My Project
Client
trunk
ParaEngineClient
renderer
SpriteRendererDirectX.h
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#pragma once
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#include "VertexFVF.h"
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#include "SpriteRenderer.h"
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namespace
ParaEngine
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{
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class
CSpriteRendererDirectX
:
public
CSpriteRenderer
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{
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public
:
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CSpriteRendererDirectX
();
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virtual
~
CSpriteRendererDirectX
();
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public
:
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virtual
HRESULT
Begin
(DWORD Flags);
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virtual
void
End();
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virtual
void
FlushQuads();
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virtual
HRESULT DrawRect(
const
RECT
* pRect,
Color
color,
float
depth);
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virtual
HRESULT DrawQuad(
TextureEntity
* pTexture,
const
RECT
* pSrcRect,
const
Vector3
* vCenter,
const
Vector3
* pPosition,
Color
c);
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virtual
HRESULT SetTransform(
const
Matrix4
& mat);
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virtual
void
InitDeviceObjects();
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virtual
void
RestoreDeviceObjects();
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virtual
void
InvalidateDeviceObjects();
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virtual
void
DeleteDeviceObjects();
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public
:
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ID3DXSprite* GetSprite()
const
{
return
m_pSprite; }
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protected
:
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// shared drawing sprite, for drawing all gui elements
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ID3DXSprite* m_pSprite;
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VertexDeclarationPtr
m_pLastDecl;
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};
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}
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ParaEngine::TextureEntity
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition:
TextureEntity.h:29
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
tagRECT
Definition:
ManagedDef.h:18
ParaEngine::Vector3
Standard 3-dimensional vector.
Definition:
ParaVector3.h:16
ParaEngine::CSpriteRendererDirectX::Begin
virtual HRESULT Begin(DWORD Flags)
ParaEngine::Matrix4
Class encapsulating a standard 4x4 homogeneous matrix.
Definition:
ParaMatrix4.h:23
ParaEngine::CVertexDeclaration
vertex element
Definition:
VertexDeclarationOpenGL.h:21
ParaEngine::CSpriteRendererDirectX
Definition:
SpriteRendererDirectX.h:7
ParaEngine::Color
Definition:
ParaColor.h:275
ParaEngine::CSpriteRenderer
base class for sprite renderer
Definition:
SpriteRenderer.h:55
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