Exemple #1
0
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);
}
Exemple #2
0
//
// --------------------------------------------------------
//  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, &centerScale, 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),
		&currentPosition,
		color);

	_lpDSpriteHandle->SetTransform(&oldMatrix);
}
Exemple #4
0
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();
}
Exemple #6
0
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, &center, 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 );
}
Exemple #7
0
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
}
Exemple #9
0
/**
* 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();
}
Exemple #10
0
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());
}
Exemple #11
0
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));
}
Exemple #12
0
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();
		}
	}
}
Exemple #13
0
//-----------------------------------------------------------------------------
// 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 );
}
Exemple #14
0
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);
}
Exemple #15
0
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
}
Exemple #16
0
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();
}
Exemple #17
0
void Direct3D_Shutdown()
{
    if (spriteobj) spriteobj->Release();

    if (d3ddev) d3ddev->Release();
    if (d3d) d3d->Release();
}
Exemple #18
0
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
}
Exemple #19
0
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;
}
Exemple #20
0
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
		&center, //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 );
}
Exemple #23
0
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
}
Exemple #24
0
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));
}
Exemple #25
0
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;
}
Exemple #26
0
void Texture::render(LPD3DXSPRITE spriteHandle, const RECT* rect, const GVector3* center, const GVector3* position)
{
    spriteHandle->Draw(
        this->_texture,
        rect,
        center,
        position,
        _color);
}
Exemple #27
0
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(&current);
		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(&current);

			if(!advanceFrame(time, x, y)) {
				return 0;
			}
		} else {
			res = sprite->Draw(texture, NULL, NULL, NULL, colour);
			sprite->SetTransform(&current);
		}

		if(res != S_OK) {
			throw OpticSpriteException("Rendering sprite failed!");
		}

		return 1;
	}

	return 0;
}
Exemple #28
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();
}
Exemple #29
0
static void resetAdditions()
{
	if(imagetex)
		imagetex->Release();
	imagetex = NULL;

	if(sprite)
		sprite->Release();	
	sprite = NULL;
}
Exemple #30
0
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
}