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class CVertexColor { public: tbVector3 vPos; D3DCOLOR Color; float fRHW; static const DWORD dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE; tbResult CreateColorMap(tbColor Color, float fBrightness); }; tbResult CVertexColor::CreateColorMap(tbColor Color, float fBrightness) { CVertexColor aVertex[4]; tbDirect3D& D3D = tbDirect3D::Instance(); aVertex[0].vPos = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f); aVertex[0].fRHW = 1.0f; aVertex[0].Color = tbColor(Color.fRed, Color.fGreen, Color.fBlue, fBrightness); aVertex[1].vPos = tbVector3(0.0f, 0.0f, 0.0f); aVertex[1].fRHW = 1.0f; aVertex[1].Color = tbColor(Color.fRed, Color.fGreen, Color.fBlue, fBrightness); aVertex[2].vPos = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f); aVertex[2].fRHW = 1.0f; aVertex[2].Color = tbColor(Color.fRed, Color.fGreen, Color.fBlue, fBrightness); aVertex[3].vPos = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f); aVertex[3].fRHW = 1.0f; aVertex[3].Color = tbColor(Color.fRed, Color.fGreen, Color.fBlue, fBrightness); D3D.SetTexture(0, NULL); D3D.SetRS(D3DRS_ALPHABLENDENABLE, TRUE); D3D.SetRS(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); D3D.SetRS(D3DRS_DESTBLEND, D3DBLEND_ONE); D3D.SetRS(D3DRS_ZENABLE, FALSE); D3D.SetRS(D3DRS_ZWRITEENABLE, FALSE); D3D.SetFVF(CVertexColor::dwFVF); D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(CVertexColor)); D3D.SetRS(D3DRS_ZENABLE, TRUE); D3D.SetRS(D3DRS_ZWRITEENABLE, TRUE); D3D.SetRS(D3DRS_ALPHABLENDENABLE, FALSE); return TB_OK; } |
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g_pVertexColor->CreateColorMap(tbColor(0.0f, 0.0f, 0.0f), 0.0f); //oder g_pVertexColor->CreateColorMap(tbColor(0.0f, 0.0f, 0.0f), 1.0f); |
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tbResult CIntro::Render(float fTime) { tbDirect3D& D3D = tbDirect3D::Instance(); D3D->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor( 0.0f, 0.0f, 0.0f), 1.0f, 0); D3D->BeginScene(); //g_pVertex->CreateBackground(m_Background); g_pHeroes->m_pFont->Begin(); g_pHeroes->m_pFont->DrawText( tbVector2( 0.5f, 0.5f), "Drücken Sie Enter!", TB_FF_ALIGN_HCENTER | TB_FF_ALIGN_VCENTER | TB_FF_RELATIVE | TB_FF_RELATIVESCALING); g_pHeroes->m_pFont->End(); if(m_bÜbergang == true) { CVertexColor aVertex[4]; aVertex[0].vPos = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f); aVertex[0].fRHW = 1.0f; aVertex[0].Color = tbColor(0.0f, 0.0f, 0.0f); aVertex[1].vPos = tbVector3(0.0f, 0.0f, 0.0f); aVertex[1].fRHW = 1.0f; aVertex[1].Color = tbColor(0.0f, 0.0f, 0.0f); aVertex[2].vPos = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f); aVertex[2].fRHW = 1.0f; aVertex[2].Color = tbColor(0.0f, 0.0f, 0.0f); aVertex[3].vPos = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f); aVertex[3].fRHW = 1.0f; aVertex[3].Color = tbColor(0.0f, 0.0f, 0.0f); D3D.SetTexture(0, NULL); D3D.SetFVF(CVertexColor::dwFVF); D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(CVertexColor)); } D3D->EndScene(); return TB_OK; } |
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