Ejemplo n.º 1
0
HRESULT CImageHandler::DrawBillBoard(LPDIRECT3DDEVICE7 lpDevice, D3DVECTOR vTrans, D3DVECTOR vScale, /*D3DVECTOR vRot, */D3DMATERIAL7 mtrl, /*FLOAT fRotRad, */LPDIRECTDRAWSURFACE7 lpddsTextr)
{
	if ( lpDevice )
	{
		if( SUCCEEDED(lpDevice->BeginScene()) )
		{
			D3DMATRIX matTrans;
			D3DMATRIX matScale;
			D3DMATRIX matRot;

			D3DMATRIX matWorld;
			D3DMATRIX matTempWorld;

			D3DMATRIX matWorldOriginal;

			lpDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);

			vTrans.x = vTrans.x+vScale.x/2-400;
			vTrans.y = -vTrans.y-vScale.y/2+300;

			D3DUtil_SetTranslateMatrix(matTrans, vTrans);
			D3DUtil_SetScaleMatrix(matScale, vScale.x, vScale.y, vScale.z);
//			D3DUtil_SetRotationMatrix(matRot, vRot, fRotRad);
			D3DMath_MatrixMultiply(/*matTempWorld*/matWorld, matScale, matTrans);
//			D3DMath_MatrixMultiply(matWorld, matRot, matTempWorld);
			lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);

			SetBlendRenderState(lpDevice, _BLEND_NORMAL, mtrl);
			lpDevice->SetMaterial(&mtrl);

			lpDevice->SetTexture(0, lpddsTextr);

			lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, m_avBillBoard, 4, NULL);

			// 원상복귀.
			ZeroMemory(&mtrl, sizeof(mtrl));
			mtrl.diffuse.r = mtrl.diffuse.g = mtrl.diffuse.b = 0.1f;
			mtrl.ambient.r = mtrl.ambient.g = mtrl.ambient.b = 1.0f;
			lpDevice->SetMaterial(&mtrl);

			ResetBlendenderState(lpDevice);
			lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
		}
		lpDevice->EndScene();
		return S_OK;
	}
	return E_FAIL;
}
Ejemplo n.º 2
0
/// <summary>
/// <c>wEndScene</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <returns></returns>
HRESULT __stdcall wEndScene(
	LPDIRECT3DDEVICE7 d3dDevice7)
{
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	InternalFunctionSpew("GameOS_Direct3D", "EndScene()");

	hResult = d3dDevice7->EndScene();
	if (FAILED(hResult))
	{
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - EndScene()", hResult, pszErrorMessage) )
			ENTER_DEBUGGER;
	}

	return hResult;
}
Ejemplo n.º 3
0
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	//set up the vertex positions
	vert[0].sx=(float) (cos(angle)*240.0+320.0);
	vert[0].sy=(float) (sin(angle)*240.0+240.0);
	vert[0].sz=(float) (sin(angle)*240.0+240.0);

	vert[1].sx=(float) (cos(angle+PI/2)*240.0+320.0);
	vert[1].sy=(float) (sin(angle+PI/2)*240.0+240.0);
	vert[1].sz=(float) (sin(angle+PI/2)*240.0+240.0);

	vert[2].sx=(float) (cos(angle-PI/2)*240.0+320.0);
	vert[2].sy=(float) (sin(angle-PI/2)*240.0+240.0);
	vert[2].sz=(float) (sin(angle-PI/2)*240.0+240.0);

	vert[3].sx=(float) (cos(angle-PI)*240.0+320.0);
	vert[3].sy=(float) (sin(angle-PI)*240.0+240.0);
	vert[3].sz=(float) (sin(angle-PI)*240.0+240.0);

	//add to the angle for next time
	angle+=PI/90;

	//clear the viewport to black
	lpd3ddev->Clear(0,NULL,D3DCLEAR_TARGET,0,0,0);

	//start the scene
	lpd3ddev->BeginScene();

	//draw the triangle
	lpd3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_TLVERTEX,vert,4,0);

	//end the scene
	lpd3ddev->EndScene();

	//flip 
	lpddsPrime->Flip(NULL,DDFLIP_WAIT);
}