mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-18 05:41:52 +01:00
322 lines
15 KiB
C
322 lines
15 KiB
C
|
///////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// 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__
|