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
);
60 TRACE("(%p): ReleaseRef to %d\n", This
, ref
);
65 for(i
=0;i
<This
->sprite_count
;i
++)
66 if(This
->sprites
[i
].texture
)
67 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
69 HeapFree(GetProcessHeap(), 0, This
->sprites
);
71 if(This
->stateblock
) IDirect3DStateBlock9_Release(This
->stateblock
);
72 if(This
->vdecl
) IDirect3DVertexDeclaration9_Release(This
->vdecl
);
73 if(This
->device
) IDirect3DDevice9_Release(This
->device
);
74 HeapFree(GetProcessHeap(), 0, This
);
79 static HRESULT WINAPI
ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface
, LPDIRECT3DDEVICE9
*device
)
81 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
82 TRACE("(%p): relay\n", This
);
84 if(device
==NULL
) return D3DERR_INVALIDCALL
;
86 IDirect3DDevice9_AddRef(This
->device
);
91 static HRESULT WINAPI
ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface
, D3DXMATRIX
*transform
)
93 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
94 FIXME("(%p): stub\n", This
);
98 static HRESULT WINAPI
ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*transform
)
100 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
101 FIXME("(%p): stub\n", This
);
105 static HRESULT WINAPI
ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*world
, CONST D3DXMATRIX
*view
)
107 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
108 FIXME("(%p): stub\n", This
);
112 static HRESULT WINAPI
ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface
, CONST D3DXMATRIX
*world
, CONST D3DXMATRIX
*view
)
114 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
115 FIXME("(%p): stub\n", This
);
119 /* Helper function */
120 void set_states(ID3DXSpriteImpl
*object
)
125 /* Miscelaneous stuff */
126 IDirect3DDevice9_SetVertexShader(object
->device
, NULL
);
127 IDirect3DDevice9_SetPixelShader(object
->device
, NULL
);
128 IDirect3DDevice9_SetNPatchMode(object
->device
, 0.0f
);
131 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
132 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAFUNC
, D3DCMP_GREATER
);
133 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHAREF
, 0x00);
134 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ALPHATESTENABLE
, object
->alphacmp_caps
);
135 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_BLENDOP
, D3DBLENDOP_ADD
);
136 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPING
, TRUE
);
137 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CLIPPLANEENABLE
, FALSE
);
138 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_ALPHA
| D3DCOLORWRITEENABLE_BLUE
|
139 D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_RED
);
140 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_CULLMODE
, D3DCULL_NONE
);
141 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
142 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
143 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
144 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FILLMODE
, D3DFILL_SOLID
);
145 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_FOGENABLE
, FALSE
);
146 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
147 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_LIGHTING
, FALSE
);
148 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_RANGEFOGENABLE
, FALSE
);
149 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
150 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
151 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SPECULARENABLE
, FALSE
);
152 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
153 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_SRGBWRITEENABLE
, FALSE
);
154 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_STENCILENABLE
, FALSE
);
155 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_VERTEXBLEND
, FALSE
);
156 IDirect3DDevice9_SetRenderState(object
->device
, D3DRS_WRAP0
, 0);
158 /* Texture stage states */
159 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG1
, D3DTA_TEXTURE
);
160 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAARG2
, D3DTA_DIFFUSE
);
161 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_ALPHAOP
, D3DTOP_MODULATE
);
162 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
163 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLORARG2
, D3DTA_DIFFUSE
);
164 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_COLOROP
, D3DTOP_MODULATE
);
165 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXCOORDINDEX
, 0);
166 IDirect3DDevice9_SetTextureStageState(object
->device
, 0, D3DTSS_TEXTURETRANSFORMFLAGS
, D3DTTFF_DISABLE
);
167 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_ALPHAOP
, D3DTOP_DISABLE
);
168 IDirect3DDevice9_SetTextureStageState(object
->device
, 1, D3DTSS_COLOROP
, D3DTOP_DISABLE
);
171 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSU
, D3DTADDRESS_CLAMP
);
172 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_ADDRESSV
, D3DTADDRESS_CLAMP
);
174 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MAGFANISOTROPIC
)
175 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_ANISOTROPIC
);
176 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_LINEAR
);
178 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXMIPLEVEL
, 0);
179 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MAXANISOTROPY
, object
->maxanisotropy
);
181 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MINFANISOTROPIC
)
182 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_ANISOTROPIC
);
183 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_LINEAR
);
185 if(object
->texfilter_caps
& D3DPTFILTERCAPS_MIPFLINEAR
)
186 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_LINEAR
);
187 else IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPFILTER
, D3DTEXF_POINT
);
189 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_MIPMAPLODBIAS
, 0);
190 IDirect3DDevice9_SetSamplerState(object
->device
, 0, D3DSAMP_SRGBTEXTURE
, 0);
193 D3DXMatrixIdentity(&mat
);
194 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_WORLD
, &mat
);
195 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_VIEW
, &mat
);
196 IDirect3DDevice9_GetViewport(object
->device
, &vp
);
197 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
);
198 IDirect3DDevice9_SetTransform(object
->device
, D3DTS_PROJECTION
, &mat
);
201 static HRESULT WINAPI
ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface
, DWORD flags
)
203 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
205 TRACE("(%p): relay\n", This
);
207 if(flags
>D3DXSPRITE_FLAGLIMIT
|| This
->ready
) return D3DERR_INVALIDCALL
;
209 /* TODO: Implement flags:
210 D3DXSPRITE_ALPHABLEND: enables alpha blending
211 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
212 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
213 D3DXSPRITE_OBJECTSPACE: do not change device transforms
214 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
215 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
216 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
217 D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
218 D3DXSPRITE_DONOTSAVESTATE: don't restore the current device state on ID3DXSprite_End
220 if(This
->stateblock
==NULL
) {
221 /* Tell our state block what it must store */
222 hr
=IDirect3DDevice9_BeginStateBlock(This
->device
);
223 if(hr
!=D3D_OK
) return hr
;
227 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
228 IDirect3DDevice9_SetStreamSource(This
->device
, 0, NULL
, 0, sizeof(SPRITEVERTEX
));
229 IDirect3DDevice9_SetIndices(This
->device
, NULL
);
230 IDirect3DDevice9_SetTexture(This
->device
, 0, NULL
);
232 IDirect3DDevice9_EndStateBlock(This
->device
, &This
->stateblock
);
234 /* Save current state */
235 IDirect3DStateBlock9_Capture(This
->stateblock
);
237 /* Apply device state */
240 D3DXMatrixIdentity(&This
->transform
);
241 D3DXMatrixIdentity(&This
->view
);
249 static HRESULT WINAPI
ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface
, LPDIRECT3DTEXTURE9 texture
, CONST RECT
*rect
, CONST D3DXVECTOR3
*center
,
250 CONST D3DXVECTOR3
*position
, D3DCOLOR color
)
252 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
253 D3DSURFACE_DESC texdesc
;
254 TRACE("(%p): relay\n", This
);
256 if(texture
==NULL
) return D3DERR_INVALIDCALL
;
257 if(!This
->ready
) return D3DERR_INVALIDCALL
;
259 if(This
->allocated_sprites
==0) {
260 This
->sprites
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 32*sizeof(SPRITE
));
261 This
->allocated_sprites
=32;
262 } else if(This
->allocated_sprites
<=This
->sprite_count
) {
263 This
->allocated_sprites
=This
->allocated_sprites
*3/2;
264 This
->sprites
=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->sprites
, This
->allocated_sprites
*sizeof(SPRITE
));
266 This
->sprites
[This
->sprite_count
].texture
=texture
;
267 IUnknown_AddRef(texture
);
269 /* Reuse the texture desc if possible */
270 if(This
->sprite_count
) {
271 if(This
->sprites
[This
->sprite_count
-1].texture
!=texture
) {
272 IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
274 texdesc
.Width
=This
->sprites
[This
->sprite_count
-1].texw
;
275 texdesc
.Height
=This
->sprites
[This
->sprite_count
-1].texh
;
277 } else IDirect3DTexture9_GetLevelDesc(texture
, 0, &texdesc
);
279 This
->sprites
[This
->sprite_count
].texw
=texdesc
.Width
;
280 This
->sprites
[This
->sprite_count
].texh
=texdesc
.Height
;
283 This
->sprites
[This
->sprite_count
].rect
.left
=0;
284 This
->sprites
[This
->sprite_count
].rect
.top
=0;
285 This
->sprites
[This
->sprite_count
].rect
.right
=texdesc
.Width
;
286 This
->sprites
[This
->sprite_count
].rect
.bottom
=texdesc
.Height
;
287 } else This
->sprites
[This
->sprite_count
].rect
=*rect
;
290 This
->sprites
[This
->sprite_count
].center
.x
=0.0f
;
291 This
->sprites
[This
->sprite_count
].center
.y
=0.0f
;
292 This
->sprites
[This
->sprite_count
].center
.z
=0.0f
;
293 } else This
->sprites
[This
->sprite_count
].center
=*center
;
296 This
->sprites
[This
->sprite_count
].pos
.x
=0.0f
;
297 This
->sprites
[This
->sprite_count
].pos
.y
=0.0f
;
298 This
->sprites
[This
->sprite_count
].pos
.z
=0.0f
;
299 } else This
->sprites
[This
->sprite_count
].pos
=*position
;
301 This
->sprites
[This
->sprite_count
].color
=color
;
302 This
->sprite_count
++;
307 static HRESULT WINAPI
ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface
)
309 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
310 SPRITEVERTEX
*vertices
;
312 TRACE("(%p): relay\n", This
);
314 if(!This
->ready
) return D3DERR_INVALIDCALL
;
315 if(!This
->sprite_count
) return D3D_OK
;
317 /* TODO: use of a vertex buffer here */
318 vertices
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(SPRITEVERTEX
)*4*This
->sprite_count
);
320 for(i
=0;i
<This
->sprite_count
;i
++) {
321 float spritewidth
=(float)This
->sprites
[i
].rect
.right
-(float)This
->sprites
[i
].rect
.left
;
322 float spriteheight
=(float)This
->sprites
[i
].rect
.bottom
-(float)This
->sprites
[i
].rect
.top
;
324 vertices
[4*i
].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
325 vertices
[4*i
].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
326 vertices
[4*i
].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
327 vertices
[4*i
+1].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
328 vertices
[4*i
+1].pos
.y
= This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
329 vertices
[4*i
+1].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
330 vertices
[4*i
+2].pos
.x
= spritewidth
+ This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
331 vertices
[4*i
+2].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
332 vertices
[4*i
+2].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
333 vertices
[4*i
+3].pos
.x
= This
->sprites
[i
].pos
.x
- This
->sprites
[i
].center
.x
;
334 vertices
[4*i
+3].pos
.y
= spriteheight
+ This
->sprites
[i
].pos
.y
- This
->sprites
[i
].center
.y
;
335 vertices
[4*i
+3].pos
.z
= This
->sprites
[i
].pos
.z
- This
->sprites
[i
].center
.z
;
336 vertices
[4*i
].col
= This
->sprites
[i
].color
;
337 vertices
[4*i
+1].col
= This
->sprites
[i
].color
;
338 vertices
[4*i
+2].col
= This
->sprites
[i
].color
;
339 vertices
[4*i
+3].col
= This
->sprites
[i
].color
;
340 vertices
[4*i
].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
341 vertices
[4*i
].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
342 vertices
[4*i
+1].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
343 vertices
[4*i
+1].tex
.y
= (float)This
->sprites
[i
].rect
.top
/ (float)This
->sprites
[i
].texh
;
344 vertices
[4*i
+2].tex
.x
= (float)This
->sprites
[i
].rect
.right
/ (float)This
->sprites
[i
].texw
;
345 vertices
[4*i
+2].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
346 vertices
[4*i
+3].tex
.x
= (float)This
->sprites
[i
].rect
.left
/ (float)This
->sprites
[i
].texw
;
347 vertices
[4*i
+3].tex
.y
= (float)This
->sprites
[i
].rect
.bottom
/ (float)This
->sprites
[i
].texh
;
350 D3DXVec3TransformCoordArray(&vertices
[0].pos
, sizeof(SPRITEVERTEX
), &vertices
[0].pos
, sizeof(SPRITEVERTEX
), &This
->transform
, 4*This
->sprite_count
);
351 D3DXVec3TransformCoordArray(&vertices
[0].pos
, sizeof(SPRITEVERTEX
), &vertices
[0].pos
, sizeof(SPRITEVERTEX
), &This
->view
, 4*This
->sprite_count
);
353 IDirect3DDevice9_SetVertexDeclaration(This
->device
, This
->vdecl
);
355 for(i
=0;i
<This
->sprite_count
;i
++) {
357 IDirect3DDevice9_SetTexture(This
->device
, 0, (LPDIRECT3DBASETEXTURE9
)(This
->sprites
[i
].texture
));
358 else if(This
->sprites
[i
].texture
!=This
->sprites
[i
-1].texture
)
359 IDirect3DDevice9_SetTexture(This
->device
, 0, (LPDIRECT3DBASETEXTURE9
)(This
->sprites
[i
].texture
));
361 IDirect3DDevice9_DrawPrimitiveUP(This
->device
, D3DPT_TRIANGLEFAN
, 2, vertices
+4*i
, sizeof(SPRITEVERTEX
));
363 HeapFree(GetProcessHeap(), 0, vertices
);
365 for(i
=0;i
<This
->sprite_count
;i
++)
366 if(This
->sprites
[i
].texture
)
367 IDirect3DTexture9_Release(This
->sprites
[i
].texture
);
369 This
->sprite_count
=0;
371 /* Flush may be called more than once, so we don't reset This->ready here */
376 static HRESULT WINAPI
ID3DXSpriteImpl_End(LPD3DXSPRITE iface
)
378 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
379 TRACE("(%p): relay\n", This
);
381 if(!This
->ready
) return D3DERR_INVALIDCALL
;
383 ID3DXSprite_Flush(iface
);
384 if(This
->stateblock
) IDirect3DStateBlock9_Apply(This
->stateblock
); /* Restore old state */
391 static HRESULT WINAPI
ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface
)
393 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
394 FIXME("(%p): stub\n", This
);
398 static HRESULT WINAPI
ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface
)
400 ID3DXSpriteImpl
*This
=(ID3DXSpriteImpl
*)iface
;
401 FIXME("(%p): stub\n", This
);
405 static const ID3DXSpriteVtbl D3DXSprite_Vtbl
=
407 /*** IUnknown methods ***/
408 ID3DXSpriteImpl_QueryInterface
,
409 ID3DXSpriteImpl_AddRef
,
410 ID3DXSpriteImpl_Release
,
411 /*** ID3DXSprite methods ***/
412 ID3DXSpriteImpl_GetDevice
,
413 ID3DXSpriteImpl_GetTransform
,
414 ID3DXSpriteImpl_SetTransform
,
415 ID3DXSpriteImpl_SetWorldViewRH
,
416 ID3DXSpriteImpl_SetWorldViewLH
,
417 ID3DXSpriteImpl_Begin
,
418 ID3DXSpriteImpl_Draw
,
419 ID3DXSpriteImpl_Flush
,
421 ID3DXSpriteImpl_OnLostDevice
,
422 ID3DXSpriteImpl_OnResetDevice
425 HRESULT WINAPI
D3DXCreateSprite(LPDIRECT3DDEVICE9 device
, LPD3DXSPRITE
*sprite
)
427 ID3DXSpriteImpl
*object
;
429 static const D3DVERTEXELEMENT9 elements
[] =
431 { 0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0 },
432 { 0, 12, D3DDECLTYPE_D3DCOLOR
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_COLOR
, 0 },
433 { 0, 16, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0 },
437 TRACE("(void): relay\n");
439 if(device
==NULL
|| sprite
==NULL
) return D3DERR_INVALIDCALL
;
441 object
=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXSpriteImpl
));
444 return E_OUTOFMEMORY
;
446 object
->lpVtbl
=&D3DXSprite_Vtbl
;
448 object
->device
=device
;
449 IUnknown_AddRef(device
);
451 IDirect3DDevice9_CreateVertexDeclaration(object
->device
, elements
, &object
->vdecl
);
452 object
->stateblock
=NULL
;
454 D3DXMatrixIdentity(&object
->transform
);
455 D3DXMatrixIdentity(&object
->view
);
460 IDirect3DDevice9_GetDeviceCaps(device
, &caps
);
461 object
->texfilter_caps
=caps
.TextureFilterCaps
;
462 object
->maxanisotropy
=caps
.MaxAnisotropy
;
463 object
->alphacmp_caps
=caps
.AlphaCmpCaps
;
465 object
->sprites
=NULL
;
466 object
->sprite_count
=0;
467 object
->allocated_sprites
=0;
469 *sprite
=(ID3DXSprite
*)object
;