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authorFilip Gawin <filip.gawin@zoho.com>2020-12-29 18:59:40 +0100
committerFilip Gawin <filip.gawin@zoho.com>2020-12-29 18:59:40 +0100
commita73f5340a2d12537437479317bdf351715991c12 (patch)
treea971d86ad2f88dbd7503bf2186080c72221d82ca /sdk/dx8sdk/Include/d3dxsprite.h
parentMore menu error sound fix (diff)
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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__