Ejemplo n.º 1
0
void CSprite::DrawSmooth(LPDIRECT3DDEVICE7 lpDevice,const D3DVECTOR pos,const float w,const float h,const DWORD color,const int spritenr)
{
    D3DVECTOR rightVect,upVect;
    D3DMATRIX mat;
    {
        lpDevice->GetTransform(D3DTRANSFORMSTATE_VIEW,&mat);
        rightVect=Normalize(D3DVECTOR(mat._11,mat._21,mat._31))*w*0.5f;
        upVect=Normalize(D3DVECTOR(mat._12,mat._22,mat._32))*h*0.5f;
    }

    const D3DVECTOR n=D3DVECTOR(0,0,0);
    D3DLVERTEX verts[4]=
    {
        D3DLVERTEX(pos-rightVect+upVect, color,0, 1.0f, 0.0f),
        D3DLVERTEX(pos+rightVect+upVect, color,0, 0.0f, 0.0f),
        D3DLVERTEX(pos-rightVect-upVect, color,0, 1.0f, 1.0f),
        D3DLVERTEX(pos+rightVect-upVect, color,0, 0.0f, 1.0f)
    };

    D3DUtil_SetIdentityMatrix(mat);

    lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&mat);

    if (Config.alpha)
    {
        lpDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,FALSE);

        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,   TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,FALSE);
        lpDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,         D3DTA_TEXTURE);
        lpDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,           D3DTOP_SELECTARG1);
        lpDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);

        lpDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCCOLOR);
        lpDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCCOLOR);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF,0x08);
    }

    lpDevice->SetTexture(0,GetSurface(spritenr));
    lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_LVERTEX,verts,4,0);
    lpDevice->SetTexture(0,NULL);

    if (Config.alpha)
    {
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,   FALSE);
        lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,FALSE);
        lpDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,TRUE);
    }
}
Ejemplo n.º 2
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;
}