World of Warcraft Image Effect (Spell Cooldown)
Started by Psychopathetica, Oct 28 2011 10:38 AM
12 replies to this topic
#1 Members - Reputation: 124
Posted 28 October 2011 - 10:38 AM
I'm recreating World of Warcraft only in 2D using DirectX and I'm trying to simulate this which can be used as a cooldown on a spell that you can't use for a certain number of seconds / minutes. The lit image overlaying rotates smoothly around like a clock over the darkened image.I figured the solution to this would be to split the square into a pie using 8 separate polygons. But my problem is probably in my rotation trigonometry with both the texture coordinates and rotation, cause I can only get one polygon of the 8 to work properly. The others just warp or don't do it right. Is there a solution or a better approach on how I can produce this effect shown below? Thanks in advance. I'm using VB but I can decipher C++ and C# as well if someone has a code sample.
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#2 Members - Reputation: 463
Posted 28 October 2011 - 10:47 AM
Think of it as black and white mask for the image. Then create a triangle-fan geometry (minimum of 4 triangles or so) where each outer vertex is weighted linearly, then just rotate with time. The actual triangles can be a lot bigger than the rendertarget.
Or you could calculate angle for each pixel, and shade accordingly.
Or you could calculate angle for each pixel, and shade accordingly.
#3 Members - Reputation: 1863
Posted 28 October 2011 - 11:43 AM
You can also do that effect by drawing a translucent black area over the buttons with an alpha-blend texture that looks something like this:

Don't use continuous blending, but more of a stenciled blend, and vary the cut-off of the blend based on time remaining in the cooldown. This way, you can do a continuous sweep and the only assets you need to create are the button and the above texture.

Don't use continuous blending, but more of a stenciled blend, and vary the cut-off of the blend based on time remaining in the cooldown. This way, you can do a continuous sweep and the only assets you need to create are the button and the above texture.
#5 Members - Reputation: 124
Posted 28 October 2011 - 12:49 PM
I'm a little confused cause on wow it's lit the whole time as it goes around over the darkened image. It doesn't get darker or lighter as it goes around, but rather starts from nothing and reappears as it goes around with it's original color. Could you explain in more detail about the stencil blend? Maybe I'm misunderstanding =P
#6 Members - Reputation: 463
Posted 28 October 2011 - 01:14 PM
You linearly with time apply a cut-off value for that black and white image with a gradient. When the cut-off value is below the pixel value it is 0, and above it is 1. This makes the gradient bitmap only two color, 0 or 1, black and white. You use this as a multiplier for the original image. Then you add some constant value so the image is dimmed when mask is zero, and original color when mask is 1.
So with cut-off value of 0.5, half of the rectangle is 0 and other half is 1.
So with cut-off value of 0.5, half of the rectangle is 0 and other half is 1.
#7 Members - Reputation: 1863
Posted 28 October 2011 - 04:06 PM
Here is how it works:
Imagine you have a grey rectangle that is (0.5,0.5,0.5) color, and a button. If you draw the grey rectangle over the button using a subtractive blending mode (ie, subtract the grey square from the button) you get a darkened button.
The way this method works is that you draw the grey square over the button, with the swirl texture above set as the grey square's alpha channel. Only you don't do alpha-based blending; that would just result in the grey square appearing darker/lighter as it goes around as you thought it might. No, you continue to use subtractive blending. The difference is that you use the alpha channel as a stencil test. If the alpha value is under a certain threshold, draw the pixel, otherwise discard it. So the alpha channel only provides a pass/fail test for whether a pixel is to be drawn, but when the pixel is drawn it is merely subtracted from the pixel that is already there from drawing the button, making that pixel a bit dimmer.
The magic comes in setting the threshold value to compare the source alpha against. When this value is 1, the entire square will be darkened, because every pixel in the swirl texture corresponds to an alpha value that is less than or equal to 1. However, as you lower the value of the alpha test toward 0, fewer and fewer of the swirl pixels pass the test, and the pattern of pixels that fails the test sweeps around the circle following the circular gradient, until finally you hit 0 and the entire grey texture is discarded.
Here is a minimal example using SFML and OpenGL. There are some caveats here, though, in that the piece of shit computers I have at work are old integrated Intel boxes with XP and no updated drivers that don't support the ARB_imaging OpenGL extension, and so I couldn't set a subtractive blend. So in this example, the button starts out dark and is lightened by the overlay gray sweep texture, rather than starting out bright and being darkened. The interesting bits, however, are in the way I use glAlphaTest() to pass/fail pixels in the sweep texture. (Also, given that I couldn't do subtractive, the comparison function is greater-equal rather than less-than-equal):
Now, it is OpenGL because I don't use Direct3D ever, but the same principles should apply in Direct3D. You get the alpha value from the texture, compare against the threshold, and pass/fail it, then blend the passed pixels against the button pixels already drawn. Here is a screen shot of the above in action:

The darker areas are the button un-brightened, where none of the sweep texture pixels pass. The brighter areas are where the sweep pixels pass the stencil test and are drawn, brightening the view.
Imagine you have a grey rectangle that is (0.5,0.5,0.5) color, and a button. If you draw the grey rectangle over the button using a subtractive blending mode (ie, subtract the grey square from the button) you get a darkened button.
The way this method works is that you draw the grey square over the button, with the swirl texture above set as the grey square's alpha channel. Only you don't do alpha-based blending; that would just result in the grey square appearing darker/lighter as it goes around as you thought it might. No, you continue to use subtractive blending. The difference is that you use the alpha channel as a stencil test. If the alpha value is under a certain threshold, draw the pixel, otherwise discard it. So the alpha channel only provides a pass/fail test for whether a pixel is to be drawn, but when the pixel is drawn it is merely subtracted from the pixel that is already there from drawing the button, making that pixel a bit dimmer.
The magic comes in setting the threshold value to compare the source alpha against. When this value is 1, the entire square will be darkened, because every pixel in the swirl texture corresponds to an alpha value that is less than or equal to 1. However, as you lower the value of the alpha test toward 0, fewer and fewer of the swirl pixels pass the test, and the pattern of pixels that fails the test sweeps around the circle following the circular gradient, until finally you hit 0 and the entire grey texture is discarded.
Here is a minimal example using SFML and OpenGL. There are some caveats here, though, in that the piece of shit computers I have at work are old integrated Intel boxes with XP and no updated drivers that don't support the ARB_imaging OpenGL extension, and so I couldn't set a subtractive blend. So in this example, the button starts out dark and is lightened by the overlay gray sweep texture, rather than starting out bright and being darkened. The interesting bits, however, are in the way I use glAlphaTest() to pass/fail pixels in the sweep texture. (Also, given that I couldn't do subtractive, the comparison function is greater-equal rather than less-than-equal):
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL");
std::cout << glGetString(GL_VERSION) << std::endl;
std::cout << glGetString(GL_EXTENSIONS) << std::endl;
// Create a clock for measuring time elapsed
sf::Clock Clock;
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable Z-buffer read and write
glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
glEnable(GL_TEXTURE_2D);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(90.f, 1.f, 1.f, 500.f);
glOrtho(-400,400,300,-300, -100, 100);
sf::Image swirl;
swirl.LoadFromFile("swirl.png");
sf::Image button;
button.LoadFromFile("button.png");
float alpha=1;
// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App.Close();
// Resize event : adjust viewport
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
// Set the active window before using OpenGL commands
// It's useless here because active window is always the same,
// but don't forget it if you use multiple windows or controls
App.SetActive();
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
button.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(-64,-64);
glTexCoord2f(0,1);
glVertex2f(-64,64);
glTexCoord2f(1,1);
glVertex2f(64,64);
glTexCoord2f(1,0);
glVertex2f(64,-64);
glEnd();
// Draw a cube
//glBlendColor(1,1,1,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
//glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, alpha);
swirl.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(-64,-64);
glTexCoord2f(0,1);
glVertex2f(-64,64);
glTexCoord2f(1,1);
glVertex2f(64,64);
glTexCoord2f(1,0);
glVertex2f(64,-64);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
// Finally, display rendered frame on screen
App.Display();
alpha-=(Clock.GetElapsedTime() * 0.5);
if(alpha<0) alpha=1;
Clock.Reset();
}
return EXIT_SUCCESS;
}
Now, it is OpenGL because I don't use Direct3D ever, but the same principles should apply in Direct3D. You get the alpha value from the texture, compare against the threshold, and pass/fail it, then blend the passed pixels against the button pixels already drawn. Here is a screen shot of the above in action:

The darker areas are the button un-brightened, where none of the sweep texture pixels pass. The brighter areas are where the sweep pixels pass the stencil test and are drawn, brightening the view.
#8 Members - Reputation: 516
Posted 28 October 2011 - 04:45 PM
Although that elegantly works, the problem with using a texture is that you get a jittery line where a few pixels fail the alpha test (you can see that in the image you posted) - it's minimal, but I'm sure under motion it must be distracting. Warcraft III (where this button "cooldown" effect originated) doesn't have jittery lines when displaying this effect, which leads me to believe it's solely based on geometry blending as explained in the following:

The above would require every button to be square (such as they are in WoW or Warcraft III). By using Stencil tests instead of Scissoring you can have buttons of any shape, as long as they don't use transparency.
The angle of the polygon indicates the "cooldown" value. You can easily place its vertices using Cos() and Sin() based on that angle. To safely have a fully shaded button graphic without artifacts, you need five total vertices with four rotating around the button and the fifth on the center. This is enough to surround any shape of button.
EDIT: I just realized user Codarki of post #2 shares the same opinion.

The above would require every button to be square (such as they are in WoW or Warcraft III). By using Stencil tests instead of Scissoring you can have buttons of any shape, as long as they don't use transparency.
The angle of the polygon indicates the "cooldown" value. You can easily place its vertices using Cos() and Sin() based on that angle. To safely have a fully shaded button graphic without artifacts, you need five total vertices with four rotating around the button and the fifth on the center. This is enough to surround any shape of button.
EDIT: I just realized user Codarki of post #2 shares the same opinion.
#11 Members - Reputation: 516
Posted 01 November 2011 - 12:58 PM
There're two ways to clip the shading polygon to the button's area: using a glScissor() rectangle (might be easier, since you probably have rectangular buttons as well), or setting up a Stencil test (can be used for rectangular buttons just as for any other kind of shape). In case you're not familiar with these functionalities, please refer to the OpenGL documentation or the Direct3D equivalent.
If you decide to use glScissor() you will be able to batch all the buttons and then go in separate passes setting up the scissoring and drawing each one's shading polygon. From all the easy methods available, this is probably the one with the best performance.
If you decide to use glScissor() you will be able to batch all the buttons and then go in separate passes setting up the scissoring and drawing each one's shading polygon. From all the easy methods available, this is probably the one with the best performance.
#12 Members - Reputation: 124
Posted 01 November 2011 - 11:45 PM
I tried looking it up and it seems a little difficult to implement in DirectX. I can't exactly use OpenGL cause I already got a massive sized game going and can't change all that code. Is there a simple 2D DX example to cut off around that square? With the code I attempted nothing happened o.o . And the example I got it the Stencil code from it was 3D yet my games 2D and non DirectDraw based. Heres what I have so far in my spell cooldown code. It works nicely and the darkened poly I made an even diamond around the square icon split into 4 polys from 5 vertices. But where i have it saying Nothings cutting off, just a poly over a poly is where my problem lies.
Option Explicit
'The 2D (Transformed and Lit) vertex format type.
Private Type TLVERTEX
X As Single
Y As Single
Z As Single
RHW As Single
Color As Long
Specular As Long
TU As Single
TV As Single
End Type
Private Type Vector
X As Single
Y As Single
End Type
Private Declare Function QueryPerformanceCounter Lib "kernel32" (lpPerformanceCount As Currency) As Long
Private Declare Function QueryPerformanceFrequency Lib "kernel32" (lpPerformanceCount As Currency) As Long
'Some color depth constants to help make the DX constants more readable.
Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8
Private Const IMAGE_SIZE As Long = 100
Private Const PI As Single = 3.141592654
'The 2D (Transformed and Lit) vertex format.
Private Const FVF_TLVERTEX As Long = D3DFVF_XYZRHW Or D3DFVF_TEX1 Or D3DFVF_DIFFUSE Or D3DFVF_SPECULAR
Private DirectX8 As DirectX8 'The master DirectX object.
Private Direct3D As Direct3D8 'Controls all things 3D.
Private Direct3D_Device As Direct3DDevice8 'Represents the hardware rendering.
Private Direct3DX As D3DX8
Private Fullscreen_Enabled As Boolean 'Helps determine whether it's fullscreen mode.
Private Running As Boolean 'Helps determine whether the main game loop is running.
Private Vertex_List(3) As TLVERTEX '4 vertices will make a square.
Private Vertex_List2(5) As TLVERTEX
Private Vertex_List3(3) As TLVERTEX
Private Texture As Direct3DTexture8
Private Alpha As Long
Private X As Single, Y As Single
Private Angle As Single
Private Ticks_Per_Second As Currency
Private Start_Time As Currency
Private Cooldown_Amount As Single
Private Cooldown_Time As Single
Private Milliseconds As Single
Private Cooldown_Flag As Boolean
Private Function Hi_Res_Timer_Initialize() As Boolean
If QueryPerformanceFrequency(Ticks_Per_Second) = 0 Then
Hi_Res_Timer_Initialize = False
Else
QueryPerformanceCounter Start_Time
Hi_Res_Timer_Initialize = True
End If
End Function
Private Function Get_Elapsed_Time() As Single
Dim Last_Time As Currency
Dim Current_Time As Currency
QueryPerformanceCounter Current_Time
Get_Elapsed_Time = (Current_Time - Last_Time) / Ticks_Per_Second
QueryPerformanceCounter Last_Time
End Function
'This function will make it much easier to setup the vertices with the info it needs.
Private Function Create_TLVertex(X As Single, Y As Single, Z As Single, RHW As Single, Color As Long, Specular As Long, TU As Single, TV As Single) As TLVERTEX
Create_TLVertex.X = X
Create_TLVertex.Y = Y
Create_TLVertex.Z = Z
Create_TLVertex.RHW = RHW
Create_TLVertex.Color = Color
Create_TLVertex.Specular = Specular
Create_TLVertex.TU = TU
Create_TLVertex.TV = TV
End Function
Private Function DirectX_Initialize() As Boolean
On Error GoTo Error_Handler
Dim Display_Mode As D3DDISPLAYMODE 'Display mode desciption.
Dim Direct3D_Window As D3DPRESENT_PARAMETERS 'Backbuffer and viewport description.
Set DirectX8 = New DirectX8 'Creates the DirectX object.
Set Direct3D = DirectX8.Direct3DCreate() 'Creates the Direct3D object using the DirectX object.
Set Direct3DX = New D3DX8
If Fullscreen_Enabled = True Then
'Now that we are working with fullscreen mode, we must set up the
'screen resolution to switch to, rather than use the default screen
'resolution.
Display_Mode.Width = 800
Display_Mode.Height = 600
Display_Mode.Format = COLOR_DEPTH_16_BIT
Direct3D_Window.Windowed = False 'The app will be in fullscreen mode.
Direct3D_Window.BackBufferCount = 1 '1 backbuffer only
Direct3D_Window.BackBufferWidth = Display_Mode.Width 'Match the backbuffer width with the display width
Direct3D_Window.BackBufferHeight = Display_Mode.Height 'Match the backbuffer height with the display height
Direct3D_Window.hDeviceWindow = frmMain.hWnd 'Use frmMain as the device window.
Else
Direct3D.GetAdapterDisplayMode D3DADAPTER_DEFAULT, Display_Mode 'Use the current display mode that you
'are already on. Incase you are confused, I'm
'talking about your current screen resolution. ;)
Direct3D_Window.Windowed = True 'The app will be in windowed mode.
End If
Direct3D_Window.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC 'Refresh when the monitor does.
Direct3D_Window.BackBufferFormat = Display_Mode.Format 'Sets the format that was retrieved into the backbuffer.
Direct3D_Window.AutoDepthStencilFormat = D3DFMT_D24S8
Direct3D_Window.EnableAutoDepthStencil = 1
'Creates the rendering device with some useful info, along with the info
'we've already setup for Direct3D_Window.
Set Direct3D_Device = Direct3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, frmMain.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, Direct3D_Window)
Direct3D_Device.SetVertexShader FVF_TLVERTEX 'Set the type of vertex shading. (Required)
'Right here will alphablend the polygon
Direct3D_Device.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_MODULATE
Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE
Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE
Direct3D_Device.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
Direct3D_Device.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
Direct3D_Device.SetRenderState D3DRS_BLENDOP, D3DBLENDOP_ADD
'These lines are not needed, but it's nice to be able to filter the
'textures to make them look nicer.
Direct3D_Device.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_POINT
Direct3D_Device.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_POINT
Exit Function
Error_Handler:
MsgBox "An error occured while initializing DirectX", vbCritical
Close_Program
DirectX_Initialize = False
End Function
Private Sub Create_Polygon()
Vertex_List(0) = Create_TLVertex(X - (IMAGE_SIZE / 2) + 0, Y - (IMAGE_SIZE / 2) + 0, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 0, 0)
Vertex_List(1) = Create_TLVertex(X - (IMAGE_SIZE / 2) + IMAGE_SIZE, Y - (IMAGE_SIZE / 2) + 0, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 1, 0)
Vertex_List(2) = Create_TLVertex(X - (IMAGE_SIZE / 2) + 0, Y - (IMAGE_SIZE / 2) + IMAGE_SIZE, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 0, 1)
Vertex_List(3) = Create_TLVertex(X - (IMAGE_SIZE / 2) + IMAGE_SIZE, Y - (IMAGE_SIZE / 2) + IMAGE_SIZE, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 1, 1)
End Sub
Private Sub Create_Polygon2()
Dim Offset As Long
Dim Color As Long
Dim RotX As Single, RotY As Single
Offset = IMAGE_SIZE
Color = D3DColorRGBA(0, 0, 0, 155)
'Angle = 0
If Angle < 90 Then
RotX = X + (0 * Cos((Angle) * (PI / 180)) - (-Offset) * Sin((Angle) * (PI / 180)))
RotY = Y + (0 * Sin((Angle) * (PI / 180)) + (-Offset) * Cos((Angle) * (PI / 180)))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Top
Vertex_List2(1) = Create_TLVertex(X + Offset, Y, 0, 1, Color, 0, 0, 0) 'Right
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X, Y + Offset, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(4) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Vertex_List2(5) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
ElseIf Angle >= 90 And Angle < 180 Then
RotX = X + ((Offset * Cos((Angle - 90) * (PI / 180))) - (0 * Sin((Angle - 90) * (PI / 180))))
RotY = Y + ((Offset * Sin((Angle - 90) * (PI / 180))) + (0 * Cos((Angle - 90) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Right
Vertex_List2(1) = Create_TLVertex(X, Y + Offset, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(4) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
ElseIf Angle >= 180 And Angle <= 270 Then
RotX = X + ((0 * Cos((Angle - 180) * (PI / 180))) - (Offset * Sin((Angle - 180) * (PI / 180))))
RotY = Y + ((0 * Sin((Angle - 180) * (PI / 180))) + (Offset * Cos((Angle - 180) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(1) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Else
RotX = X + ((-Offset * Cos((Angle - 270) * (PI / 180))) - (0 * Sin((Angle - 270) * (PI / 180))))
RotY = Y + ((-Offset * Sin((Angle - 270) * (PI / 180))) + (0 * Cos((Angle - 270) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(1) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
End If
End Sub
Private Sub Load_Texture()
Dim File_Path As String
Dim Width As Long
Dim Height As Long
Dim Transparency_Color As Long
File_Path = App.Path & "\Death Coil.bmp"
Width = 256
Height = 256
Transparency_Color = D3DColorRGBA(0, 0, 0, 255)
Set Texture = Direct3DX.CreateTextureFromFileEx(Direct3D_Device, _
File_Path, _
Width, Height, _
0, _
0, _
D3DFMT_A8R8G8B8, _
D3DPOOL_MANAGED, _
D3DX_FILTER_POINT, _
D3DX_FILTER_POINT, _
Transparency_Color, _
ByVal 0, _
ByVal 0)
End Sub
Private Sub Game_Loop()
Do While Running = True
DoEvents 'Allow events to happen so the program doesn't lock up.
If Fullscreen_Enabled = False Then frmMain.Caption = "CD Time: " & CStr(Cooldown_Time) & " / " & Milliseconds & " S/X - Angle: " & Angle & " CD = " & Cooldown_Flag
'----------------------------------------------------
'DirectX automatically handles the framerate for you
'which makes it run (at most) as fast as the monitors
'refresh rate, so you don't need to add extra code to
'slow down the loop and run at a certain number of frames
'per second.
'----------------------------------------------------
'Clears the backbuffer.
Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET Or D3DCLEAR_STENCIL, D3DColorRGBA(0, 0, 0, 0), 1#, 0
Direct3D_Device.BeginScene
'Right here will alphablend the polygon
Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, True
X = (Me.ScaleWidth / 2)
Y = (Me.ScaleHeight / 2)
Cooldown_Amount = 5 'seconds
If Cooldown_Flag = True Then
Cooldown_Time = Get_Elapsed_Time - Milliseconds
If Cooldown_Time >= Cooldown_Amount Then Cooldown_Time = Cooldown_Amount
Angle = ((Cooldown_Time / Cooldown_Amount) * 360)
End If
If Angle <= 0 Then Angle = 0
If Angle >= 360 Then
Angle = 360
Cooldown_Flag = False
End If
Create_Polygon
Direct3D_Device.SetTexture 0, Texture
Direct3D_Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List(0), Len(Vertex_List(0))
Create_Polygon2
Direct3D_Device.SetTexture 0, Nothing
Direct3D_Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 4, Vertex_List2(0), Len(Vertex_List2(0))
Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, False
With Direct3D_Device
.SetRenderState D3DRS_STENCILENABLE, True
.SetRenderState D3DRS_STENCILFUNC, D3DCMP_ALWAYS
.SetRenderState D3DRS_STENCILREF, 0
.SetRenderState D3DRS_STENCILMASK, &HFFFFFFFF
.SetRenderState D3DRS_STENCILWRITEMASK, &HFFFFFFFF
.SetRenderState D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE
'.SetRenderState D3DRS_ZWRITEENABLE, False
.SetRenderState D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILPASS, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFUNC, D3DCMP_EQUAL
.SetRenderState D3DRS_STENCILREF, 0
.SetRenderState D3DRS_STENCILMASK, &H1
'//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Nothings cutting off. It just ends up another poly over my spell icon
'//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Vertex_List3(0) = Create_TLVertex(X - (20 / 2) + 0, Y - (20 / 2) + 0, 0, 1, D3DColorXRGB(0, 0, 0), 0, 0, 0)
Vertex_List3(1) = Create_TLVertex(X - (20 / 2) + 20, Y - (20 / 2) + 0, 0, 1, D3DColorXRGB(0, 0, 0), 0, 1, 0)
Vertex_List3(2) = Create_TLVertex(X - (20 / 2) + 0, Y - (20 / 2) + 20, 0, 1, D3DColorXRGB(0, 0, 0), 0, 0, 1)
Vertex_List3(3) = Create_TLVertex(X - (20 / 2) + 20, Y - (20 / 2) + 20, 0, 1, D3DColorXRGB(0, 0, 0), 0, 1, 1)
.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List3(0), Len(Vertex_List3(0))
.SetRenderState D3DRS_STENCILENABLE, 0
'.SetRenderState D3DRS_ZWRITEENABLE, True
.SetRenderState D3DRS_ALPHABLENDENABLE, True
End With
Direct3D_Device.EndScene
'Flips the backbuffer into the form window.
Direct3D_Device.Present ByVal 0, ByVal 0, 0, ByVal 0
QueryPerformanceCounter Start_Time
Loop
End Sub
Private Sub Close_Program()
Running = False 'This helps the program bail out of the game loop.
'Unload all of the DirectX objects.
Set Texture = Nothing
Set Direct3DX = Nothing
Set Direct3D_Device = Nothing
Set Direct3D = Nothing
Set DirectX8 = Nothing
Unload Me 'Unload the form.
End 'Ends the program.
'Although the Unload statement located above exits the program, you
'will end up with an Automation error after doing so. The End statement
'will help prevent that, and end the app completely.
End Sub
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
If KeyCode = vbKeyEscape Then 'If the user presses the Esc key...
Close_Program
End If
End Sub
Private Sub Form_Load()
'This event will fire before the form has completely loaded.
If MsgBox("Click Yes to go to full screen (Recommended)", vbQuestion Or vbYesNo, "Options") = vbYes Then Fullscreen_Enabled = True
Hi_Res_Timer_Initialize
frmMain.ScaleMode = vbPixels
Alpha = 255
Angle = 360
frmMain.Show
DirectX_Initialize 'Initializes DirectX and Direct3D.
Create_Polygon 'Creates the polygon.
Load_Texture 'Loads a texture from file.
Running = True 'Initializations all set. It's now ok to activate the game loop.
Game_Loop
End Sub
Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
If Button = 1 Then
If Cooldown_Flag = False And (Angle >= 360) Then
Angle = 0
Cooldown_Time = 0
Milliseconds = Get_Elapsed_Time
Cooldown_Flag = True
End If
End If
End Sub
Private Sub Form_Unload(Cancel As Integer)
Close_Program
End Sub






