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#include <d3dx8.h>

and add d3dx8dt.lib to the list of linked libraries. Once that was set up, the PostInitialize function now looks like this:

void PostInitialize(float WindowWidth, float WindowHeight) {

 D3DXMATRIX Ortho2D;

 D3DXMATRIX Identity;

 D3DXMatrixOrthoLH(&Ortho2D, WindowWidth, WindowHeight, 0.0f, 1.0f);

 D3DXMatrixIdentity(&Identity);

 g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &Ortho2D);

 g_pd3dDevice->SetTransform(D3DTS_WORLD, &Identity);

 g_pd3dDevice->SetTransform(D3DTS_VIEW, &Identity);

}

We are now set up for 2D drawing, now we need something to draw. The way things are set up, our drawing area goes from —WindowWidth/2 to WindowWidth/2 and -WindowHeight/2 to WindowHeight/2. One thing to note, in this code, the width and the height are being specified in pixels. This allows us to think about everything in terms of pixels, but we could have set the width and height to say 1.0 and that would have allowed us to specify sizes, etc. in terms of percentages of the screen space, which would be nice for supporting multiple resolutions easily. Changing the matrix allows for all sorts of neat things, but for simplicity, we'll talk about pixels for nowЕ Setting Up a 2D "Panel"

When I draw in 2D, I have a class called CDX8Panel that encapsulates everything I need to draw a 2D rectangle. For simplicity, and it avoid a C++ explanation, I have pulled out the code here. However, as we build up our code to draw a panel, you'll probably see the value of such a class or higher level API if you don't use C++. Also, we are about to recreate much that goes on in the ID3DXSprite interface. I'm explaining the basics here to show the way things work, but you may want to use the sprite interface if it suits your needs.

My definition of a panel is simply a 2D textured rectangle that we are going to draw on the screen. Drawing a panel will be extremely similar to a 2D blit. Experienced 2D programmers may think that this is a lot of work for a blit, but that work pays off with the amount of special effects that it enables. First, we have to think about the geometry of our rectangle. This involves thinking about vertices. If you have 3D hardware, the hardware will process these vertices extremely quickly. If you have 2D hardware, we are talking about so few vertices that they will be processed very quickly by the CPU. First, let's define our vertex format. Place the following code near the #includes:

struct PANELVERTEX {

 FLOAT x, y, z;

 DWORD color;

 FLOAT u, v;

};

#define D3DFVF_PANELVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

This structure and Flexible Vertex Format (FVF) specify that we are talking about a vertex that has a position, a color, and a set of texture coordinates.

Now we need a vertex buffer. Add the following line of code to the list of globals. Again, for simplicity, I'm making it global — this is not a demonstration of good coding practice.

LPDIRECT3DVERTEXBUFFER8 g_pVertices = NULL;

Now, add the following lines of code to the PostInitialize function (explanation to follow):

float PanelWidth = 50.0f;

float PanelHeight = 100.0f;

g_pd3dDevice->CreateVertexBuffer(4 * sizeof(PANELVERTEX), D3DUSAGE_WRITEONLY,

 D3DFVF_PANELVERTEX, D3DPOOL_MANAGED, &g_pVertices);

PANELVERTEX* pVertices = NULL;

g_pVertices->Lock(0, 4 * sizeof(PANELVERTEX), (BYTE**)&pVertices, 0);

//Set all the colors to white

pVertices[0].color = pVertices[1].color = pVertices[2].color = pVertices[3].color = 0xffffffff;

//Set positions and texture coordinates

pVertices[0].x = pVertices[3].x = -PanelWidth / 2.0f;

pVertices[1].x = pVertices[2].x = PanelWidth / 2.0f;

pVertices[0].y = pVertices[1].y = PanelHeight / 2.0f;

pVertices[2].y = pVertices[3].y = -PanelHeight / 2.0f;

pVertices[0].z = pVertices[1].z = pVertices[2].z = pVertices[3].z = 1.0f;

pVertices[1].u = pVertices[2].u = 1.0f;

pVertices[0].u = pVertices[3].u = 0.0f;

pVertices[0].v = pVertices[1].v = 0.0f;

pVertices[2].v = pVertices[3].v = 1.0f;

g_pVertices->Unlock();

This is actually much simpler than it may look. First, I made up a size for the panel just so we'd have something to work with. Next, I asked the device to create a vertex buffer that contained enough memory for four vertices of my format. Then I locked the buffer so I could set the values. One thing to note, locking buffers is very expensive, so I'm only going to do it once. We can manipulate the vertices without locking, but we'll discuss that later. For this example I have set the four points centered on the (0, 0). Keep this in the back of your mind; it will have ramifications later. Also, I set the texture coordinates. The SDK explains these pretty well, so I won't get into that. The short story is that we are set up to draw the entire texture. So, now we have a rectangle set up. The next step is to draw it…

Drawing the Panel

Drawing the rectangle is pretty easy. Add the following lines of code to your Render2D function:

g_pd3dDevice->SetVertexShader(D3DFVF_PANELVERTEX);

g_pd3dDevice->SetStreamSource(0, g_pVertices, sizeof(PANELVERTEX));

g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);

These lines tell the device how the vertices are formatted, which vertices to use, and how to use them. I have chosen to draw this as a triangle fan, because it's more compact than drawing two triangles. Note that since we are not dealing with other vertex formats or other vertex buffers, we could have moved the first two lines to our PostInitialize function. I put them here to stress that you have to tell the device what it's dealing with. If you don't, it may assume that the vertices are a different format and cause a crash. At this point, you can compile and run the code. If everything is correct, you should see a black rectangle on a blue background. This isn't quite right because we set the vertex colors to white. The problem is that the device has lighting enabled, which we don't need. Turn lighting off by adding this line to the PostInitialize function:

g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

Now, recompile and the device will use the vertex colors. If you'd like, you can change the vertex colors and see the effect. So far, so good, but a game that features a white rectangle is visually boring, and we haven't gotten to the idea of blitting a bitmap yet. So, we have to add a texture. Texturing the Panel

A texture is basically a bitmap that can be loaded from a file or generated from data. For simplicity, we'll just use files. Add the following to your global variables:

LPDIRECT3DTEXTURE8 g_pTexture = NULL;

This is the texture object we'll be using. To load a texture from a file, add this line to PostInitialize:

D3DXCreateTextureFromFileEx(g_pd3dDevice, [Some Image File], 0, 0, 0, 0,

 D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT,

 D3DX_DEFAULT , 0, NULL, NULL, &g_pTexture);

Replace [Some Image File] with a file of your choice. The D3DX function can load many standard formats. The pixel format we're using has an alpha channel, so we could load a format that has an alpha channel such as .dds. Also, I'm ignoring the ColorKey parameter, but you could specify a color key for transparency. I'll get back to transparency in a little bit. For now, we have a texture and we've loaded an image. Now we have to tell the device to use it. Add the following line to the beginning of Render2D:

g_pd3dDevice->SetTexture(0, g_pTexture);