Platform SDK: DirectX |
The D3DXDrawSpriteTransform function provides a mechanism for rendering a sprite that is transformed by a specified matrix. This function must be called in between calls to IDirect3DDevice7::BeginScene and IDirect3DDevice7::EndScene.
HRESULT D3DXDrawSpriteTransform( LPDIRECTDRAWSURFACE7 pd3dTexture, LPDIRECT3DDEVICE7 pd3dDevice, const D3DXMATRIX* pMatrixTransform, float alpha = 1.0f, const RECT* pSourceRect = NULL );
If the function succeeds, the return value is S_OK.
If the function fails, the return value may be one of the following values:
D3DXERR_NULLPOINTER |
DDERR_INVALIDOBJECT |
DDERR_INVALIDPARAMS |
C programmers will not be able to take advantage of the default values for the alpha and pSourceRect parameters.
This D3DXDrawSpriteTransform function supports effects that can be specified with a matrix, alpha blending, and choosing a sub-rectangle (a value of NULL for the source sub-rectangle means that the entire texture is used). For total control of the sprite, you should use the D3DXDrawSprite3D function.
This function takes a general 4x4 matrix, which is used to transform the points of a default RECT structure (left=-.5, top=-.5, right=+.5, bottom=+.5), and transforms source images onto a Direct3D rendering device. This default RECT structure was chosen so that it was centered around the origin to ease setting up rotations. In addition, these dimensions were chosen to produce a width and height of one to ease setting up scales.
This function only calls IDirect3DDevice7::SetTexture on the first render stage with the parameter pd3dTexture if that parameter is non-null. This function assumes that D3DXPrepareDeviceForSprite has been called on the device or that caller has in some other way correctly prepared the render states.
Note that if the transformed points have a value for w (the homogenous coordinate) that is not one, then this function will invert it and pass that value to Direct3D as the rhw field of a D3DTLVERTEX structure. If the value for w is zero, then it will use one as the rhw.
Once the matrix is applied to the unit square centered at the (0, 0, 0, 1) origin, these coordinates are assumed to be fully transformed to screen space. Advanced users are advised that the z and w elements will be passed to Direct3D Immediate Mode in a D3DTLVERTEX structure. The w element will be converted into an rhw element. A value for zero for w will result in an rhw value of one.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Version: Requires DirectX 7.0.
Header: Declared in d3dxsprite.h.
Library: Use d3dx.lib.