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__
|