[WINESYNC] d3dx9: Don't release textures when D3DXSPRITE_DO_NOT_ADDREF_TEXTURE is...
[reactos.git] / dll / directx / wine / d3dx9_36 / sprite.c
1 #ifdef __REACTOS__
2 #include "precomp.h"
3 #else
4 /*
5 * Copyright (C) 2008 Tony Wasserka
6 *
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
11 *
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
16 *
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 *
21 */
22
23
24 #include "d3dx9_private.h"
25 #endif /* __REACTOS__ */
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
28
29 /* the combination of all possible D3DXSPRITE flags */
30 #define D3DXSPRITE_FLAGLIMIT 511
31
32 struct sprite_vertex
33 {
34 D3DXVECTOR3 pos;
35 DWORD col;
36 D3DXVECTOR2 tex;
37 };
38
39 struct sprite
40 {
41 IDirect3DTexture9 *texture;
42 UINT texw, texh;
43 RECT rect;
44 D3DXVECTOR3 center;
45 D3DXVECTOR3 pos;
46 D3DCOLOR color;
47 D3DXMATRIX transform;
48 };
49
50 struct d3dx9_sprite
51 {
52 ID3DXSprite ID3DXSprite_iface;
53 LONG ref;
54
55 IDirect3DDevice9 *device;
56 IDirect3DVertexDeclaration9 *vdecl;
57 IDirect3DStateBlock9 *stateblock;
58 D3DXMATRIX transform;
59 D3DXMATRIX view;
60 DWORD flags;
61 BOOL ready;
62
63 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
64 DWORD texfilter_caps;
65 DWORD maxanisotropy;
66 DWORD alphacmp_caps;
67
68 struct sprite *sprites;
69 int sprite_count; /* number of sprites to be drawn */
70 int allocated_sprites; /* number of (pre-)allocated sprites */
71 };
72
73 static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface)
74 {
75 return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface);
76 }
77
78 static HRESULT WINAPI d3dx9_sprite_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
79 {
80 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
81
82 if (IsEqualGUID(riid, &IID_ID3DXSprite)
83 || IsEqualGUID(riid, &IID_IUnknown))
84 {
85 IUnknown_AddRef(iface);
86 *out = iface;
87 return S_OK;
88 }
89
90 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
91
92 *out = NULL;
93 return E_NOINTERFACE;
94 }
95
96 static ULONG WINAPI d3dx9_sprite_AddRef(ID3DXSprite *iface)
97 {
98 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
99 ULONG refcount = InterlockedIncrement(&sprite->ref);
100
101 TRACE("%p increasing refcount to %u.\n", sprite, refcount);
102
103 return refcount;
104 }
105
106 static ULONG WINAPI d3dx9_sprite_Release(ID3DXSprite *iface)
107 {
108 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
109 ULONG refcount = InterlockedDecrement(&sprite->ref);
110
111 TRACE("%p decreasing refcount to %u.\n", sprite, refcount);
112
113 if (!refcount)
114 {
115 if (sprite->sprites)
116 {
117 int i;
118
119 if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
120 {
121 for (i = 0; i < sprite->sprite_count; ++i)
122 {
123 if (sprite->sprites[i].texture)
124 IDirect3DTexture9_Release(sprite->sprites[i].texture);
125 }
126 }
127
128 HeapFree(GetProcessHeap(), 0, sprite->sprites);
129 }
130
131 if (sprite->stateblock)
132 IDirect3DStateBlock9_Release(sprite->stateblock);
133 if (sprite->vdecl)
134 IDirect3DVertexDeclaration9_Release(sprite->vdecl);
135 if (sprite->device)
136 IDirect3DDevice9_Release(sprite->device);
137 HeapFree(GetProcessHeap(), 0, sprite);
138 }
139
140 return refcount;
141 }
142
143 static HRESULT WINAPI d3dx9_sprite_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device)
144 {
145 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
146
147 TRACE("iface %p, device %p.\n", iface, device);
148
149 if (!device)
150 return D3DERR_INVALIDCALL;
151 *device = sprite->device;
152 IDirect3DDevice9_AddRef(sprite->device);
153
154 return D3D_OK;
155 }
156
157 static HRESULT WINAPI d3dx9_sprite_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
158 {
159 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
160
161 TRACE("iface %p, transform %p.\n", iface, transform);
162
163 if (!transform)
164 return D3DERR_INVALIDCALL;
165 *transform = sprite->transform;
166
167 return D3D_OK;
168 }
169
170 static HRESULT WINAPI d3dx9_sprite_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
171 {
172 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
173
174 TRACE("iface %p, transform %p.\n", iface, transform);
175
176 if (!transform)
177 return D3DERR_INVALIDCALL;
178 sprite->transform = *transform;
179
180 return D3D_OK;
181 }
182
183 static HRESULT WINAPI d3dx9_sprite_SetWorldViewRH(ID3DXSprite *iface,
184 const D3DXMATRIX *world, const D3DXMATRIX *view)
185 {
186 FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
187
188 return E_NOTIMPL;
189 }
190
191 static HRESULT WINAPI d3dx9_sprite_SetWorldViewLH(ID3DXSprite *iface,
192 const D3DXMATRIX *world, const D3DXMATRIX *view)
193 {
194 FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
195
196 return E_NOTIMPL;
197 }
198
199 /* Helper function */
200 static void set_states(struct d3dx9_sprite *object)
201 {
202 D3DXMATRIX mat;
203 D3DVIEWPORT9 vp;
204
205 /* Miscellaneous stuff */
206 IDirect3DDevice9_SetVertexShader(object->device, NULL);
207 IDirect3DDevice9_SetPixelShader(object->device, NULL);
208 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
209
210 /* Render states */
211 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
212 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
213 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
214 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
215 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
216 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
217 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, 0);
218 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
219 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
220 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
221 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
222 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
223 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
224 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
225 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
226 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
227 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
228 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
229 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
230 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
231 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
232 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
233 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
234 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
235 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
236 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
237
238 /* Texture stage states */
239 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
240 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
241 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
242 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
243 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
244 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
245 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
246 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
247 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
248 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
249
250 /* Sampler states */
251 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
252 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
253
254 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
255 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
256 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
257
258 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
259 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
260
261 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
262 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
263 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
264
265 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
266 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
267 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
268
269 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
270 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
271
272 /* Matrices */
273 D3DXMatrixIdentity(&mat);
274 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
275 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
276 IDirect3DDevice9_GetViewport(object->device, &vp);
277 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);
278 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
279 }
280
281 static HRESULT WINAPI d3dx9_sprite_Begin(ID3DXSprite *iface, DWORD flags)
282 {
283 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
284 HRESULT hr;
285
286 TRACE("iface %p, flags %#x.\n", iface, flags);
287
288 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
289
290 /* TODO: Implement flags:
291 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
292 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
293 D3DXSPRITE_OBJECTSPACE: do not change device transforms
294 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
295 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
296 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
297 */
298 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
299 if(flags & (D3DXSPRITE_BILLBOARD |
300 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
301 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
302 FIXME("Flags unsupported: %#x\n", flags);
303 /* These flags should only matter to performance */
304 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
305 TRACE("Flags unsupported: %#x\n", flags);
306
307 if(This->vdecl==NULL) {
308 static const D3DVERTEXELEMENT9 elements[] =
309 {
310 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
311 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
312 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
313 D3DDECL_END()
314 };
315 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
316 }
317
318 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
319 if(This->stateblock==NULL) {
320 /* Tell our state block what it must store */
321 hr=IDirect3DDevice9_BeginStateBlock(This->device);
322 if(hr!=D3D_OK) return hr;
323
324 set_states(This);
325
326 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
327 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(struct sprite_vertex));
328 IDirect3DDevice9_SetIndices(This->device, NULL);
329 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
330
331 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
332 }
333 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
334 }
335
336 /* Apply device state */
337 set_states(This);
338
339 This->flags=flags;
340 This->ready=TRUE;
341
342 return D3D_OK;
343 }
344
345 static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture,
346 const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
347 {
348 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
349 D3DSURFACE_DESC texdesc;
350
351 TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
352 iface, texture, wine_dbgstr_rect(rect), center, position, color);
353
354 if(texture==NULL) return D3DERR_INVALIDCALL;
355 if(!This->ready) return D3DERR_INVALIDCALL;
356
357 if (!This->allocated_sprites)
358 {
359 This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites));
360 This->allocated_sprites = 32;
361 }
362 else if (This->allocated_sprites <= This->sprite_count)
363 {
364 This->allocated_sprites += This->allocated_sprites / 2;
365 This->sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
366 This->sprites, This->allocated_sprites * sizeof(*This->sprites));
367 }
368 This->sprites[This->sprite_count].texture=texture;
369 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
370 IDirect3DTexture9_AddRef(texture);
371
372 /* Reuse the texture desc if possible */
373 if(This->sprite_count) {
374 if(This->sprites[This->sprite_count-1].texture!=texture) {
375 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
376 } else {
377 texdesc.Width=This->sprites[This->sprite_count-1].texw;
378 texdesc.Height=This->sprites[This->sprite_count-1].texh;
379 }
380 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
381
382 This->sprites[This->sprite_count].texw=texdesc.Width;
383 This->sprites[This->sprite_count].texh=texdesc.Height;
384
385 if (rect)
386 This->sprites[This->sprite_count].rect = *rect;
387 else
388 SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height);
389
390 if(center==NULL) {
391 This->sprites[This->sprite_count].center.x=0.0f;
392 This->sprites[This->sprite_count].center.y=0.0f;
393 This->sprites[This->sprite_count].center.z=0.0f;
394 } else This->sprites[This->sprite_count].center=*center;
395
396 if(position==NULL) {
397 This->sprites[This->sprite_count].pos.x=0.0f;
398 This->sprites[This->sprite_count].pos.y=0.0f;
399 This->sprites[This->sprite_count].pos.z=0.0f;
400 } else This->sprites[This->sprite_count].pos=*position;
401
402 This->sprites[This->sprite_count].color=color;
403 This->sprites[This->sprite_count].transform=This->transform;
404 This->sprite_count++;
405
406 return D3D_OK;
407 }
408
409 static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface)
410 {
411 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
412 struct sprite_vertex *vertices;
413 int i, count=0, start;
414
415 TRACE("iface %p.\n", iface);
416
417 if(!This->ready) return D3DERR_INVALIDCALL;
418 if(!This->sprite_count) return D3D_OK;
419
420 /* TODO: use of a vertex buffer here */
421 vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count);
422
423 for(start=0;start<This->sprite_count;start+=count,count=0) {
424 i=start;
425 while(i<This->sprite_count &&
426 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
427 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
428 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
429
430 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
431 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
432 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
433 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
434 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
435 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
436 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
437 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
438 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
439 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
440 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
441 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
442 vertices[6*i ].col = This->sprites[i].color;
443 vertices[6*i+1].col = This->sprites[i].color;
444 vertices[6*i+2].col = This->sprites[i].color;
445 vertices[6*i+3].col = This->sprites[i].color;
446 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
447 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
448 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
449 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
450 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
451 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
452 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
453 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
454
455 vertices[6*i+4]=vertices[6*i];
456 vertices[6*i+5]=vertices[6*i+2];
457
458 D3DXVec3TransformCoordArray(&vertices[6 * i].pos, sizeof(*vertices),
459 &vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6);
460 count++;
461 i++;
462 }
463
464 IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture);
465 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
466
467 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST,
468 2 * count, vertices + 6 * start, sizeof(*vertices));
469 }
470 HeapFree(GetProcessHeap(), 0, vertices);
471
472 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
473 for(i=0;i<This->sprite_count;i++)
474 IDirect3DTexture9_Release(This->sprites[i].texture);
475
476 This->sprite_count=0;
477
478 /* Flush may be called more than once, so we don't reset This->ready here */
479
480 return D3D_OK;
481 }
482
483 static HRESULT WINAPI d3dx9_sprite_End(ID3DXSprite *iface)
484 {
485 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
486
487 TRACE("iface %p.\n", iface);
488
489 if (!sprite->ready)
490 return D3DERR_INVALIDCALL;
491
492 ID3DXSprite_Flush(iface);
493
494 if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE))
495 IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */
496
497 sprite->ready = FALSE;
498
499 return D3D_OK;
500 }
501
502 static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface)
503 {
504 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
505
506 TRACE("iface %p.\n", iface);
507
508 if (sprite->stateblock)
509 IDirect3DStateBlock9_Release(sprite->stateblock);
510 if (sprite->vdecl)
511 IDirect3DVertexDeclaration9_Release(sprite->vdecl);
512 sprite->vdecl = NULL;
513 sprite->stateblock = NULL;
514
515 /* Reset some variables */
516 ID3DXSprite_OnResetDevice(iface);
517
518 return D3D_OK;
519 }
520
521 static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface)
522 {
523 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
524 int i;
525
526 TRACE("iface %p.\n", iface);
527
528 if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
529 {
530 for (i = 0; i < sprite->sprite_count; ++i)
531 {
532 if (sprite->sprites[i].texture)
533 IDirect3DTexture9_Release(sprite->sprites[i].texture);
534 }
535 }
536
537 sprite->sprite_count = 0;
538 sprite->flags = 0;
539 sprite->ready = FALSE;
540
541 /* keep matrices */
542 /* device objects get restored on Begin */
543
544 return D3D_OK;
545 }
546
547 static const ID3DXSpriteVtbl d3dx9_sprite_vtbl =
548 {
549 d3dx9_sprite_QueryInterface,
550 d3dx9_sprite_AddRef,
551 d3dx9_sprite_Release,
552 d3dx9_sprite_GetDevice,
553 d3dx9_sprite_GetTransform,
554 d3dx9_sprite_SetTransform,
555 d3dx9_sprite_SetWorldViewRH,
556 d3dx9_sprite_SetWorldViewLH,
557 d3dx9_sprite_Begin,
558 d3dx9_sprite_Draw,
559 d3dx9_sprite_Flush,
560 d3dx9_sprite_End,
561 d3dx9_sprite_OnLostDevice,
562 d3dx9_sprite_OnResetDevice,
563 };
564
565 HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite)
566 {
567 struct d3dx9_sprite *object;
568 D3DCAPS9 caps;
569
570 TRACE("device %p, sprite %p.\n", device, sprite);
571
572 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
573
574 if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
575 {
576 *sprite = NULL;
577 return E_OUTOFMEMORY;
578 }
579 object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_vtbl;
580 object->ref=1;
581 object->device=device;
582 IUnknown_AddRef(device);
583
584 object->vdecl=NULL;
585 object->stateblock=NULL;
586
587 D3DXMatrixIdentity(&object->transform);
588 D3DXMatrixIdentity(&object->view);
589
590 IDirect3DDevice9_GetDeviceCaps(device, &caps);
591 object->texfilter_caps=caps.TextureFilterCaps;
592 object->maxanisotropy=caps.MaxAnisotropy;
593 object->alphacmp_caps=caps.AlphaCmpCaps;
594
595 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
596
597 object->sprites=NULL;
598 object->allocated_sprites=0;
599 *sprite=&object->ID3DXSprite_iface;
600
601 return D3D_OK;
602 }