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author | Sergeanur <s.anureev@yandex.ua> | 2020-08-02 18:36:50 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-08-02 18:36:50 +0200 |
commit | a786dd45a4ebc6b91936b5e46d0ef0a9befc05af (patch) | |
tree | ced50966eaaf373f8733547046baf2bdc558662d /sdk/dx8sdk/Include/d3dxsprite.h | |
parent | Merge branch 'master' of https://github.com/GTAmodding/re3 into erorcun (diff) | |
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Diffstat (limited to 'sdk/dx8sdk/Include/d3dxsprite.h')
-rw-r--r-- | sdk/dx8sdk/Include/d3dxsprite.h | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/sdk/dx8sdk/Include/d3dxsprite.h b/sdk/dx8sdk/Include/d3dxsprite.h new file mode 100644 index 00000000..a08b4a99 --- /dev/null +++ b/sdk/dx8sdk/Include/d3dxsprite.h @@ -0,0 +1,321 @@ +/////////////////////////////////////////////////////////////////////////// +// +// 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__ |