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