 //
5 // File: d3dxsprite.h
6 // Content: D3DX sprite helper functions
7 //
8 // These functions allow you to use sprites with D3DX. A "sprite" is
9 // loosely defined as a 2D image that you want to transfer to the
10 // rendering target. The source image can be a texture created
11 // with the help of the D3DX texture loader; though advanced users may
12 // want to create their own. A helper function (PrepareDeviceForSprite)
13 // is provided to make it easy to set up render states on a device.
14 // (Again, advanced users can use their own created devices.)
15 //
16 // There are two general techniques for sprites; the simpler one just
17 // specifies a destination rectangle and a rotation anlge. A more
18 // powerful technique supports rendering to non-rectangular quads.
19 //
20 // Both techniques support clipping, alpha, and rotation. More
21 // details are below.
22 //
23 ///////////////////////////////////////////////////////////////////////////
24
25 #ifndef __D3DXSPRITE_H__
26 #define __D3DXSPRITE_H__
27
28 #include <d3d.h>
29 #include <limits.h>
30 #include "d3dxerr.h"
31
32 #ifdef __cplusplus
33 extern "C" {
34 #endif
35
36
37 //-------------------------------------------------------------------------
38 // D3DXPrepareDeviceForSprite:
39 //
40 // Call this function to set up all the render states necessary for
41 // BltSprite/WarpSprite to work correctly. (Advanced users may opt to
42 // not call this function first; in which case Blt/WarpSprite functions
43 // will use whatever render/texture states were set up on the device when
44 // they are called.)
45 //
46 // Warning: This function modifies render states and may impact performance
47 // negatively on some 3D hardware if it is called too often per frame.
48 //
49 // Warning: If the render state changes (other than through calls to
50 // BltSprite or WarpSprite), you will need to call this function again before
51 // calling BltSprite or WarpSprite.
52 //
53 // Details: This function modifies the the rendering first texture stage and
54 // it modifies some renderstates for the entire device. Here is the exact
55 // list:
56 //
57 // SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
58 // SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
59 // SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
60 // SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
61 // SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
62 // SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
63 // SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
64 //
65 // SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
66 // SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
67 // SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
68 //
69 // Depending on the value of ZEnable parameter, this function will
70 // will either call
71 // SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
72 // - or -
73 // SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
74 //
75 // Parameters:
76 // pd3dDevice - a pointer to the d3d device that you wish to prepare
77 // for use with D3DX Sprite Services
78 // ZEnable - a flag indicating whether you want the sprites to
79 // check and update the Z buffer as part of rendering.
80 // If ZEnable is FALSE, OR you are using
81 // alpha-blending, then it is necessary to render your
82 // sprites from back-to-front.
83 //
84 //-------------------------------------------------------------------------
85
86 #ifdef __cplusplus
87 HRESULT WINAPI
88 D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice,
89 BOOL ZEnable = FALSE);
90 #else
91 HRESULT WINAPI
92 D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice,
93 BOOL ZEnable);
94 #endif
95
96
97
98 //-------------------------------------------------------------------------
99 // The D3DXDrawBasicSprite() function performs blitting of source images onto
100 // a 3D rendering device. This function only calls SetTexture on the first
101 // renderstage with the parameter (pd3dTexture) if that parameter is non-null.
102 // This function assumes that D3DXPrepareDeviceForSprite has been called on
103 // the device or that caller has in some other way correctly prepared the
104 // renderstates.
105 //
106 // This function supports scaling, rotations, alpha-blending, and choosing
107 // a source sub-rect.
108 //
109 // Rotation angle is specified in radians. Both rotations and scales
110 // are applied around the center of the sprite; where the center of the
111 // sprite is half the width/height of the sprite, plus the offset parameter.
112 //
113 // Use the offset parameter if you want the sprite's center to be something
114 // other than the image center.
115 //
116 // The destination point indicates where you would like the center of
117 // the sprite to draw to.
118 //
119 // Parameters:
120 // pd3dTexture - a pointer to the surface containing the texture
121 // pd3dDevice - a pointer to the d3d device to render to. It is
122 // assumed that render states are set up. (See
123 // D3DXPrepareDeviceForSprite)
124 // ppointDest - a pointer to the target point for the sprite. The
125 // components of the vector must be in screen
126 // space.
127 // alpha - alpha value to apply to sprite. 1.0 means totally
128 // opaque; and 0.0 means totally transparent.
129 // WARNING: If you are using alpha, then you should render
130 // from back to front in order to avoid rendering
131 // artifacts.
132 // angleRad - angle of rotation around the 'center' of the rect
133 // scale - a uniform scale that is applied to the source rect
134 // to specify the size of the image that is rendered
135 // pOffset - offset from the center of the source rect to use as the
136 // center of rotation
137 // pSourceRect - a rect that indicates what portion of the source
138 // source texture to use. If NULL is passed, then the
139 // entire source is used. If the source texture was
140 // created via D3DX, then the rect should be specified
141 // in the coordinates of the original image (so that you
142 // don't have to worry about stretching/scaling that D3DX
143 // may have done to make the image work with your current
144 // 3D Device.) Note that horizontal or vertical mirroring
145 // may be simply accomplished by swapping the left/right
146 // or top/bottom fields of this RECT.
147 //-------------------------------------------------------------------------
148
149 #ifdef __cplusplus
150 HRESULT WINAPI
151 D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture,
152 LPDIRECT3DDEVICE7 pd3dDevice,
153 const D3DXVECTOR3 *ppointDest,
154 float alpha = 1.0f,
155 float scale = 1.0f,
156 float angleRad = 0.0f,
157 const D3DXVECTOR2 *pOffset = NULL,
158 const RECT *pSourceRect = NULL);
159 #else
160 HRESULT WINAPI
161 D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture,
162 LPDIRECT3DDEVICE7 pd3dDevice,
163 D3DXVECTOR3 *ppointDest,
164 float alpha,
165 float scale,
166 float angleRad,
167 D3DXVECTOR2 *pOffset,
168 RECT *pSourceRect);
169 #endif
170
171 //-------------------------------------------------------------------------
172 // The D3DXDrawSprite() function transforms source images onto a 3D
173 // rendering device. It takes a general 4x4 matrix which is use to transform
174 // the points of a default rect: (left=-.5, top=-.5, right=+.5, bottom=+.5).
175 // (This default rect was chosen so that it was centered around the origin
176 // to ease setting up rotations. And it was chosen to have a width/height of one
177 // to ease setting up scales.)
178 //
179 // This function only calls SetTexture on the first
180 // renderstage with the parameter (pd3dTexture) if that parameter is non-null.
181 // This function assumes that D3DXPrepareDeviceForSprite has been called on
182 // the device or that caller has in some other way correctly prepared the
183 // renderstates.
184 //
185 // This function supports alpha-blending, and choosing
186 // a source sub-rect. (A value of NULL for source sub-rect means the entire
187 // texture is used.)
188 //
189 // Note that if the transformed points have a value for w (the homogenous
190 // coordinate) that is not 1, then this function will invert it and pass
191 // that value to D3D as the rhw field of a TLVERTEX. If the value for w is
192 // zero, then it use 1 as the rhw.
193 //
194 // Parameters:
195 // pd3dTexture - a pointer to the surface containing the texture
196 // pd3dDevice - a pointer to the d3d device to render to. It is
197 // assumed that render states are set up. (See
198 // D3DXPrepareDeviceForSprite)
199 // pMatrixTransform - 4x4 matrix that specifies the transformation
200 // that will be applied to the default -.5 to +.5
201 // rectangle.
202 // alpha - alpha value to apply to sprite. 1.0 means totally
203 // opaque; and 0.0 means totally transparent.
204 // WARNING: If you are using alpha, then you should render
205 // from back to front in order to avoid rendering
206 // artifacts.Furthermore, you should avoid scenarios where
207 // semi-transparent objects intersect.
208 // pSourceRect - a rect that indicates what portion of the source
209 // source texture to use. If NULL is passed, then the
210 // entire source is used. If the source texture was
211 // created via D3DX, then the rect should be specified
212 // in the coordinates of the original image (so that you
213 // don't have to worry about stretching/scaling that D3DX
214 // may have done to make the image work with your current
215 // 3D Device.) Note that mirroring may be simply accomplished
216 // by swapping the left/right or top/bottom fields of
217 // this RECT.
218 //
219 //-------------------------------------------------------------------------
220
221 #ifdef __cplusplus
222 HRESULT WINAPI
223 D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture,
224 LPDIRECT3DDEVICE7 pd3dDevice,
225 const D3DXMATRIX *pMatrixTransform,
226 float alpha = 1.0f,
227 const RECT *pSourceRect = NULL);
228 #else
229 HRESULT WINAPI
230 D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture,
231 LPDIRECT3DDEVICE7 pd3dDevice,
232 D3DXMATRIX *pMatrixTransform,
233 float alpha,
234 RECT *pSourceRect);
235 #endif
236
237 //-------------------------------------------------------------------------
238 // The D3DXBuildSpriteTransform() function is a helper provided which
239 // creates a matrix corresponding to simple properties. This matrix is
240 // set up to pass directly to D3DXTransformSprite.
241 //
242 // Parameters:
243 // pMatrix - a pointer to the result matrix
244 // prectDest - a pointer to the target rectangle for the sprite
245 // angleRad - angle of rotation around the 'center' of the rect
246 // pOffset - offset from the center of the source rect to use as the
247 // center of rotation
248 //
249 //-------------------------------------------------------------------------
250
251 #ifdef __cplusplus
252 void WINAPI
253 D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix,
254 const RECT *prectDest,
255 float angleRad = 0.0f,
256 const D3DXVECTOR2 *pOffset = NULL);
257 #else
258 void WINAPI
259 D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix,
260 RECT *prectDest,
261 float angleRad,
262 D3DXVECTOR2 *pOffset);
263 #endif
264
265
266 //-------------------------------------------------------------------------
267 // The D3DXDrawSprite3D() function renders a texture onto a 3D quad. The
268 // quad ABCD is broken into two triangles ABC and ACD which are rendered
269 // via DrawPrim.
270 //
271 // Parameters:
272 // pd3dTexture - a pointer to the surface containing the texture
273 // pd3dDevice - a pointer to the d3d device to render to. It is
274 // assumed that render states are set up. (See
275 // D3DXPrepareDeviceForSprite)
276 // quad - array of 4 points in the following order:
277 // upper-left, upper-right, lower-right, lower-left.
278 // If these vectors contain a W, then this function
279 // will take the reciprocal of that value to pass as
280 // as the rhw (i.e. reciprocal homogenous w).
281 // alpha - alpha value to apply to sprite. 1.0 means totally
282 // opaque; and 0.0 means totally transparent.
283 // WARNING: If you are using alpha, then you should render
284 // from back to front in order to avoid rendering
285 // artifacts.Furthermore, you should avoid scenarios where
286 // semi-transparent objects intersect.
287 // pSourceRect - a rect that indicates what portion of the source
288 // source texture to use. If NULL is passed, then the
289 // entire source is used. If the source texture was
290 // created via D3DX, then the rect should be specified
291 // in the coordinates of the original image (so that you
292 // don't have to worry about stretching/scaling that D3DX
293 // may have done to make the image work with your current
294 // 3D Device.) Note that mirroring may be simply accomplished
295 // by swapping the left/right or top/bottom fields of
296 // this RECT.
297 //-------------------------------------------------------------------------
298
299 #ifdef __cplusplus
300 HRESULT WINAPI
301 D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture,
302 LPDIRECT3DDEVICE7 pd3dDevice,
303 const D3DXVECTOR4 quad[4],
304 float alpha = 1.0f,
305 const RECT *pSourceRect = NULL);
306 #else
307 HRESULT WINAPI
308 D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture,
309 LPDIRECT3DDEVICE7 pd3dDevice,
310 D3DXVECTOR4 quad[4],
311 float alpha,
312 RECT *pSourceRect);
313 #endif
314
315
316
317 #ifdef __cplusplus
318 } // extern "C"
319 #endif
320
321 #endif // __D3DXSPRITE_H__

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