/////////////////////////////////////////////////////////////////////////// // // 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 #include #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__