HRESULT Li_lstBtnSprite::fn_drawButton(LPD3DXSPRITE dxSpriteInterface) { // Build our matrix to rotate, scale and position our sprite D3DXMATRIX mat; RECT srcRect; srcRect.left = 0; srcRect.right = m_Width; switch (m_direction) { case 0: // Down { // draw the selected button in the list srcRect.top = m_Height / m_lstSize * m_curSelect; srcRect.bottom = m_Height / m_lstSize * (m_curSelect + 1); } break; default: break; } D3DXVECTOR3 translation; translation.x = m_pos.x; translation.y = m_pos.y; translation.z = 0; // out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation); dxSpriteInterface->SetTransform(&mat); return dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,0xFFFFFFFF); }
// // -------------------------------------------------------- // Renders the edit box and the internal text. // -------------------------------------------------------- void DirectX::GUI::EditBox::render( LPD3DXSPRITE d3dsprite, const POINT* pos ) { // Compute absolute offset int xpos = m_posX + pos->x; int ypos = m_posY + pos->y; // Render edit box background sprite Matrix fieldTransform; float fieldScaleX = (float)m_sizeX / (float)(m_style->selectionBox.right - m_style->selectionBox.left); float fieldScaleY = (float)m_sizeY / (float)(m_style->selectionBox.bottom - m_style->selectionBox.top); D3DXMatrixTransformation2D( &fieldTransform, NULL, 0.0, &Vector2( fieldScaleX, fieldScaleY ), NULL, NULL, &Vector2( (float)xpos, (float)ypos ) ); // Render the properly positioned sprite d3dsprite->SetTransform( &fieldTransform ); d3dsprite->Draw( m_style->spriteSheet.getImage( ), &m_style->selectionBox, NULL, NULL, 0xFFFFFFFF ); // Draw button text if( m_state&FOCUSED ) m_cursorPosition = m_text.insert( m_cursorPosition, '|' ); Matrix iden; RECT textRect = { xpos, ypos, xpos+m_sizeX, ypos+m_sizeY }; D3DXMatrixIdentity( &iden ); d3dsprite->SetTransform( &iden ); m_style->font.getFont( )->DrawTextW( d3dsprite, m_text.c_str( ), -1, &textRect, m_alignment, m_style->color ); if( m_state&FOCUSED ) { std::wstring::iterator next = m_cursorPosition; next++; m_cursorPosition = m_text.erase( m_cursorPosition, next ); } }
void CTextureDx9::RenderWithoutTransform(LPD3DXSPRITE _lpDSpriteHandle, D3DXVECTOR2 position, D3DXVECTOR2 Center, D3DXVECTOR2 scale, float angle, D3DCOLOR color, RECT *srcRect, float deep) { D3DXVECTOR2 CamTransDistance; CamTransDistance.x = -Camera::getInstance()->GetMatrixTranslate()._41; CamTransDistance.y = Camera::getInstance()->GetMatrixTranslate()._42; position.y += Camera::getInstance()->getBound().bottom; Center.y += Camera::getInstance()->getBound().bottom; D3DXVECTOR3 currentPosition(position.x + CamTransDistance.x, position.y, deep); //toa do trong the gioi thuc D3DXMATRIX oldMatrix; //ma tran luu lai phep transform cua SpriteBatch _lpDSpriteHandle->GetTransform(&oldMatrix); D3DXVECTOR2 centerScale = D3DXVECTOR2(position.x, position.y);//lay vi tri cua vat the lam tam xoay(vi vi tri cua vat la vi tri chinh giua cua vat) D3DXMATRIX matrixScalingRotate; //ma tran rotate, scale D3DXMatrixTransformation2D(&matrixScalingRotate, ¢erScale, 0.0f, &scale, &Center, D3DXToRadian(angle), 0); D3DXMATRIX finalMatrix = matrixScalingRotate * oldMatrix; _lpDSpriteHandle->SetTransform(&finalMatrix); //ma tran chuyen toa do vi tri cua vat the tu the gioi thuc sang toa do trong directX de ve _lpDSpriteHandle->Draw( this->m_lpTexture, srcRect, &D3DXVECTOR3((float)(srcRect->right - srcRect->left)/2, (float)(srcRect->bottom - srcRect->top)/2, 0), ¤tPosition, color); _lpDSpriteHandle->SetTransform(&oldMatrix); }
void CGameEnd::Render(LPDIRECT3DDEVICE9& dxdevice, LPD3DXSPRITE& dxsprite) { dxsprite->Begin(D3DXSPRITE_ALPHABLEND); dxsprite->Draw(GMAIN->m_pGameTex[6].m_pTex, &(GMAIN->rc), NULL, &(GMAIN->vcPos), D3DXCOLOR(1, 1, 1, 1.f)); //////////////////////////////////////////////////////////////////////////////// dxsprite->End(); GMAIN->m_text.Begin(); char scoreBuf[80]; TCHAR fpsBuf[128]; if (GMAIN->m_nGameBeforePhase == ST_MULTI) { sprintf(scoreBuf, "%d", GGAMEMULTI->score);//멀티 게임 점수 } else { sprintf(scoreBuf, "%d", GGAME->score);//싱글 게임 점수. } GMAIN->m_text.Draw("Game Over", 355, 250, D3DXCOLOR(0, 0, 0, 1)); GMAIN->m_text.Draw("Total Score", 355, 300, D3DXCOLOR(0, 0, 0, 1)); GMAIN->m_text.Draw(scoreBuf, 355, 320, D3DXCOLOR(0, 0, 0, 1)); GMAIN->m_text.Draw("Press Enter for going back to Menu", 250, 400, D3DXCOLOR(0, 0, 0, 1)); //////////////////////////////////////////////////////////////////////////////// //FPS 화면에 출력 sprintf(fpsBuf, "FPS: %4.1f", GMAIN->m_fFps); GMAIN->m_text.Draw(fpsBuf, 700, 300); GMAIN->m_text.End(); }
void CImage::DrawSprite(LPD3DXSPRITE SpriteInterface, LPDIRECT3DTEXTURE9 TextureInterface, int PosX, int PosY, int Rotation, int Align) { if(SpriteInterface == NULL || TextureInterface == NULL) return; D3DXVECTOR3 Vec; Vec.x = (FLOAT)PosX; Vec.y = (FLOAT)PosY; Vec.z = (FLOAT)0.0f; D3DXMATRIX mat; D3DXVECTOR2 scaling(1.0f, 1.0f); D3DSURFACE_DESC desc; TextureInterface->GetLevelDesc(0, &desc); D3DXVECTOR2 spriteCentre; if(Align == 1) spriteCentre = D3DXVECTOR2((FLOAT)desc.Width / 2, (FLOAT)desc.Height / 2); else spriteCentre = D3DXVECTOR2(0, 0); D3DXVECTOR2 trans = D3DXVECTOR2(0, 0); D3DXMatrixTransformation2D(&mat, NULL, 0.0, &scaling, &spriteCentre, (FLOAT)Rotation, &trans); SpriteInterface->SetTransform(&mat); SpriteInterface->Begin(D3DXSPRITE_ALPHABLEND); SpriteInterface->Draw(TextureInterface, NULL, NULL, &Vec, 0xFFFFFFFF); SpriteInterface->End(); }
void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, int frame, int columns, float rotation, float scaling, D3DCOLOR color) { //create a scale vector D3DXVECTOR2 scale( scaling, scaling ); //create a translate vector D3DXVECTOR2 trans( (float)x, (float)y ); //set center by dividing width and height by two D3DXVECTOR2 center( (float)( width * scaling )/2, (float)( height * scaling )/2); //create 2D transformation matrix D3DXMATRIX mat; D3DXMatrixTransformation2D( &mat, NULL, 0, &scale, ¢er, rotation, &trans ); //tell sprite object to use the transform spriteobj->SetTransform( &mat ); //calculate frame location in source image int fx = (frame % columns) * width; int fy = (frame / columns) * height; RECT srcRect = {fx, fy, fx + width, fy + height}; //draw the sprite frame spriteobj->Draw( image, &srcRect, NULL, NULL, color ); }
void CMessageBoxScene::Draw(float dt) { LPD3DXSPRITE pSprite = GetSprite(); LPD3DXFONT pFont = GetFont(); // Darken down any other Scenes that were drawn beneath the popup. float alpha = 1 - GetTransPos(); GetEngine()->DrawColourTint(D3DXCOLOR(0, 0, 0, alpha * 2 / 3)); // compute the sizes RECT scr = GetEngine()->GetWindowRect(); D3DXVECTOR2 scrSize((float)scr.right, (float)scr.bottom); D3DXVECTOR2 textSize = GetTextSize(pFont, mText.c_str()); D3DXVECTOR2 textPos = (scrSize - textSize) / 2; const int VPAD = 16, HPAD = 32; // padding RECT bg; bg.left = (int)textPos.x - HPAD; bg.top = (int)textPos.y - VPAD; bg.right = bg.left + (int)textSize.x + HPAD * 2; bg.bottom = bg.top + (int)textSize.y + VPAD * 2; D3DCOLOR col = D3DCOLOR_ARGB((int)(255 * alpha), 255, 255, 255); pSprite->Begin(D3DXSPRITE_ALPHABLEND); // must have ALPHABLEND or font looks awful // stretch the 8x8 background into its area DrawSprite(pSprite, mpTexture, bg, col); // add text (using the sprite batch) DrawD3DFontEx(pFont, pSprite, mText.c_str(), (int)textPos.x, (int)textPos.y, col); pSprite->End(); }
void zz_font_d3d::draw_text_prim_offset (const zz_font_text& text_item, float offsetx, float offsety) { zz_assert(!text_item.to_texture); zz_assert(text_item.msg.get()); zz_assert(text_item.msg.size()); zz_assert(_d3d_font); if (!_d3d_font) return; zz_renderer_d3d * r = (zz_renderer_d3d *)(znzin->renderer); assert(r->is_a(ZZ_RUNTIME_TYPE(zz_renderer_d3d))); LPD3DXSPRITE sprite = r->get_sprite(); zz_assert(sprite); HRESULT hr; D3DXMATRIX saved_tm; D3DXMATRIX new_tm; zz_assert(r->sprite_began()); r->flush_sprite(); r->get_sprite_transform((float*)&saved_tm); // save tm // adjust offset new_tm = saved_tm; // assert not-zero-scale assert(saved_tm._11 != 0); assert(saved_tm._22 != 0); assert(saved_tm._33 != 0); // we does not support rotation assert(saved_tm._12 == 0); assert(saved_tm._13 == 0); assert(saved_tm._21 == 0); assert(saved_tm._23 == 0); assert(saved_tm._31 == 0); assert(saved_tm._32 == 0); new_tm._41 += offsetx * saved_tm._11; new_tm._42 += offsety * saved_tm._22; r->set_sprite_transform((float*)&new_tm); RECT rect = text_item.rect; if (FAILED(hr = _draw_text( sprite, text_item.msg.get(), -1, &rect, text_item.format, text_item.color ))) { ZZ_LOG("font_d3d: DrawText() failed\n", zz_renderer_d3d::get_hresult_string(hr)); } sprite->SetTransform(&saved_tm); // restore tm }
/** * CBitmapFont::drawStringMarkup * @date Modified Mar 29, 2006 */ void CBitmapFont::drawStringMarkup(CString str, float fX, float fY, D3DCOLOR dwColor, bool bHandleSprite) { CRenderDevice& oDev = CRenderSystem::getInstance().getRenderDevice(); LPD3DXSPRITE pSprite = oDev.getD3DXSprite(); RECT rChar; char cChar; D3DXVECTOR3 vPos, vZero; vPos.x = fX; vPos.y = fY; vPos.z = 0.0f; vZero.x = vZero.y = vZero.z = 0.0f; if(bHandleSprite) beginSprite(); // Split strings bool bFirst = false; std::vector<CString> vStrings; str.ToList(vStrings, TEXT("{}")); if(str.GetChar(0) == '{') bFirst = true; // Iterate split strings, and change color if needed. for(size_t v = 0; v < vStrings.size(); ++v) { // Get string, and read color if((bFirst && v % 2 == 0) || (!bFirst && v % 2 == 1)) { dwColor = vStrings[v].ToUlongFromHex(); continue; } // Iterate string and draw characters. size_t nSize = vStrings[v].GetLength(); for(size_t i = 0; i < nSize; ++i) { cChar = vStrings[v].GetChar(i); switch(cChar) { case '\n': vPos.y += m_cLineHeight; vPos.x = fX; break; case '\t': vPos.x += m_mCharMap['X'] * 4; break; default: getCharRect(cChar, &rChar); pSprite->Draw(m_poTexture->getD3DTexture(), &rChar, NULL, &vPos, dwColor); vPos.x += (rChar.right - rChar.left); break; } } } if(bHandleSprite) endSprite(); }
void Sprite::Draw(D3DMATRIX _World,InfoSprite _info,LPD3DXSPRITE _Handler) { D3DXMATRIX ma; ma = _info.getMatrixTransform()*_World; _Handler->SetTransform(&ma); _Handler->Draw(m_Image,&this->getRect(_info.getCurFrame()),NULL, &D3DXVECTOR3(0,0,_info.getDepth()),_info.getColor()); }
void Sprite::Draw(float X,float Y,int Index,LPD3DXSPRITE _Handler) { D3DXMATRIX m; D3DXMatrixIdentity(&m); _Handler->SetTransform(&m); _Handler->Draw(m_Image,&this->getRect(Index), NULL,&D3DXVECTOR3(X,Y,0),D3DCOLOR_ARGB(255,255,255,255)); }
static void myAdditions(LPDIRECT3DDEVICE9 Device_Interface) { D3DXVECTOR3 imagepos; BOOL currentState = (BOOL)(GetAsyncKeyState(VK_INSERT) & 0x8000); //Switch ON and OFF if(!currentState && oldState) //Si la touche passe de enfoncée à relevée DRAW_CROSSHAIR ^= TRUE; oldState = currentState; if(DRAW_CROSSHAIR) { //Checks / Init ============================================================================================================= if(imagetex == NULL) { if(!SUCCEEDED(D3DXCreateTextureFromFileEx(Device_Interface, "crosshair.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, &imageInfo, NULL, &imagetex))) { DRAW_CROSSHAIR = FALSE; return; } } if(sprite == NULL) { if(!SUCCEEDED(D3DXCreateSprite(Device_Interface, &sprite))) { DRAW_CROSSHAIR = FALSE; return; } } //============================================================================================================= if(SUCCEEDED(Device_Interface->BeginScene())) { //RESOLUTION ? D3DVIEWPORT9 vp; Device_Interface->GetViewport(&vp); imagepos.x = (vp.Width - imageInfo.Width)/2.0f; //coord x of our sprite imagepos.y = (vp.Height - imageInfo.Height)/2.0f; //coord y of out sprite imagepos.z = 0.0f; if(SUCCEEDED(sprite->Begin(D3DXSPRITE_ALPHABLEND))) { sprite->Draw(imagetex, NULL, NULL, &imagepos, 0xFFFFFFFF); sprite->End(); } Device_Interface->EndScene(); } } }
//----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { renderDevice->Clear(0,NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); renderDevice->BeginScene(); if(bg->getTexture()) { sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(bg->getTexture(), bg->getSource(), bg->getCenter(), bg->getPosition(), 0xFFFFFFFF); sprite->End(); // End the scene } renderDevice->EndScene(); renderDevice->Present( NULL, NULL, NULL, NULL ); }
void Sprite::Draw(LPD3DXSPRITE _Handler,D3DMATRIX _mtWorld, float _X,float _Y, int _Index,float _Depth,D3DXCOLOR _color) { D3DXMATRIX MaTrix,mtFinal; // D3DXMatrixIdentity(&mtFinal); D3DXVECTOR2 MTTran (_X,_Y); D3DXMatrixTransformation2D(&MaTrix,NULL,0,NULL,NULL,NULL,&MTTran); mtFinal = MaTrix*_mtWorld; _Handler->SetTransform(&mtFinal); _Handler->Draw(m_Image,&this->getRect(_Index),NULL, &D3DXVECTOR3(0,0,_Depth),_color); }
void DrawSprite(LPD3DXSPRITE pSpriteBat,LPDIRECT3DTEXTURE9 pSpriteTex, const RECT& to,D3DCOLOR col) { int w,h; GetSpriteSize(pSpriteTex,w,h); float sx=float(to.right-to.left)/w; float sy=float(to.bottom-to.top)/h; D3DXMATRIX scale; D3DXMatrixScaling(&scale,sx,sy,1); pSpriteBat->SetTransform(&scale); pSpriteBat->Draw(pSpriteTex,NULL,NULL, &D3DXVECTOR3(to.left/sx,to.top/sy,0),col); pSpriteBat->SetTransform(&IDENTITY_MAT); // reset the matrix }
void HookD3D9::DrawSprite(unsigned int texId, long left, long top, long right, long bottom, float posX, float posY, int r, int g, int b, int a) { RECT destRect = {left, top, right, bottom}; LPD3DXSPRITE sprite = sprites[texId]; LPDIRECT3DTEXTURE9 texture = textures[texId]; D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); D3DXVECTOR3 pos(posX, posY, 0.0f); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(texture, NULL, NULL, &pos, D3DCOLOR_RGBA(r, g, b, a)); sprite->End(); }
void Direct3D_Shutdown() { if (spriteobj) spriteobj->Release(); if (d3ddev) d3ddev->Release(); if (d3d) d3d->Release(); }
void dx9vid_shutdown() { g_screenSprite->Release(); // release the screen sprite g_screenTex->Release(); // release the screen texture d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D }
BOOL dx9vid_init() { d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface D3DCAPS9 d3dCaps; d3d->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps ); d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev ); // Create the screen texture D3DXCreateTexture( d3ddev, 256, 256, D3DX_FILTER_NONE, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &g_screenTex); // Create the screen sprite (ignores 3d perspective) D3DXCreateSprite( d3ddev, &g_screenSprite ); // Scale our matrix to match the screen D3DXMatrixIdentity( &pTransform ); spritePos = D3DXVECTOR2( 0.f, 0.f ); rotCenter = D3DXVECTOR2( 0.f, 0.f); D3DXVECTOR2 vscale = D3DXVECTOR2( float(3.0f), float(3.0f)); D3DXMatrixTransformation2D( &pTransform, NULL, 0.0f, &vscale, &rotCenter, 0.f, &spritePos ); g_screenSprite->SetTransform(&pTransform); return TRUE; }
HRESULT Texture::loadFromFile(LPD3DXSPRITE spriteHandle, LPWSTR filePath, D3DXCOLOR color) { HRESULT result; result = D3DXGetImageInfoFromFile(filePath, &this->_imageInfo); if (result != D3D_OK) { return result; } LPDIRECT3DDEVICE9 _device = DeviceManager::getInstance()->getDevice(); spriteHandle->GetDevice(&_device); result = D3DXCreateTextureFromFileEx( _device, filePath, this->_imageInfo.Width, this->_imageInfo.Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, color, &this->_imageInfo, nullptr, &this->_texture); _color = color; return result; }
/** Draw a transformed sprite; does all the matrix shit for you */ void Sprite::spriteTransformDraw(LPDIRECT3DTEXTURE9 texture, LPD3DXSPRITE SpriteObj) { //Create 2D vectors for scale and translate values (indicate scale x-wise and y-wise) D3DXVECTOR2 scale(this->scalingX, this->scalingY); D3DXVECTOR2 translate(x, y); //Set center by dividing width and height by 2, take scaling into account D3DXVECTOR2 center((double)(this->width * this->scalingX)/2, (double)(this->height * this->scalingY)/2); //The 2D transformation matrix and the function that actually sets the matrix values D3DXMATRIX mat; D3DXMatrixTransformation2D( &mat, //The matrix; note pass by reference NULL, //scaling center point (not used) 0, //scaling rotation value (not used) &scale, //scaling vector ¢er, //rotation / pivot center rotation, //rotation angle in RADIANS &translate //translation vector ); //Tell sprite object to use the matrix SpriteObj->SetTransform(&mat); //calculate frame location in source image (only useful if it's a spritesheet) int fx = (this->frame % columns) * this->width; int fy = (this->frame / columns) * this->height; RECT sourceRect = {fx, fy, fx + this->width, fy + this->height}; //Draw the sprite frame; note we are not filling in pivot center or position because those are already set //by the matrix SpriteObj->Draw(texture, &sourceRect, NULL, NULL, this->color); /** More on spriteObj->Draw pSrcTexture - a pointer to the texture to be used, see textures pSrcRect - pointer to a rectangle defining the area of the texture to use or NULL for the whole texture pCenter- pointer to a 3D vector specifying the position in the sprite around which it can be rotated or NULL for top left pPosition - pointer to a 3D vector defining the screen position of the sprite. Note: in Direct3D 0,0 is the top left of the screen. Color - colour value that can be used to modulate the texture colours. A value of 0xFFFFFFFF maintains the colour from the texture. Note: you can use the D3DCOLOR_COLORVALUE macro to create a D3DCOLOR from RGB values. */ }//end spriteTransformDraw
void Sprite::Render() { if( m_isUse == false ) return; D3DXMATRIX Tmat, rotation, scale, translation[2]; float width = AVTexture2D::m_Rect.right - AVTexture2D::m_Rect.left; float height = AVTexture2D::m_Rect.bottom - AVTexture2D::m_Rect.top; //float width = m_Info.Width; //float height = m_Info.Height; static LPD3DXSPRITE sprite = AVDirector::GetDiector()->GetApplication()->GetD3DSprite(); D3DXMatrixIdentity(&rotation); D3DXMatrixIdentity(&scale); for(int i=0; i<2; i++)D3DXMatrixIdentity(&translation[i]); sprite->SetTransform( &scale ); // 한개만 해줘도 상관없음. D3DXMatrixTranslation(&translation[0], -(width * m_anchorPoint.x), -(height* m_anchorPoint.y), 0); D3DXMatrixScaling(&scale, m_scale.x, m_scale.y, 1.f); D3DXMatrixRotationZ(&rotation, m_angle); D3DXVECTOR2 vector = AVTexture2D::m_vPosition; D3DXMatrixTranslation(&translation[1], AVTexture2D::m_vPosition.x, AVTexture2D::m_vPosition.y, 0); Tmat = translation[0] * scale * rotation * translation[1]; sprite->SetTransform( &Tmat ); D3DCOLOR color = D3DCOLOR_ARGB((int)m_Color.a, (int)m_Color.r, (int)m_Color.g, (int)m_Color.b); sprite->Draw(m_Texture, &m_Rect, NULL, NULL, color); D3DXMatrixIdentity(&scale); sprite->SetTransform( &scale ); }
void Renderer::End(){ #if IS_XBOX // Present the backbuffer contents to the display //g_pd3dDevice->EndScene(); m_sprite->End(); g_pd3dDevice->Present( nullptr, nullptr, nullptr, nullptr ); #endif }
void CGameObject::Draw(LPD3DXSPRITE _spriteHandler,CCamera* _camera){ D3DXMATRIX Scale; D3DXMatrixIdentity(&Scale); D3DXMatrixTransformation2D(&Scale, &D3DXVECTOR2(m_pos.x, m_pos.y), 0.0f, &D3DXVECTOR2(1.f, -1.f),NULL, 0.f, NULL); D3DXMatrixMultiply(&Scale,&Scale, &_camera->Get_ViewPort()); _spriteHandler->SetTransform(&Scale); m_sprite->DrawSprite(_spriteHandler,D3DXVECTOR2(m_pos.x,m_pos.y)); }
BOOL dx9vid_render() { // clear the window to a deep blue d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0); d3ddev->BeginScene(); // begins the 3D scene g_screenSprite->Begin( 0 ); d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); g_screenSprite->Draw( g_screenTex, &srcRect, &vCenter, &vPosition, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f) ); g_screenSprite->End(); d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen return TRUE; }
void Texture::render(LPD3DXSPRITE spriteHandle, const RECT* rect, const GVector3* center, const GVector3* position) { spriteHandle->Draw( this->_texture, rect, center, position, _color); }
int OpticSprite::draw(LPD3DXSPRITE sprite, double time, D3DXCOLOR colour, double offsetX, double offsetY) { if(!this->animate) { sprite->Draw(texture, NULL, NULL, NULL, colour); return 1; } if(animation.lifetime() > time) { animation.updateState(aniState, time); colour = D3DXCOLOR(aniState.red, aniState.green, aniState.blue, colour.a < aniState.alpha? colour.a : aniState.alpha); float rotation = 6.28318531f * aniState.rotation; D3DXMATRIX mat, current; D3DXVECTOR2 scaling(aniState.scale_x, aniState.scale_y); D3DXVECTOR2 position(floor(((pResolution->width * aniState.position_x) - translateCentre.x) + offsetX), floor(((pResolution->height * aniState.position_y) - translateCentre.y) + offsetY)); D3DXMatrixTransformation2D(&mat, &transformCentre, 0.0f, &scaling, &transformCentre, rotation, &position); sprite->GetTransform(¤t); mat *= current; sprite->SetTransform(&mat); HRESULT res; //Spritesheet rect calculations are slightly iffy thanks to the texture scaling (rounding errors) if(this->spritesheet) { int x = (width * currFrame) % surfaceDesc.Width; //Hacky workaround int diff = x - surfaceDesc.Width; if(abs(diff) <= 10) { x = 0; } //End of hacky workaround int y = height * currRow; RECT source; source.top = y; source.left = x; source.right = x + width; source.bottom = y + height; res = sprite->Draw(texture, &source, NULL, NULL, colour); sprite->SetTransform(¤t); if(!advanceFrame(time, x, y)) { return 0; } } else { res = sprite->Draw(texture, NULL, NULL, NULL, colour); sprite->SetTransform(¤t); } if(res != S_OK) { throw OpticSpriteException("Rendering sprite failed!"); } return 1; } return 0; }
void TextBox::Render() { LPD3DXSPRITE sprite; D3DXCreateSprite(device, &sprite); sprite->Begin(0); if (!masked) font->DrawText(sprite, (label + text).c_str(), -1, &surface, DT_LEFT|DT_NOCLIP, color); else { std::string mask = ""; for(unsigned int i = 0; i < text.length(); ++i) mask.push_back('*'); font->DrawText(sprite, (label + mask).c_str(), -1, &surface, DT_LEFT|DT_NOCLIP, color); } sprite->End(); sprite->Release(); }
static void resetAdditions() { if(imagetex) imagetex->Release(); imagetex = NULL; if(sprite) sprite->Release(); sprite = NULL; }
void Renderer::Begin(){ #if IS_XBOX // Clear the backbuffer and the zbuffer g_pd3dDevice->Clear( 0, nullptr, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); m_sprite->Begin(); #else startOpenGLDrawing(); #endif }