本文整理汇总了C++中LPDIRECT3DDEVICE7::GetTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE7::GetTransform方法的具体用法?C++ LPDIRECT3DDEVICE7::GetTransform怎么用?C++ LPDIRECT3DDEVICE7::GetTransform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LPDIRECT3DDEVICE7
的用法示例。
在下文中一共展示了LPDIRECT3DDEVICE7::GetTransform方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DrawSmooth
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);
}
}
示例2: DrawBillBoard
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;
}