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 typedef struct _SPRITE
{
35 IDirect3DTexture9
*texture
;
44 typedef struct ID3DXSpriteImpl
46 ID3DXSprite ID3DXSprite_iface
;
49 IDirect3DDevice9
*device
;
50 IDirect3DVertexDeclaration9
*vdecl
;
51 IDirect3DStateBlock9
*stateblock
;
57 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
63 int sprite_count
; /* number of sprites to be drawn */
64 int allocated_sprites
; /* number of (pre-)allocated sprites */
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
);
82 WARN("(%p)->(%s, %p): not found\n", iface
, debugstr_guid(riid
), *object
);
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);
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
);
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
);
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
);
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
;
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
;
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
);
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
);
171 /* Helper function */
172 static void set_states(ID3DXSpriteImpl
*object
)
177 /* Miscelaneous stuff */
178 IDirect3DDevice9_SetVertexShader(object
->device
, NULL
);
179 IDirect3DDevice9_SetPixelShader(object
->device
, NULL
);
180 IDirect3DDevice9_SetNPatchMode(object
->device
, 0.0f
);
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
);
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);
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
);
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 },
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
;
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 */
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
);
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
;
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
;
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
;
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
++;
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) {
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);
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 */
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 */
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
);
477 This
->stateblock
=NULL
;
479 /* Reset some variables */
480 ID3DXSprite_OnResetDevice(iface
);
485 static HRESULT WINAPI
ID3DXSpriteImpl_OnResetDevice(ID3DXSprite
*iface
)
487 ID3DXSpriteImpl
*This
= impl_from_ID3DXSprite(iface
);
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;
502 /* device objects get restored on Begin */
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
,
523 ID3DXSpriteImpl_OnLostDevice
,
524 ID3DXSpriteImpl_OnResetDevice
527 HRESULT WINAPI
D3DXCreateSprite(LPDIRECT3DDEVICE9 device
, LPD3DXSPRITE
*sprite
)
529 ID3DXSpriteImpl
*object
;
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
));
539 return E_OUTOFMEMORY
;
541 object
->ID3DXSprite_iface
.lpVtbl
= &D3DXSprite_Vtbl
;
543 object
->device
=device
;
544 IUnknown_AddRef(device
);
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
;