mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
99 lines
4.5 KiB
C++
99 lines
4.5 KiB
C++
//--------------------------------------------------------------------------------------
|
|
// File: SpriteBatch.h
|
|
//
|
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
//
|
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
#pragma once
|
|
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
#include <d3d11_x.h>
|
|
#else
|
|
#include <d3d11_1.h>
|
|
#include <dxgi.h>
|
|
#endif
|
|
|
|
#include <DirectXMath.h>
|
|
#include <DirectXColors.h>
|
|
#include <functional>
|
|
#include <memory>
|
|
|
|
|
|
namespace DirectX
|
|
{
|
|
enum SpriteSortMode
|
|
{
|
|
SpriteSortMode_Deferred,
|
|
SpriteSortMode_Immediate,
|
|
SpriteSortMode_Texture,
|
|
SpriteSortMode_BackToFront,
|
|
SpriteSortMode_FrontToBack,
|
|
};
|
|
|
|
|
|
enum SpriteEffects : uint32_t
|
|
{
|
|
SpriteEffects_None = 0,
|
|
SpriteEffects_FlipHorizontally = 1,
|
|
SpriteEffects_FlipVertically = 2,
|
|
SpriteEffects_FlipBoth = SpriteEffects_FlipHorizontally | SpriteEffects_FlipVertically,
|
|
};
|
|
|
|
|
|
class SpriteBatch
|
|
{
|
|
public:
|
|
explicit SpriteBatch(_In_ ID3D11DeviceContext* deviceContext);
|
|
SpriteBatch(SpriteBatch&& moveFrom) noexcept;
|
|
SpriteBatch& operator= (SpriteBatch&& moveFrom) noexcept;
|
|
|
|
SpriteBatch(SpriteBatch const&) = delete;
|
|
SpriteBatch& operator= (SpriteBatch const&) = delete;
|
|
|
|
virtual ~SpriteBatch();
|
|
|
|
// Begin/End a batch of sprite drawing operations.
|
|
void XM_CALLCONV Begin(SpriteSortMode sortMode = SpriteSortMode_Deferred,
|
|
_In_opt_ ID3D11BlendState* blendState = nullptr,
|
|
_In_opt_ ID3D11SamplerState* samplerState = nullptr,
|
|
_In_opt_ ID3D11DepthStencilState* depthStencilState = nullptr,
|
|
_In_opt_ ID3D11RasterizerState* rasterizerState = nullptr,
|
|
_In_opt_ std::function<void __cdecl()> setCustomShaders = nullptr,
|
|
FXMMATRIX transformMatrix = MatrixIdentity);
|
|
void __cdecl End();
|
|
|
|
// Draw overloads specifying position, origin and scale as XMFLOAT2.
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, FXMVECTOR color = Colors::White);
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
|
|
|
|
// Draw overloads specifying position, origin and scale via the first two components of an XMVECTOR.
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, FXMVECTOR color = Colors::White);
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
|
|
|
|
// Draw overloads specifying position as a RECT.
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, FXMVECTOR color = Colors::White);
|
|
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
|
|
|
|
// Rotation mode to be applied to the sprite transformation
|
|
void __cdecl SetRotation(DXGI_MODE_ROTATION mode);
|
|
DXGI_MODE_ROTATION __cdecl GetRotation() const noexcept;
|
|
|
|
// Set viewport for sprite transformation
|
|
void __cdecl SetViewport(const D3D11_VIEWPORT& viewPort);
|
|
|
|
private:
|
|
// Private implementation.
|
|
class Impl;
|
|
|
|
std::unique_ptr<Impl> pImpl;
|
|
|
|
static const XMMATRIX MatrixIdentity;
|
|
static const XMFLOAT2 Float2Zero;
|
|
};
|
|
}
|