My Project
SpriteRendererDirectX.h
1 #pragma once
2 #include "VertexFVF.h"
3 #include "SpriteRenderer.h"
4 
5 namespace ParaEngine
6 {
8  {
9  public:
11  virtual ~CSpriteRendererDirectX();
12  public:
16  virtual HRESULT Begin(DWORD Flags);
17 
18  virtual void End();
19 
20  virtual void FlushQuads();
21 
22  virtual HRESULT DrawRect(const RECT* pRect, Color color, float depth);
23 
24  virtual HRESULT DrawQuad(TextureEntity* pTexture, const RECT* pSrcRect, const Vector3* vCenter, const Vector3* pPosition, Color c);
25 
26  virtual HRESULT SetTransform(const Matrix4& mat);
27 
28  virtual void InitDeviceObjects();
29 
30  virtual void RestoreDeviceObjects();
31 
32  virtual void InvalidateDeviceObjects();
33 
34  virtual void DeleteDeviceObjects();
35 
36  public:
37  ID3DXSprite* GetSprite() const { return m_pSprite; }
38  protected:
39  // shared drawing sprite, for drawing all gui elements
40  ID3DXSprite* m_pSprite;
41  VertexDeclarationPtr m_pLastDecl;
42  };
43 }
44 
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ManagedDef.h:18
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
virtual HRESULT Begin(DWORD Flags)
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
vertex element
Definition: VertexDeclarationOpenGL.h:21
Definition: SpriteRendererDirectX.h:7
Definition: ParaColor.h:275
base class for sprite renderer
Definition: SpriteRenderer.h:55