usp10: Handle multi-glyph clusters in ScriptStringOut.
[wine/multimedia.git] / dlls / d3dx9_36 / sprite.c
blobd81e13f390fb095463cad7c44e73142c8621da86
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 typedef struct _SPRITE {
35 IDirect3DTexture9 *texture;
36 UINT texw, texh;
37 RECT rect;
38 D3DXVECTOR3 center;
39 D3DXVECTOR3 pos;
40 D3DCOLOR color;
41 D3DXMATRIX transform;
42 } SPRITE;
44 typedef struct ID3DXSpriteImpl
46 ID3DXSprite ID3DXSprite_iface;
47 LONG ref;
49 IDirect3DDevice9 *device;
50 IDirect3DVertexDeclaration9 *vdecl;
51 IDirect3DStateBlock9 *stateblock;
52 D3DXMATRIX transform;
53 D3DXMATRIX view;
54 DWORD flags;
55 BOOL ready;
57 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
58 DWORD texfilter_caps;
59 DWORD maxanisotropy;
60 DWORD alphacmp_caps;
62 SPRITE *sprites;
63 int sprite_count; /* number of sprites to be drawn */
64 int allocated_sprites; /* number of (pre-)allocated sprites */
65 } ID3DXSpriteImpl;
67 static inline ID3DXSpriteImpl *impl_from_ID3DXSprite(ID3DXSprite *iface)
69 return CONTAINING_RECORD(iface, ID3DXSpriteImpl, ID3DXSprite_iface);
72 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(ID3DXSprite *iface, REFIID riid, void **object)
74 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
76 TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
77 if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
78 IUnknown_AddRef(iface);
79 *object=This;
80 return S_OK;
82 WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
83 return E_NOINTERFACE;
86 static ULONG WINAPI ID3DXSpriteImpl_AddRef(ID3DXSprite *iface)
88 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
89 ULONG ref=InterlockedIncrement(&This->ref);
90 TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
91 return ref;
94 static ULONG WINAPI ID3DXSpriteImpl_Release(ID3DXSprite *iface)
96 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
97 ULONG ref=InterlockedDecrement(&This->ref);
99 TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
101 if(ref==0) {
102 if(This->sprites) {
103 int i;
104 for(i=0;i<This->sprite_count;i++)
105 if(This->sprites[i].texture)
106 IDirect3DTexture9_Release(This->sprites[i].texture);
108 HeapFree(GetProcessHeap(), 0, This->sprites);
110 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
111 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
112 if(This->device) IDirect3DDevice9_Release(This->device);
113 HeapFree(GetProcessHeap(), 0, This);
115 return ref;
118 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(ID3DXSprite *iface, LPDIRECT3DDEVICE9 *device)
120 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
122 TRACE("(%p)->(%p): relay\n", This, device);
124 if(device==NULL) return D3DERR_INVALIDCALL;
125 *device=This->device;
126 IDirect3DDevice9_AddRef(This->device);
128 return D3D_OK;
131 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
133 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
135 TRACE("(%p)->(%p)\n", This, transform);
137 if(transform==NULL) return D3DERR_INVALIDCALL;
138 *transform=This->transform;
140 return D3D_OK;
143 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
145 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
147 TRACE("(%p)->(%p)\n", This, transform);
149 if(transform==NULL) return D3DERR_INVALIDCALL;
150 This->transform=*transform;
152 return D3D_OK;
155 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
156 CONST D3DXMATRIX *view)
158 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
159 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
160 return E_NOTIMPL;
163 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
164 CONST D3DXMATRIX *view)
166 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
167 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
168 return E_NOTIMPL;
171 /* Helper function */
172 static void set_states(ID3DXSpriteImpl *object)
174 D3DXMATRIX mat;
175 D3DVIEWPORT9 vp;
177 /* Miscelaneous stuff */
178 IDirect3DDevice9_SetVertexShader(object->device, NULL);
179 IDirect3DDevice9_SetPixelShader(object->device, NULL);
180 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
182 /* Render states */
183 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
184 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
185 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
186 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
187 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
188 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
189 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
190 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
191 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
192 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
193 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
194 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
195 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
196 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
197 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
198 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
199 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
200 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
201 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
202 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
203 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
204 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
205 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
206 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
207 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
208 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
210 /* Texture stage states */
211 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
212 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
213 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
214 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
215 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
216 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
217 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
218 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
219 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
220 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
222 /* Sampler states */
223 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
224 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
226 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
227 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
228 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
230 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
231 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
233 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
234 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
235 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
237 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
238 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
239 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
241 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
242 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
244 /* Matrices */
245 D3DXMatrixIdentity(&mat);
246 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
247 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
248 IDirect3DDevice9_GetViewport(object->device, &vp);
249 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);
250 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
253 static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags)
255 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
256 HRESULT hr;
257 TRACE("(%p): relay\n", This);
259 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
261 /* TODO: Implement flags:
262 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
263 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
264 D3DXSPRITE_OBJECTSPACE: do not change device transforms
265 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
266 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
267 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
269 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
270 if(flags & (D3DXSPRITE_BILLBOARD |
271 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
272 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
273 FIXME("Flags unsupported: %#x\n", flags);
274 /* These flags should only matter to performances */
275 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
276 TRACE("Flags unsupported: %#x\n", flags);
278 if(This->vdecl==NULL) {
279 static const D3DVERTEXELEMENT9 elements[] =
281 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
282 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
283 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
284 D3DDECL_END()
286 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
289 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
290 if(This->stateblock==NULL) {
291 /* Tell our state block what it must store */
292 hr=IDirect3DDevice9_BeginStateBlock(This->device);
293 if(hr!=D3D_OK) return hr;
295 set_states(This);
297 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
298 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
299 IDirect3DDevice9_SetIndices(This->device, NULL);
300 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
302 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
304 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
307 /* Apply device state */
308 set_states(This);
310 This->flags=flags;
311 This->ready=TRUE;
313 return D3D_OK;
316 static HRESULT WINAPI ID3DXSpriteImpl_Draw(ID3DXSprite *iface, LPDIRECT3DTEXTURE9 texture,
317 CONST RECT *rect, CONST D3DXVECTOR3 *center, CONST D3DXVECTOR3 *position, D3DCOLOR color)
319 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
320 D3DSURFACE_DESC texdesc;
322 TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
324 if(texture==NULL) return D3DERR_INVALIDCALL;
325 if(!This->ready) return D3DERR_INVALIDCALL;
327 if(This->allocated_sprites==0) {
328 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
329 This->allocated_sprites=32;
330 } else if(This->allocated_sprites<=This->sprite_count) {
331 This->allocated_sprites=This->allocated_sprites*3/2;
332 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
334 This->sprites[This->sprite_count].texture=texture;
335 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
336 IDirect3DTexture9_AddRef(texture);
338 /* Reuse the texture desc if possible */
339 if(This->sprite_count) {
340 if(This->sprites[This->sprite_count-1].texture!=texture) {
341 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
342 } else {
343 texdesc.Width=This->sprites[This->sprite_count-1].texw;
344 texdesc.Height=This->sprites[This->sprite_count-1].texh;
346 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
348 This->sprites[This->sprite_count].texw=texdesc.Width;
349 This->sprites[This->sprite_count].texh=texdesc.Height;
351 if(rect==NULL) {
352 This->sprites[This->sprite_count].rect.left=0;
353 This->sprites[This->sprite_count].rect.top=0;
354 This->sprites[This->sprite_count].rect.right=texdesc.Width;
355 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
356 } else This->sprites[This->sprite_count].rect=*rect;
358 if(center==NULL) {
359 This->sprites[This->sprite_count].center.x=0.0f;
360 This->sprites[This->sprite_count].center.y=0.0f;
361 This->sprites[This->sprite_count].center.z=0.0f;
362 } else This->sprites[This->sprite_count].center=*center;
364 if(position==NULL) {
365 This->sprites[This->sprite_count].pos.x=0.0f;
366 This->sprites[This->sprite_count].pos.y=0.0f;
367 This->sprites[This->sprite_count].pos.z=0.0f;
368 } else This->sprites[This->sprite_count].pos=*position;
370 This->sprites[This->sprite_count].color=color;
371 This->sprites[This->sprite_count].transform=This->transform;
372 This->sprite_count++;
374 return D3D_OK;
377 static HRESULT WINAPI ID3DXSpriteImpl_Flush(ID3DXSprite *iface)
379 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
380 SPRITEVERTEX *vertices;
381 int i, count=0, start;
382 TRACE("(%p)->(): relay\n", This);
384 if(!This->ready) return D3DERR_INVALIDCALL;
385 if(!This->sprite_count) return D3D_OK;
387 /* TODO: use of a vertex buffer here */
388 vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
390 for(start=0;start<This->sprite_count;start+=count,count=0) {
391 i=start;
392 while(i<This->sprite_count &&
393 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
394 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
395 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
397 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
398 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
399 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
400 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
401 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
402 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
403 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
404 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
405 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
406 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
407 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
408 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
409 vertices[6*i ].col = This->sprites[i].color;
410 vertices[6*i+1].col = This->sprites[i].color;
411 vertices[6*i+2].col = This->sprites[i].color;
412 vertices[6*i+3].col = This->sprites[i].color;
413 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
414 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
415 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
416 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
417 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
418 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
419 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
420 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
422 vertices[6*i+4]=vertices[6*i];
423 vertices[6*i+5]=vertices[6*i+2];
425 D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
426 &vertices[6*i].pos, sizeof(SPRITEVERTEX),
427 &This->sprites[i].transform, 6);
428 count++;
429 i++;
432 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
433 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
435 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
437 HeapFree(GetProcessHeap(), 0, vertices);
439 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
440 for(i=0;i<This->sprite_count;i++)
441 IDirect3DTexture9_Release(This->sprites[i].texture);
443 This->sprite_count=0;
445 /* Flush may be called more than once, so we don't reset This->ready here */
447 return D3D_OK;
450 static HRESULT WINAPI ID3DXSpriteImpl_End(ID3DXSprite *iface)
452 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
454 TRACE("(%p)->(): relay\n", This);
456 if(!This->ready) return D3DERR_INVALIDCALL;
458 ID3DXSprite_Flush(iface);
460 if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
461 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
463 This->ready=FALSE;
465 return D3D_OK;
468 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(ID3DXSprite *iface)
470 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
472 TRACE("(%p)->()\n", This);
474 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
475 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
476 This->vdecl=NULL;
477 This->stateblock=NULL;
479 /* Reset some variables */
480 ID3DXSprite_OnResetDevice(iface);
482 return D3D_OK;
485 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(ID3DXSprite *iface)
487 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
488 int i;
490 TRACE("(%p)->()\n", This);
492 for(i=0;i<This->sprite_count;i++)
493 if(This->sprites[i].texture)
494 IDirect3DTexture9_Release(This->sprites[i].texture);
496 This->sprite_count=0;
498 This->flags=0;
499 This->ready=FALSE;
501 /* keep matrices */
502 /* device objects get restored on Begin */
504 return D3D_OK;
507 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
509 /*** IUnknown methods ***/
510 ID3DXSpriteImpl_QueryInterface,
511 ID3DXSpriteImpl_AddRef,
512 ID3DXSpriteImpl_Release,
513 /*** ID3DXSprite methods ***/
514 ID3DXSpriteImpl_GetDevice,
515 ID3DXSpriteImpl_GetTransform,
516 ID3DXSpriteImpl_SetTransform,
517 ID3DXSpriteImpl_SetWorldViewRH,
518 ID3DXSpriteImpl_SetWorldViewLH,
519 ID3DXSpriteImpl_Begin,
520 ID3DXSpriteImpl_Draw,
521 ID3DXSpriteImpl_Flush,
522 ID3DXSpriteImpl_End,
523 ID3DXSpriteImpl_OnLostDevice,
524 ID3DXSpriteImpl_OnResetDevice
527 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
529 ID3DXSpriteImpl *object;
530 D3DCAPS9 caps;
532 TRACE("(%p, %p): relay\n", device, sprite);
534 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
536 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
537 if(object==NULL) {
538 *sprite=NULL;
539 return E_OUTOFMEMORY;
541 object->ID3DXSprite_iface.lpVtbl = &D3DXSprite_Vtbl;
542 object->ref=1;
543 object->device=device;
544 IUnknown_AddRef(device);
546 object->vdecl=NULL;
547 object->stateblock=NULL;
549 D3DXMatrixIdentity(&object->transform);
550 D3DXMatrixIdentity(&object->view);
552 IDirect3DDevice9_GetDeviceCaps(device, &caps);
553 object->texfilter_caps=caps.TextureFilterCaps;
554 object->maxanisotropy=caps.MaxAnisotropy;
555 object->alphacmp_caps=caps.AlphaCmpCaps;
557 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
559 object->sprites=NULL;
560 object->allocated_sprites=0;
561 *sprite=&object->ID3DXSprite_iface;
563 return D3D_OK;