Platform SDK: DirectX

Drawing a Transformed Sprite

This section details how to draw a transformed sprite by using the Direct3DX utility library.

The following code example builds and draw a sprite that had been transformed using scaling:

    D3DXMATRIX matScale;
    D3DXMatrixScaling(&matScale, m_fScaleCurrent, m_fScaleCurrent, 1);
    
    D3DXMATRIX matTransform;
    D3DXBuildSpriteTransform(&matTransform, &rectViewport, m_fRotationCurrent);
 
    D3DXMATRIX mat;
    mat = matScale * matTransform;
 
    hr = ::D3DXDrawSpriteTransform(
            m_ptex,         // texture
            m_pd3dDevice,   // 3-D device
            &mat,           // matrix
            (BYTE)m_dwAlpha,// alpha
            &srcRect        // source sub-rect
            ); 

The following code example builds and draws a sprite that has been transformed using rotation, translation, and scaling:

    D3DXMATRIX matScaleToSize;
    D3DXMatrixScaling(&matScaleToSize, 64, 48, 1);
 
    D3DXMATRIX matRotate;
    D3DXMatrixRotationZ(&matRotate, m_fRotationCurrent);
 
    D3DXMATRIX matTranslate;
    D3DXMatrixTranslation(&matTranslate, (float)pointDest.x, (float)pointDest.y, 0);
 
    D3DXMATRIX matScale;
    D3DXMatrixScaling(&matScale, m_fScaleCurrent, m_fScaleCurrent, 1);
    
    D3DXMATRIX mat;
    mat = matScaleToSize * matRotate * matScale * matTranslate;
 
    hr = ::D3DXDrawSpriteTransform(
           m_ptex,         // texture
           m_pd3dDevice,   // 3-D device
           &mat,           // matrix
           (BYTE)m_dwAlpha,// alpha
           &srcRect        // source sub-rect
           );