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authorFire-Head <Fire-Head@users.noreply.github.com>2019-06-02 05:00:38 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2019-06-02 05:00:38 +0200
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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__