📄 d3dxsprite.h
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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__
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