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ScrollingBackground
Chuck Walbourn edited this page Aug 8, 2021
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This is an example of a C++ port of the C# XNA Game Studio sample class for drawing a scrolling background using SpriteBatch.
Related tutorial: More tricks with sprites
class ScrollingBackground
{
public:
ScrollingBackground() :
mScreenHeight(0),
mTextureWidth(0),
mTextureHeight(0),
mScreenPos{},
mTextureSize{},
mOrigin{}
{
}
void Load( ID3D11ShaderResourceView* texture )
{
mTexture = texture;
if ( texture )
{
Microsoft::WRL::ComPtr<ID3D11Resource> resource;
texture->GetResource( resource.GetAddressOf() );
D3D11_RESOURCE_DIMENSION dim;
resource->GetType( &dim );
if ( dim != D3D11_RESOURCE_DIMENSION_TEXTURE2D )
throw std::exception( "ScrollingBackground expects a Texture2D" );
Microsoft::WRL::ComPtr<ID3D11Texture2D> tex2D;
resource.As( &tex2D );
D3D11_TEXTURE2D_DESC desc;
tex2D->GetDesc( &desc );
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
mTextureSize.x = 0.f;
mTextureSize.y = float( desc.Height );
mOrigin.x = desc.Width / 2.f;
mOrigin.y = 0.f;
}
}
void SetWindow( int screenWidth, int screenHeight )
{
mScreenHeight = screenHeight;
mScreenPos.x = float( screenWidth ) / 2.f;
mScreenPos.y = float( screenHeight ) / 2.f;
}
void Update( float deltaY )
{
mScreenPos.y += deltaY;
mScreenPos.y = fmodf( mScreenPos.y, float(mTextureHeight) );
}
void Draw( DirectX::SpriteBatch* batch ) const
{
using namespace DirectX;
XMVECTOR screenPos = XMLoadFloat2( &mScreenPos );
XMVECTOR origin = XMLoadFloat2( &mOrigin );
if ( mScreenPos.y < mScreenHeight )
{
batch->Draw( mTexture.Get(), screenPos, nullptr,
Colors::White, 0.f, origin, g_XMOne,
SpriteEffects_None, 0.f );
}
XMVECTOR textureSize = XMLoadFloat2( &mTextureSize );
screenPos -= textureSize;
batch->Draw( mTexture.Get(), screenPos, nullptr,
Colors::White, 0.f, origin, g_XMOne, SpriteEffects_None, 0.f );
int pixels = static_cast<int>(XMVectorGetY(screenPos)) + mTextureHeight;
while (pixels < mScreenHeight)
{
screenPos += textureSize;
pixels += mTextureHeight;
batch->Draw(mTexture.Get(), screenPos, nullptr,
Colors::White, 0.f, origin, g_XMOne, SpriteEffects_None, 0.f);
}
}
private:
int mScreenHeight;
int mTextureWidth;
int mTextureHeight;
DirectX::XMFLOAT2 mScreenPos;
DirectX::XMFLOAT2 mTextureSize;
DirectX::XMFLOAT2 mOrigin;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mTexture;
};
Displays a top-to-bottom scrolling background of a starfield (starfield.dds)
#include "DDSTextureLoader.h"
#include "SpriteBatch.h"
#include "ScrollingBackground.h"
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> space;
std::unique_ptr<DirectX::SpriteBatch> batch;
std::unique_ptr<ScrollingBackground> background;
// Create a texture for the background
hr = CreateDDSTextureFromFile( device, L"starfield.dds", nullptr,
space.GetAddressOf() );
DX::ThrowIfFailed(hr);
...
// Create a sprite batch for drawing
batch = std::make_unique<SpriteBatch>( context );
// Create a ScrollingBackground helper class instance, and set it to our texture
background = std::make_unique<ScrollingBackground>();
background->Load( space.Get() );
...
// Inform the scroller the size of our rendering window
background->SetWindow( width, height );
..
// Update the position of the background based on current time
background->Update( timeDelta * 100 );
...
// Render the background using sprite batch
batch->Begin();
background->Draw( batch.get() );
// TODO - More sprites or text here
batch->End();
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
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