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
28 typedef struct _SPRITEVERTEX
{
34 static HRESULT WINAPI
ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface
, REFIID riid
, LPVOID
*object
)
36 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
38 TRACE("(%p): QueryInterface from %s\n", This
, debugstr_guid(riid
));
39 if(IsEqualGUID(riid
, &IID_IUnknown
) || IsEqualGUID(riid
, &IID_ID3DXSprite
)) {
40 IUnknown_AddRef(iface
);
44 WARN("(%p)->(%s, %p): not found\n", iface
, debugstr_guid(riid
), *object
);
48 static ULONG WINAPI
ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface
)
50 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
51 ULONG ref
=InterlockedIncrement(&This
->ref
);
52 TRACE("(%p)->(): AddRef from %d\n", This
, ref
-1);
56 static ULONG WINAPI
ID3DXSpriteImpl_Release(LPD3DXSPRITE iface
)
58 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
59 ULONG ref
=InterlockedDecrement(&This
->ref
);
61 TRACE("(%p)->(): ReleaseRef to %d\n", This
, ref
);
66 for(i
=0;i
<This
->sprite_count
;i
++)
67 if(This
->sprites
[i
].texture
)
68 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
70 HeapFree(GetProcessHeap(), 0, This
->sprites
);
72 if(This
->stateblock
) IDirect3DStateBlock9_Release(This
->stateblock
);
73 if(This
->vdecl
) IDirect3DVertexDeclaration9_Release(This
->vdecl
);
74 if(This
->device
) IDirect3DDevice9_Release(This
->device
);
75 HeapFree(GetProcessHeap(), 0, This
);
80 static HRESULT WINAPI
ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface
, LPDIRECT3DDEVICE9
*device
)
82 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
84 TRACE("(%p)->(%p): relay\n", This
, device
);
86 if(device
==NULL
) return D3DERR_INVALIDCALL
;
88 IDirect3DDevice9_AddRef(This
->device
);
93 static HRESULT WINAPI
ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface
, D3DXMATRIX
*transform
)
95 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
97 TRACE("(%p)->(%p)\n", This
, transform
);
99 if(transform
==NULL
) return D3DERR_INVALIDCALL
;
100 *transform
=This
->transform
;
105 static HRESULT WINAPI
ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*transform
)
107 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
109 TRACE("(%p)->(%p)\n", This
, transform
);
111 if(transform
==NULL
) return D3DERR_INVALIDCALL
;
112 This
->transform
=*transform
;
117 static HRESULT WINAPI
ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*world
, CONST D3DXMATRIX
*view
)
119 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
120 FIXME("(%p)->(%p, %p): stub\n", This
, world
, view
);
124 static HRESULT WINAPI
ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*world
, CONST D3DXMATRIX
*view
)
126 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
127 FIXME("(%p)->(%p, %p): stub\n", This
, world
, view
);
131 /* Helper function */
132 static void set_states(ID3DXSpriteImpl
*object
)
137 /* Miscelaneous stuff */
138 IDirect3DDevice9_SetVertexShader(object
->device
, NULL
);
139 IDirect3DDevice9_SetPixelShader(object
->device
, NULL
);
140 IDirect3DDevice9_SetNPatchMode(object
->device
, 0.0f
);
143 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
144 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAFUNC
, D3DCMP_GREATER
);
145 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAREF
, 0x00);
146 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHATESTENABLE
, object
->alphacmp_caps
);
147 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_BLENDOP
, D3DBLENDOP_ADD
);
148 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPING
, TRUE
);
149 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPLANEENABLE
, FALSE
);
150 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_ALPHA
| D3DCOLORWRITEENABLE_BLUE
|
151 D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_RED
);
152 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CULLMODE
, D3DCULL_NONE
);
153 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
154 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
155 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
156 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FILLMODE
, D3DFILL_SOLID
);
157 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FOGENABLE
, FALSE
);
158 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
159 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_LIGHTING
, FALSE
);
160 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_RANGEFOGENABLE
, FALSE
);
161 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
162 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
163 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SPECULARENABLE
, FALSE
);
164 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
165 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRGBWRITEENABLE
, FALSE
);
166 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_STENCILENABLE
, FALSE
);
167 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_VERTEXBLEND
, FALSE
);
168 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_WRAP0
, 0);
170 /* Texture stage states */
171 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG1
, D3DTA_TEXTURE
);
172 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG2
, D3DTA_DIFFUSE
);
173 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAOP
, D3DTOP_MODULATE
);
174 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
175 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG2
, D3DTA_DIFFUSE
);
176 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLOROP
, D3DTOP_MODULATE
);
177 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXCOORDINDEX
, 0);
178 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXTURETRANSFORMFLAGS
, D3DTTFF_DISABLE
);
179 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_ALPHAOP
, D3DTOP_DISABLE
);
180 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_COLOROP
, D3DTOP_DISABLE
);
183 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSU
, D3DTADDRESS_CLAMP
);
184 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSV
, D3DTADDRESS_CLAMP
);
186 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MAGFANISOTROPIC
)
187 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_ANISOTROPIC
);
188 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_LINEAR
);
190 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXMIPLEVEL
, 0);
191 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXANISOTROPY
, object
->maxanisotropy
);
193 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MINFANISOTROPIC
)
194 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_ANISOTROPIC
);
195 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_LINEAR
);
197 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MIPFLINEAR
)
198 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_LINEAR
);
199 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_POINT
);
201 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPMAPLODBIAS
, 0);
202 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_SRGBTEXTURE
, 0);
205 D3DXMatrixIdentity(&mat
);
206 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_WORLD
, &mat
);
207 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_VIEW
, &mat
);
208 IDirect3DDevice9_GetViewport(object
->device
, &vp
);
209 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
);
210 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_PROJECTION
, &mat
);
213 static HRESULT WINAPI
ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface
, DWORD flags
)
215 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
217 TRACE("(%p): relay\n", This
);
219 if(flags
>D3DXSPRITE_FLAGLIMIT
|| This
->ready
) return D3DERR_INVALIDCALL
;
221 /* TODO: Implement flags:
222 D3DXSPRITE_ALPHABLEND: enables alpha blending
223 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
224 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
225 D3DXSPRITE_OBJECTSPACE: do not change device transforms
226 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
227 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
228 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
230 if(This
->vdecl
==NULL
) {
231 static const D3DVERTEXELEMENT9 elements
[] =
233 { 0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0 },
234 { 0, 12, D3DDECLTYPE_D3DCOLOR
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_COLOR
, 0 },
235 { 0, 16, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0 },
238 IDirect3DDevice9_CreateVertexDeclaration(This
->device
, elements
, &This
->vdecl
);
241 if(!(flags
& D3DXSPRITE_DONOTSAVESTATE
)) {
242 if(This
->stateblock
==NULL
) {
243 /* Tell our state block what it must store */
244 hr
=IDirect3DDevice9_BeginStateBlock(This
->device
);
245 if(hr
!=D3D_OK
) return hr
;
249 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
250 IDirect3DDevice9_SetStreamSource(This
->device
, 0, NULL
, 0, sizeof(SPRITEVERTEX
));
251 IDirect3DDevice9_SetIndices(This
->device
, NULL
);
252 IDirect3DDevice9_SetTexture(This
->device
, 0, NULL
);
254 IDirect3DDevice9_EndStateBlock(This
->device
, &This
->stateblock
);
256 IDirect3DStateBlock9_Capture(This
->stateblock
); /* Save current state */
259 /* Apply device state */
262 D3DXMatrixIdentity(&This
->transform
);
263 D3DXMatrixIdentity(&This
->view
);
271 static HRESULT WINAPI
ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface
, LPDIRECT3DTEXTURE9 texture
, CONST RECT
*rect
, CONST D3DXVECTOR3
*center
,
272 CONST D3DXVECTOR3
*position
, D3DCOLOR color
)
274 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
275 D3DSURFACE_DESC texdesc
;
277 TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This
, texture
, rect
, center
, position
, color
);
279 if(texture
==NULL
) return D3DERR_INVALIDCALL
;
280 if(!This
->ready
) return D3DERR_INVALIDCALL
;
282 if(This
->allocated_sprites
==0) {
283 This
->sprites
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 32*sizeof(SPRITE
));
284 This
->allocated_sprites
=32;
285 } else if(This
->allocated_sprites
<=This
->sprite_count
) {
286 This
->allocated_sprites
=This
->allocated_sprites
*3/2;
287 This
->sprites
=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->sprites
, This
->allocated_sprites
*sizeof(SPRITE
));
289 This
->sprites
[This
->sprite_count
].texture
=texture
;
290 if(!(This
->flags
& D3DXSPRITE_DO_NOT_ADDREF_TEXTURE
))
291 IDirect3DTexture9_AddRef(texture
);
293 /* Reuse the texture desc if possible */
294 if(This
->sprite_count
) {
295 if(This
->sprites
[This
->sprite_count
-1].texture
!=texture
) {
296 IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
298 texdesc
.Width
=This
->sprites
[This
->sprite_count
-1].texw
;
299 texdesc
.Height
=This
->sprites
[This
->sprite_count
-1].texh
;
301 } else IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
303 This
->sprites
[This
->sprite_count
].texw
=texdesc
.Width
;
304 This
->sprites
[This
->sprite_count
].texh
=texdesc
.Height
;
307 This
->sprites
[This
->sprite_count
].rect
.left
=0;
308 This
->sprites
[This
->sprite_count
].rect
.top
=0;
309 This
->sprites
[This
->sprite_count
].rect
.right
=texdesc
.Width
;
310 This
->sprites
[This
->sprite_count
].rect
.bottom
=texdesc
.Height
;
311 } else This
->sprites
[This
->sprite_count
].rect
=*rect
;
314 This
->sprites
[This
->sprite_count
].center
.x
=0.0f
;
315 This
->sprites
[This
->sprite_count
].center
.y
=0.0f
;
316 This
->sprites
[This
->sprite_count
].center
.z
=0.0f
;
317 } else This
->sprites
[This
->sprite_count
].center
=*center
;
320 This
->sprites
[This
->sprite_count
].pos
.x
=0.0f
;
321 This
->sprites
[This
->sprite_count
].pos
.y
=0.0f
;
322 This
->sprites
[This
->sprite_count
].pos
.z
=0.0f
;
323 } else This
->sprites
[This
->sprite_count
].pos
=*position
;
325 This
->sprites
[This
->sprite_count
].color
=color
;
326 This
->sprite_count
++;
331 static HRESULT WINAPI
ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface
)
333 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
334 SPRITEVERTEX
*vertices
;
336 TRACE("(%p)->(): relay\n", This
);
338 if(!This
->ready
) return D3DERR_INVALIDCALL
;
339 if(!This
->sprite_count
) return D3D_OK
;
341 /* TODO: use of a vertex buffer here */
342 vertices
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(SPRITEVERTEX
)*4*This
->sprite_count
);
344 for(i
=0;i
<This
->sprite_count
;i
++) {
345 float spritewidth
=(float)This
->sprites
[i
].rect
.right
-(float)This
->sprites
[i
].rect
.left
;
346 float spriteheight
=(float)This
->sprites
[i
].rect
.bottom
-(float)This
->sprites
[i
].rect
.top
;
348 vertices
[4*i
].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
349 vertices
[4*i
].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
350 vertices
[4*i
].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
351 vertices
[4*i
+1].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
352 vertices
[4*i
+1].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
353 vertices
[4*i
+1].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
354 vertices
[4*i
+2].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
355 vertices
[4*i
+2].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
356 vertices
[4*i
+2].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
357 vertices
[4*i
+3].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
358 vertices
[4*i
+3].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
359 vertices
[4*i
+3].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
360 vertices
[4*i
].col
= This
->sprites
[i
].color
;
361 vertices
[4*i
+1].col
= This
->sprites
[i
].color
;
362 vertices
[4*i
+2].col
= This
->sprites
[i
].color
;
363 vertices
[4*i
+3].col
= This
->sprites
[i
].color
;
364 vertices
[4*i
].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
365 vertices
[4*i
].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
366 vertices
[4*i
+1].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
367 vertices
[4*i
+1].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
368 vertices
[4*i
+2].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
369 vertices
[4*i
+2].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
370 vertices
[4*i
+3].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
371 vertices
[4*i
+3].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
374 D3DXVec3TransformCoordArray(&vertices
[0].pos
, sizeof(SPRITEVERTEX
), &vertices
[0].pos
, sizeof(SPRITEVERTEX
), &This
->transform
, 4*This
->sprite_count
);
375 D3DXVec3TransformCoordArray(&vertices
[0].pos
, sizeof(SPRITEVERTEX
), &vertices
[0].pos
, sizeof(SPRITEVERTEX
), &This
->view
, 4*This
->sprite_count
);
377 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
379 for(i
=0;i
<This
->sprite_count
;i
++) {
381 IDirect3DDevice9_SetTexture(This
->device
, 0, (LPDIRECT3DBASETEXTURE9
)(This
->sprites
[i
].texture
));
382 else if(This
->sprites
[i
].texture
!=This
->sprites
[i
-1].texture
)
383 IDirect3DDevice9_SetTexture(This
->device
, 0, (LPDIRECT3DBASETEXTURE9
)(This
->sprites
[i
].texture
));
385 IDirect3DDevice9_DrawPrimitiveUP(This
->device
, D3DPT_TRIANGLEFAN
, 2, vertices
+4*i
, sizeof(SPRITEVERTEX
));
387 HeapFree(GetProcessHeap(), 0, vertices
);
389 if(!(This
->flags
& D3DXSPRITE_DO_NOT_ADDREF_TEXTURE
))
390 for(i
=0;i
<This
->sprite_count
;i
++)
391 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
393 This
->sprite_count
=0;
395 /* Flush may be called more than once, so we don't reset This->ready here */
400 static HRESULT WINAPI
ID3DXSpriteImpl_End(LPD3DXSPRITE iface
)
402 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
404 TRACE("(%p)->(): relay\n", This
);
406 if(!This
->ready
) return D3DERR_INVALIDCALL
;
408 ID3DXSprite_Flush(iface
);
410 if(!(This
->flags
& D3DXSPRITE_DONOTSAVESTATE
))
411 if(This
->stateblock
) IDirect3DStateBlock9_Apply(This
->stateblock
); /* Restore old state */
418 static HRESULT WINAPI
ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface
)
420 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
422 TRACE("(%p)->()\n", This
);
424 if(This
->stateblock
) IDirect3DStateBlock9_Release(This
->stateblock
);
425 if(This
->vdecl
) IDirect3DVertexDeclaration9_Release(This
->vdecl
);
427 This
->stateblock
=NULL
;
429 /* Reset some variables */
430 ID3DXSprite_OnResetDevice(iface
);
435 static HRESULT WINAPI
ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface
)
437 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
440 TRACE("(%p)->()\n", This
);
442 for(i
=0;i
<This
->sprite_count
;i
++)
443 if(This
->sprites
[i
].texture
)
444 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
446 This
->sprite_count
=0;
452 /* device objects get restored on Begin */
457 static const ID3DXSpriteVtbl D3DXSprite_Vtbl
=
459 /*** IUnknown methods ***/
460 ID3DXSpriteImpl_QueryInterface
,
461 ID3DXSpriteImpl_AddRef
,
462 ID3DXSpriteImpl_Release
,
463 /*** ID3DXSprite methods ***/
464 ID3DXSpriteImpl_GetDevice
,
465 ID3DXSpriteImpl_GetTransform
,
466 ID3DXSpriteImpl_SetTransform
,
467 ID3DXSpriteImpl_SetWorldViewRH
,
468 ID3DXSpriteImpl_SetWorldViewLH
,
469 ID3DXSpriteImpl_Begin
,
470 ID3DXSpriteImpl_Draw
,
471 ID3DXSpriteImpl_Flush
,
473 ID3DXSpriteImpl_OnLostDevice
,
474 ID3DXSpriteImpl_OnResetDevice
477 HRESULT WINAPI
D3DXCreateSprite(LPDIRECT3DDEVICE9 device
, LPD3DXSPRITE
*sprite
)
479 ID3DXSpriteImpl
*object
;
482 TRACE("(%p, %p): relay\n", device
, sprite
);
484 if(device
==NULL
|| sprite
==NULL
) return D3DERR_INVALIDCALL
;
486 object
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXSpriteImpl
));
489 return E_OUTOFMEMORY
;
491 object
->lpVtbl
=&D3DXSprite_Vtbl
;
493 object
->device
=device
;
494 IUnknown_AddRef(device
);
497 object
->stateblock
=NULL
;
499 D3DXMatrixIdentity(&object
->transform
);
500 D3DXMatrixIdentity(&object
->view
);
502 IDirect3DDevice9_GetDeviceCaps(device
, &caps
);
503 object
->texfilter_caps
=caps
.TextureFilterCaps
;
504 object
->maxanisotropy
=caps
.MaxAnisotropy
;
505 object
->alphacmp_caps
=caps
.AlphaCmpCaps
;
507 ID3DXSprite_OnResetDevice((ID3DXSprite
*)object
);
509 object
->sprites
=NULL
;
510 object
->allocated_sprites
=0;
511 *sprite
=(ID3DXSprite
*)object
;