user32/tests: Add more systematic tests to validate the DDE client-side A<->W convers...
[wine/hacks.git] / dlls / d3dx9_36 / sprite.c
blob1a0038e629df44711610f97684ea674620bf7674
1 /*
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 {
29 D3DXVECTOR3 pos;
30 DWORD col;
31 D3DXVECTOR2 tex;
32 } 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);
41 *object=This;
42 return S_OK;
44 WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
45 return E_NOINTERFACE;
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);
53 return ref;
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);
63 if(ref==0) {
64 if(This->sprites) {
65 int i;
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);
77 return ref;
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;
87 *device=This->device;
88 IDirect3DDevice9_AddRef(This->device);
90 return D3D_OK;
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;
102 return D3D_OK;
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;
114 return D3D_OK;
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);
121 return E_NOTIMPL;
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);
128 return E_NOTIMPL;
131 /* Helper function */
132 static void set_states(ID3DXSpriteImpl *object)
134 D3DXMATRIX mat;
135 D3DVIEWPORT9 vp;
137 /* Miscelaneous stuff */
138 IDirect3DDevice9_SetVertexShader(object->device, NULL);
139 IDirect3DDevice9_SetPixelShader(object->device, NULL);
140 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
142 /* Render states */
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);
182 /* Sampler states */
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);
204 /* Matrices */
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;
216 HRESULT hr;
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 },
236 D3DDECL_END()
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;
247 set_states(This);
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 */
260 set_states(This);
262 D3DXMatrixIdentity(&This->transform);
263 D3DXMatrixIdentity(&This->view);
265 This->flags=flags;
266 This->ready=TRUE;
268 return D3D_OK;
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);
297 } else {
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;
306 if(rect==NULL) {
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;
313 if(center==NULL) {
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;
319 if(position==NULL) {
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++;
328 return D3D_OK;
331 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
333 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
334 SPRITEVERTEX *vertices;
335 int i;
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++) {
380 if(!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 */
397 return D3D_OK;
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 */
413 This->ready=FALSE;
415 return D3D_OK;
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);
426 This->vdecl=NULL;
427 This->stateblock=NULL;
429 /* Reset some variables */
430 ID3DXSprite_OnResetDevice(iface);
432 return D3D_OK;
435 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
437 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
438 int i;
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;
448 This->flags=0;
449 This->ready=FALSE;
451 /* keep matrices */
452 /* device objects get restored on Begin */
454 return D3D_OK;
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,
472 ID3DXSpriteImpl_End,
473 ID3DXSpriteImpl_OnLostDevice,
474 ID3DXSpriteImpl_OnResetDevice
477 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
479 ID3DXSpriteImpl *object;
480 D3DCAPS9 caps;
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));
487 if(object==NULL) {
488 *sprite=NULL;
489 return E_OUTOFMEMORY;
491 object->lpVtbl=&D3DXSprite_Vtbl;
492 object->ref=1;
493 object->device=device;
494 IUnknown_AddRef(device);
496 object->vdecl=NULL;
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;
513 return D3D_OK;