2 * Copyright (C) 2008 Tony Wasserka
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/debug.h"
21 #include "d3dx9_36_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
25 /* the combination of all possible D3DXSPRITE flags */
26 #define D3DXSPRITE_FLAGLIMIT 511
35 typedef struct _SPRITE
{
36 IDirect3DTexture9
*texture
;
47 ID3DXSprite ID3DXSprite_iface
;
50 IDirect3DDevice9
*device
;
51 IDirect3DVertexDeclaration9
*vdecl
;
52 IDirect3DStateBlock9
*stateblock
;
58 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
64 int sprite_count
; /* number of sprites to be drawn */
65 int allocated_sprites
; /* number of (pre-)allocated sprites */
68 static inline struct d3dx9_sprite
*impl_from_ID3DXSprite(ID3DXSprite
*iface
)
70 return CONTAINING_RECORD(iface
, struct d3dx9_sprite
, ID3DXSprite_iface
);
73 static HRESULT WINAPI
d3dx9_sprite_QueryInterface(ID3DXSprite
*iface
, REFIID riid
, void **out
)
75 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
77 if (IsEqualGUID(riid
, &IID_ID3DXSprite
)
78 || IsEqualGUID(riid
, &IID_IUnknown
))
80 IUnknown_AddRef(iface
);
85 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
91 static ULONG WINAPI
d3dx9_sprite_AddRef(ID3DXSprite
*iface
)
93 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
94 ULONG refcount
= InterlockedIncrement(&sprite
->ref
);
96 TRACE("%p increasing refcount to %u.\n", sprite
, refcount
);
101 static ULONG WINAPI
d3dx9_sprite_Release(ID3DXSprite
*iface
)
103 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
104 ULONG refcount
= InterlockedDecrement(&sprite
->ref
);
106 TRACE("%p decreasing refcount to %u.\n", sprite
, refcount
);
114 for (i
= 0; i
< sprite
->sprite_count
; ++i
)
116 if (sprite
->sprites
[i
].texture
)
117 IDirect3DTexture9_Release(sprite
->sprites
[i
].texture
);
120 HeapFree(GetProcessHeap(), 0, sprite
->sprites
);
123 if (sprite
->stateblock
)
124 IDirect3DStateBlock9_Release(sprite
->stateblock
);
126 IDirect3DVertexDeclaration9_Release(sprite
->vdecl
);
128 IDirect3DDevice9_Release(sprite
->device
);
129 HeapFree(GetProcessHeap(), 0, sprite
);
135 static HRESULT WINAPI
d3dx9_sprite_GetDevice(struct ID3DXSprite
*iface
, struct IDirect3DDevice9
**device
)
137 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
139 TRACE("iface %p, device %p.\n", iface
, device
);
142 return D3DERR_INVALIDCALL
;
143 *device
= sprite
->device
;
144 IDirect3DDevice9_AddRef(sprite
->device
);
149 static HRESULT WINAPI
d3dx9_sprite_GetTransform(ID3DXSprite
*iface
, D3DXMATRIX
*transform
)
151 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
153 TRACE("iface %p, transform %p.\n", iface
, transform
);
156 return D3DERR_INVALIDCALL
;
157 *transform
= sprite
->transform
;
162 static HRESULT WINAPI
d3dx9_sprite_SetTransform(ID3DXSprite
*iface
, const D3DXMATRIX
*transform
)
164 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
166 TRACE("iface %p, transform %p.\n", iface
, transform
);
169 return D3DERR_INVALIDCALL
;
170 sprite
->transform
= *transform
;
175 static HRESULT WINAPI
d3dx9_sprite_SetWorldViewRH(ID3DXSprite
*iface
,
176 const D3DXMATRIX
*world
, const D3DXMATRIX
*view
)
178 FIXME("iface %p, world %p, view %p stub!\n", iface
, world
, view
);
183 static HRESULT WINAPI
d3dx9_sprite_SetWorldViewLH(ID3DXSprite
*iface
,
184 const D3DXMATRIX
*world
, const D3DXMATRIX
*view
)
186 FIXME("iface %p, world %p, view %p stub!\n", iface
, world
, view
);
191 /* Helper function */
192 static void set_states(struct d3dx9_sprite
*object
)
197 /* Miscellaneous stuff */
198 IDirect3DDevice9_SetVertexShader(object
->device
, NULL
);
199 IDirect3DDevice9_SetPixelShader(object
->device
, NULL
);
200 IDirect3DDevice9_SetNPatchMode(object
->device
, 0.0f
);
203 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
204 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAFUNC
, D3DCMP_GREATER
);
205 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAREF
, 0x00);
206 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHATESTENABLE
, object
->alphacmp_caps
);
207 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_BLENDOP
, D3DBLENDOP_ADD
);
208 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPING
, TRUE
);
209 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPLANEENABLE
, FALSE
);
210 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_ALPHA
| D3DCOLORWRITEENABLE_BLUE
|
211 D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_RED
);
212 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CULLMODE
, D3DCULL_NONE
);
213 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
214 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
215 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
216 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FILLMODE
, D3DFILL_SOLID
);
217 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FOGENABLE
, FALSE
);
218 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
219 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_LIGHTING
, FALSE
);
220 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_RANGEFOGENABLE
, FALSE
);
221 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
222 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
223 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SPECULARENABLE
, FALSE
);
224 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
225 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRGBWRITEENABLE
, FALSE
);
226 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_STENCILENABLE
, FALSE
);
227 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_VERTEXBLEND
, FALSE
);
228 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_WRAP0
, 0);
230 /* Texture stage states */
231 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG1
, D3DTA_TEXTURE
);
232 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG2
, D3DTA_DIFFUSE
);
233 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAOP
, D3DTOP_MODULATE
);
234 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
235 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG2
, D3DTA_DIFFUSE
);
236 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLOROP
, D3DTOP_MODULATE
);
237 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXCOORDINDEX
, 0);
238 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXTURETRANSFORMFLAGS
, D3DTTFF_DISABLE
);
239 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_ALPHAOP
, D3DTOP_DISABLE
);
240 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_COLOROP
, D3DTOP_DISABLE
);
243 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSU
, D3DTADDRESS_CLAMP
);
244 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSV
, D3DTADDRESS_CLAMP
);
246 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MAGFANISOTROPIC
)
247 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_ANISOTROPIC
);
248 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_LINEAR
);
250 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXMIPLEVEL
, 0);
251 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXANISOTROPY
, object
->maxanisotropy
);
253 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MINFANISOTROPIC
)
254 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_ANISOTROPIC
);
255 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_LINEAR
);
257 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MIPFLINEAR
)
258 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_LINEAR
);
259 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_POINT
);
261 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPMAPLODBIAS
, 0);
262 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_SRGBTEXTURE
, 0);
265 D3DXMatrixIdentity(&mat
);
266 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_WORLD
, &mat
);
267 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_VIEW
, &object
->view
);
268 IDirect3DDevice9_GetViewport(object
->device
, &vp
);
269 D3DXMatrixOrthoOffCenterLH(&mat
, vp
.X
+0.5f
, (float)vp
.Width
+vp
.X
+0.5f
, (float)vp
.Height
+vp
.Y
+0.5f
, vp
.Y
+0.5f
, vp
.MinZ
, vp
.MaxZ
);
270 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_PROJECTION
, &mat
);
273 static HRESULT WINAPI
d3dx9_sprite_Begin(ID3DXSprite
*iface
, DWORD flags
)
275 struct d3dx9_sprite
*This
= impl_from_ID3DXSprite(iface
);
278 TRACE("iface %p, flags %#x.\n", iface
, flags
);
280 if(flags
>D3DXSPRITE_FLAGLIMIT
|| This
->ready
) return D3DERR_INVALIDCALL
;
282 /* TODO: Implement flags:
283 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
284 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
285 D3DXSPRITE_OBJECTSPACE: do not change device transforms
286 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
287 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
288 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
290 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
291 if(flags
& (D3DXSPRITE_BILLBOARD
|
292 D3DXSPRITE_DONOTMODIFY_RENDERSTATE
| D3DXSPRITE_OBJECTSPACE
|
293 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT
))
294 FIXME("Flags unsupported: %#x\n", flags
);
295 /* These flags should only matter to performances */
296 else if(flags
& (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK
| D3DXSPRITE_SORT_TEXTURE
))
297 TRACE("Flags unsupported: %#x\n", flags
);
299 if(This
->vdecl
==NULL
) {
300 static const D3DVERTEXELEMENT9 elements
[] =
302 { 0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0 },
303 { 0, 12, D3DDECLTYPE_D3DCOLOR
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_COLOR
, 0 },
304 { 0, 16, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0 },
307 IDirect3DDevice9_CreateVertexDeclaration(This
->device
, elements
, &This
->vdecl
);
310 if(!(flags
& D3DXSPRITE_DONOTSAVESTATE
)) {
311 if(This
->stateblock
==NULL
) {
312 /* Tell our state block what it must store */
313 hr
=IDirect3DDevice9_BeginStateBlock(This
->device
);
314 if(hr
!=D3D_OK
) return hr
;
318 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
319 IDirect3DDevice9_SetStreamSource(This
->device
, 0, NULL
, 0, sizeof(struct sprite_vertex
));
320 IDirect3DDevice9_SetIndices(This
->device
, NULL
);
321 IDirect3DDevice9_SetTexture(This
->device
, 0, NULL
);
323 IDirect3DDevice9_EndStateBlock(This
->device
, &This
->stateblock
);
325 IDirect3DStateBlock9_Capture(This
->stateblock
); /* Save current state */
328 /* Apply device state */
337 static HRESULT WINAPI
d3dx9_sprite_Draw(ID3DXSprite
*iface
, IDirect3DTexture9
*texture
,
338 const RECT
*rect
, const D3DXVECTOR3
*center
, const D3DXVECTOR3
*position
, D3DCOLOR color
)
340 struct d3dx9_sprite
*This
= impl_from_ID3DXSprite(iface
);
341 D3DSURFACE_DESC texdesc
;
343 TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
344 iface
, texture
, wine_dbgstr_rect(rect
), center
, position
, color
);
346 if(texture
==NULL
) return D3DERR_INVALIDCALL
;
347 if(!This
->ready
) return D3DERR_INVALIDCALL
;
349 if(This
->allocated_sprites
==0) {
350 This
->sprites
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 32*sizeof(SPRITE
));
351 This
->allocated_sprites
=32;
352 } else if(This
->allocated_sprites
<=This
->sprite_count
) {
353 This
->allocated_sprites
=This
->allocated_sprites
*3/2;
354 This
->sprites
=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->sprites
, This
->allocated_sprites
*sizeof(SPRITE
));
356 This
->sprites
[This
->sprite_count
].texture
=texture
;
357 if(!(This
->flags
& D3DXSPRITE_DO_NOT_ADDREF_TEXTURE
))
358 IDirect3DTexture9_AddRef(texture
);
360 /* Reuse the texture desc if possible */
361 if(This
->sprite_count
) {
362 if(This
->sprites
[This
->sprite_count
-1].texture
!=texture
) {
363 IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
365 texdesc
.Width
=This
->sprites
[This
->sprite_count
-1].texw
;
366 texdesc
.Height
=This
->sprites
[This
->sprite_count
-1].texh
;
368 } else IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
370 This
->sprites
[This
->sprite_count
].texw
=texdesc
.Width
;
371 This
->sprites
[This
->sprite_count
].texh
=texdesc
.Height
;
374 This
->sprites
[This
->sprite_count
].rect
.left
=0;
375 This
->sprites
[This
->sprite_count
].rect
.top
=0;
376 This
->sprites
[This
->sprite_count
].rect
.right
=texdesc
.Width
;
377 This
->sprites
[This
->sprite_count
].rect
.bottom
=texdesc
.Height
;
378 } else This
->sprites
[This
->sprite_count
].rect
=*rect
;
381 This
->sprites
[This
->sprite_count
].center
.x
=0.0f
;
382 This
->sprites
[This
->sprite_count
].center
.y
=0.0f
;
383 This
->sprites
[This
->sprite_count
].center
.z
=0.0f
;
384 } else This
->sprites
[This
->sprite_count
].center
=*center
;
387 This
->sprites
[This
->sprite_count
].pos
.x
=0.0f
;
388 This
->sprites
[This
->sprite_count
].pos
.y
=0.0f
;
389 This
->sprites
[This
->sprite_count
].pos
.z
=0.0f
;
390 } else This
->sprites
[This
->sprite_count
].pos
=*position
;
392 This
->sprites
[This
->sprite_count
].color
=color
;
393 This
->sprites
[This
->sprite_count
].transform
=This
->transform
;
394 This
->sprite_count
++;
399 static HRESULT WINAPI
d3dx9_sprite_Flush(ID3DXSprite
*iface
)
401 struct d3dx9_sprite
*This
= impl_from_ID3DXSprite(iface
);
402 struct sprite_vertex
*vertices
;
403 int i
, count
=0, start
;
405 TRACE("iface %p.\n", iface
);
407 if(!This
->ready
) return D3DERR_INVALIDCALL
;
408 if(!This
->sprite_count
) return D3D_OK
;
410 /* TODO: use of a vertex buffer here */
411 vertices
= HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices
) * 6 * This
->sprite_count
);
413 for(start
=0;start
<This
->sprite_count
;start
+=count
,count
=0) {
415 while(i
<This
->sprite_count
&&
416 (count
==0 || This
->sprites
[i
].texture
==This
->sprites
[i
-1].texture
)) {
417 float spritewidth
=(float)This
->sprites
[i
].rect
.right
-(float)This
->sprites
[i
].rect
.left
;
418 float spriteheight
=(float)This
->sprites
[i
].rect
.bottom
-(float)This
->sprites
[i
].rect
.top
;
420 vertices
[6*i
].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
421 vertices
[6*i
].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
422 vertices
[6*i
].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
423 vertices
[6*i
+1].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
424 vertices
[6*i
+1].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
425 vertices
[6*i
+1].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
426 vertices
[6*i
+2].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
427 vertices
[6*i
+2].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
428 vertices
[6*i
+2].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
429 vertices
[6*i
+3].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
430 vertices
[6*i
+3].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
431 vertices
[6*i
+3].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
432 vertices
[6*i
].col
= This
->sprites
[i
].color
;
433 vertices
[6*i
+1].col
= This
->sprites
[i
].color
;
434 vertices
[6*i
+2].col
= This
->sprites
[i
].color
;
435 vertices
[6*i
+3].col
= This
->sprites
[i
].color
;
436 vertices
[6*i
].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
437 vertices
[6*i
].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
438 vertices
[6*i
+1].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
439 vertices
[6*i
+1].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
440 vertices
[6*i
+2].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
441 vertices
[6*i
+2].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
442 vertices
[6*i
+3].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
443 vertices
[6*i
+3].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
445 vertices
[6*i
+4]=vertices
[6*i
];
446 vertices
[6*i
+5]=vertices
[6*i
+2];
448 D3DXVec3TransformCoordArray(&vertices
[6 * i
].pos
, sizeof(*vertices
),
449 &vertices
[6 * i
].pos
, sizeof(*vertices
), &This
->sprites
[i
].transform
, 6);
454 IDirect3DDevice9_SetTexture(This
->device
, 0, (struct IDirect3DBaseTexture9
*)This
->sprites
[start
].texture
);
455 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
457 IDirect3DDevice9_DrawPrimitiveUP(This
->device
, D3DPT_TRIANGLELIST
,
458 2 * count
, vertices
+ 6 * start
, sizeof(*vertices
));
460 HeapFree(GetProcessHeap(), 0, vertices
);
462 if(!(This
->flags
& D3DXSPRITE_DO_NOT_ADDREF_TEXTURE
))
463 for(i
=0;i
<This
->sprite_count
;i
++)
464 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
466 This
->sprite_count
=0;
468 /* Flush may be called more than once, so we don't reset This->ready here */
473 static HRESULT WINAPI
d3dx9_sprite_End(ID3DXSprite
*iface
)
475 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
477 TRACE("iface %p.\n", iface
);
480 return D3DERR_INVALIDCALL
;
482 ID3DXSprite_Flush(iface
);
484 if (sprite
->stateblock
&& !(sprite
->flags
& D3DXSPRITE_DONOTSAVESTATE
))
485 IDirect3DStateBlock9_Apply(sprite
->stateblock
); /* Restore old state */
487 sprite
->ready
= FALSE
;
492 static HRESULT WINAPI
d3dx9_sprite_OnLostDevice(ID3DXSprite
*iface
)
494 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
496 TRACE("iface %p.\n", iface
);
498 if (sprite
->stateblock
)
499 IDirect3DStateBlock9_Release(sprite
->stateblock
);
501 IDirect3DVertexDeclaration9_Release(sprite
->vdecl
);
502 sprite
->vdecl
= NULL
;
503 sprite
->stateblock
= NULL
;
505 /* Reset some variables */
506 ID3DXSprite_OnResetDevice(iface
);
511 static HRESULT WINAPI
d3dx9_sprite_OnResetDevice(ID3DXSprite
*iface
)
513 struct d3dx9_sprite
*sprite
= impl_from_ID3DXSprite(iface
);
516 TRACE("iface %p.\n", iface
);
518 for (i
= 0; i
< sprite
->sprite_count
; ++i
)
520 if (sprite
->sprites
[i
].texture
)
521 IDirect3DTexture9_Release(sprite
->sprites
[i
].texture
);
524 sprite
->sprite_count
= 0;
526 sprite
->ready
= FALSE
;
529 /* device objects get restored on Begin */
534 static const ID3DXSpriteVtbl d3dx9_sprite_vtbl
=
536 d3dx9_sprite_QueryInterface
,
538 d3dx9_sprite_Release
,
539 d3dx9_sprite_GetDevice
,
540 d3dx9_sprite_GetTransform
,
541 d3dx9_sprite_SetTransform
,
542 d3dx9_sprite_SetWorldViewRH
,
543 d3dx9_sprite_SetWorldViewLH
,
548 d3dx9_sprite_OnLostDevice
,
549 d3dx9_sprite_OnResetDevice
,
552 HRESULT WINAPI
D3DXCreateSprite(struct IDirect3DDevice9
*device
, struct ID3DXSprite
**sprite
)
554 struct d3dx9_sprite
*object
;
557 TRACE("device %p, sprite %p.\n", device
, sprite
);
559 if(device
==NULL
|| sprite
==NULL
) return D3DERR_INVALIDCALL
;
561 if (!(object
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
564 return E_OUTOFMEMORY
;
566 object
->ID3DXSprite_iface
.lpVtbl
= &d3dx9_sprite_vtbl
;
568 object
->device
=device
;
569 IUnknown_AddRef(device
);
572 object
->stateblock
=NULL
;
574 D3DXMatrixIdentity(&object
->transform
);
575 D3DXMatrixIdentity(&object
->view
);
577 IDirect3DDevice9_GetDeviceCaps(device
, &caps
);
578 object
->texfilter_caps
=caps
.TextureFilterCaps
;
579 object
->maxanisotropy
=caps
.MaxAnisotropy
;
580 object
->alphacmp_caps
=caps
.AlphaCmpCaps
;
582 ID3DXSprite_OnResetDevice(&object
->ID3DXSprite_iface
);
584 object
->sprites
=NULL
;
585 object
->allocated_sprites
=0;
586 *sprite
=&object
->ID3DXSprite_iface
;