* Sync up to trunk head (r60691).
[reactos.git] / dll / directx / wine / d3dx9_36 / sprite.c
1 /*
2 * Copyright (C) 2008 Tony Wasserka
3 *
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.
8 *
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.
13 *
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
17 *
18 */
19
20 #include <wine/debug.h>
21 #include "d3dx9_36_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
24
25 /* the combination of all possible D3DXSPRITE flags */
26 #define D3DXSPRITE_FLAGLIMIT 511
27
28 typedef struct _SPRITEVERTEX {
29 D3DXVECTOR3 pos;
30 DWORD col;
31 D3DXVECTOR2 tex;
32 } SPRITEVERTEX;
33
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;
43
44 typedef struct ID3DXSpriteImpl
45 {
46 ID3DXSprite ID3DXSprite_iface;
47 LONG ref;
48
49 IDirect3DDevice9 *device;
50 IDirect3DVertexDeclaration9 *vdecl;
51 IDirect3DStateBlock9 *stateblock;
52 D3DXMATRIX transform;
53 D3DXMATRIX view;
54 DWORD flags;
55 BOOL ready;
56
57 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
58 DWORD texfilter_caps;
59 DWORD maxanisotropy;
60 DWORD alphacmp_caps;
61
62 SPRITE *sprites;
63 int sprite_count; /* number of sprites to be drawn */
64 int allocated_sprites; /* number of (pre-)allocated sprites */
65 } ID3DXSpriteImpl;
66
67 static inline ID3DXSpriteImpl *impl_from_ID3DXSprite(ID3DXSprite *iface)
68 {
69 return CONTAINING_RECORD(iface, ID3DXSpriteImpl, ID3DXSprite_iface);
70 }
71
72 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
73 {
74 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
75
76 if (IsEqualGUID(riid, &IID_ID3DXSprite)
77 || IsEqualGUID(riid, &IID_IUnknown))
78 {
79 IUnknown_AddRef(iface);
80 *out = iface;
81 return S_OK;
82 }
83
84 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
85
86 *out = NULL;
87 return E_NOINTERFACE;
88 }
89
90 static ULONG WINAPI ID3DXSpriteImpl_AddRef(ID3DXSprite *iface)
91 {
92 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
93 ULONG ref=InterlockedIncrement(&This->ref);
94 TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
95 return ref;
96 }
97
98 static ULONG WINAPI ID3DXSpriteImpl_Release(ID3DXSprite *iface)
99 {
100 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
101 ULONG ref=InterlockedDecrement(&This->ref);
102
103 TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
104
105 if(ref==0) {
106 if(This->sprites) {
107 int i;
108 for(i=0;i<This->sprite_count;i++)
109 if(This->sprites[i].texture)
110 IDirect3DTexture9_Release(This->sprites[i].texture);
111
112 HeapFree(GetProcessHeap(), 0, This->sprites);
113 }
114 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
115 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
116 if(This->device) IDirect3DDevice9_Release(This->device);
117 HeapFree(GetProcessHeap(), 0, This);
118 }
119 return ref;
120 }
121
122 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device)
123 {
124 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
125
126 TRACE("(%p)->(%p)\n", This, device);
127
128 if(device==NULL) return D3DERR_INVALIDCALL;
129 *device=This->device;
130 IDirect3DDevice9_AddRef(This->device);
131
132 return D3D_OK;
133 }
134
135 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
136 {
137 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
138
139 TRACE("(%p)->(%p)\n", This, transform);
140
141 if(transform==NULL) return D3DERR_INVALIDCALL;
142 *transform=This->transform;
143
144 return D3D_OK;
145 }
146
147 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
148 {
149 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
150
151 TRACE("(%p)->(%p)\n", This, transform);
152
153 if(transform==NULL) return D3DERR_INVALIDCALL;
154 This->transform=*transform;
155
156 return D3D_OK;
157 }
158
159 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
160 CONST D3DXMATRIX *view)
161 {
162 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
163 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
164 return E_NOTIMPL;
165 }
166
167 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
168 CONST D3DXMATRIX *view)
169 {
170 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
171 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
172 return E_NOTIMPL;
173 }
174
175 /* Helper function */
176 static void set_states(ID3DXSpriteImpl *object)
177 {
178 D3DXMATRIX mat;
179 D3DVIEWPORT9 vp;
180
181 /* Miscellaneous stuff */
182 IDirect3DDevice9_SetVertexShader(object->device, NULL);
183 IDirect3DDevice9_SetPixelShader(object->device, NULL);
184 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
185
186 /* Render states */
187 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
188 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
189 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
190 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
191 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
192 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
193 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
194 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
195 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
196 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
197 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
198 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
199 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
200 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
201 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
202 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
203 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
204 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
205 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
206 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
207 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
208 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
209 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
210 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
211 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
212 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
213
214 /* Texture stage states */
215 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
216 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
217 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
218 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
219 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
220 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
221 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
222 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
223 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
224 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
225
226 /* Sampler states */
227 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
228 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
229
230 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
231 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
232 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
233
234 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
235 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
236
237 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
238 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
239 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
240
241 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
242 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
243 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
244
245 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
246 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
247
248 /* Matrices */
249 D3DXMatrixIdentity(&mat);
250 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
251 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
252 IDirect3DDevice9_GetViewport(object->device, &vp);
253 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);
254 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
255 }
256
257 static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags)
258 {
259 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
260 HRESULT hr;
261
262 TRACE("(%p)->(%#x)\n", This, flags);
263
264 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
265
266 /* TODO: Implement flags:
267 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
268 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
269 D3DXSPRITE_OBJECTSPACE: do not change device transforms
270 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
271 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
272 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
273 */
274 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
275 if(flags & (D3DXSPRITE_BILLBOARD |
276 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
277 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
278 FIXME("Flags unsupported: %#x\n", flags);
279 /* These flags should only matter to performances */
280 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
281 TRACE("Flags unsupported: %#x\n", flags);
282
283 if(This->vdecl==NULL) {
284 static const D3DVERTEXELEMENT9 elements[] =
285 {
286 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
287 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
288 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
289 D3DDECL_END()
290 };
291 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
292 }
293
294 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
295 if(This->stateblock==NULL) {
296 /* Tell our state block what it must store */
297 hr=IDirect3DDevice9_BeginStateBlock(This->device);
298 if(hr!=D3D_OK) return hr;
299
300 set_states(This);
301
302 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
303 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
304 IDirect3DDevice9_SetIndices(This->device, NULL);
305 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
306
307 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
308 }
309 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
310 }
311
312 /* Apply device state */
313 set_states(This);
314
315 This->flags=flags;
316 This->ready=TRUE;
317
318 return D3D_OK;
319 }
320
321 static HRESULT WINAPI ID3DXSpriteImpl_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture,
322 const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
323 {
324 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
325 D3DSURFACE_DESC texdesc;
326
327 TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
328 iface, texture, wine_dbgstr_rect(rect), center, position, color);
329
330 if(texture==NULL) return D3DERR_INVALIDCALL;
331 if(!This->ready) return D3DERR_INVALIDCALL;
332
333 if(This->allocated_sprites==0) {
334 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
335 This->allocated_sprites=32;
336 } else if(This->allocated_sprites<=This->sprite_count) {
337 This->allocated_sprites=This->allocated_sprites*3/2;
338 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
339 }
340 This->sprites[This->sprite_count].texture=texture;
341 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
342 IDirect3DTexture9_AddRef(texture);
343
344 /* Reuse the texture desc if possible */
345 if(This->sprite_count) {
346 if(This->sprites[This->sprite_count-1].texture!=texture) {
347 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
348 } else {
349 texdesc.Width=This->sprites[This->sprite_count-1].texw;
350 texdesc.Height=This->sprites[This->sprite_count-1].texh;
351 }
352 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
353
354 This->sprites[This->sprite_count].texw=texdesc.Width;
355 This->sprites[This->sprite_count].texh=texdesc.Height;
356
357 if(rect==NULL) {
358 This->sprites[This->sprite_count].rect.left=0;
359 This->sprites[This->sprite_count].rect.top=0;
360 This->sprites[This->sprite_count].rect.right=texdesc.Width;
361 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
362 } else This->sprites[This->sprite_count].rect=*rect;
363
364 if(center==NULL) {
365 This->sprites[This->sprite_count].center.x=0.0f;
366 This->sprites[This->sprite_count].center.y=0.0f;
367 This->sprites[This->sprite_count].center.z=0.0f;
368 } else This->sprites[This->sprite_count].center=*center;
369
370 if(position==NULL) {
371 This->sprites[This->sprite_count].pos.x=0.0f;
372 This->sprites[This->sprite_count].pos.y=0.0f;
373 This->sprites[This->sprite_count].pos.z=0.0f;
374 } else This->sprites[This->sprite_count].pos=*position;
375
376 This->sprites[This->sprite_count].color=color;
377 This->sprites[This->sprite_count].transform=This->transform;
378 This->sprite_count++;
379
380 return D3D_OK;
381 }
382
383 static HRESULT WINAPI ID3DXSpriteImpl_Flush(ID3DXSprite *iface)
384 {
385 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
386 SPRITEVERTEX *vertices;
387 int i, count=0, start;
388
389 TRACE("(%p)->()\n", This);
390
391 if(!This->ready) return D3DERR_INVALIDCALL;
392 if(!This->sprite_count) return D3D_OK;
393
394 /* TODO: use of a vertex buffer here */
395 vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
396
397 for(start=0;start<This->sprite_count;start+=count,count=0) {
398 i=start;
399 while(i<This->sprite_count &&
400 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
401 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
402 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
403
404 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
405 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
406 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
407 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
408 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
409 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
410 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
411 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
412 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
413 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
414 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
415 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
416 vertices[6*i ].col = This->sprites[i].color;
417 vertices[6*i+1].col = This->sprites[i].color;
418 vertices[6*i+2].col = This->sprites[i].color;
419 vertices[6*i+3].col = This->sprites[i].color;
420 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
421 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
422 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
423 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
424 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
425 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
426 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
427 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
428
429 vertices[6*i+4]=vertices[6*i];
430 vertices[6*i+5]=vertices[6*i+2];
431
432 D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
433 &vertices[6*i].pos, sizeof(SPRITEVERTEX),
434 &This->sprites[i].transform, 6);
435 count++;
436 i++;
437 }
438
439 IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture);
440 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
441
442 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
443 }
444 HeapFree(GetProcessHeap(), 0, vertices);
445
446 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
447 for(i=0;i<This->sprite_count;i++)
448 IDirect3DTexture9_Release(This->sprites[i].texture);
449
450 This->sprite_count=0;
451
452 /* Flush may be called more than once, so we don't reset This->ready here */
453
454 return D3D_OK;
455 }
456
457 static HRESULT WINAPI ID3DXSpriteImpl_End(ID3DXSprite *iface)
458 {
459 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
460
461 TRACE("(%p)->()\n", This);
462
463 if(!This->ready) return D3DERR_INVALIDCALL;
464
465 ID3DXSprite_Flush(iface);
466
467 if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
468 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
469
470 This->ready=FALSE;
471
472 return D3D_OK;
473 }
474
475 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(ID3DXSprite *iface)
476 {
477 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
478
479 TRACE("(%p)->()\n", This);
480
481 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
482 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
483 This->vdecl=NULL;
484 This->stateblock=NULL;
485
486 /* Reset some variables */
487 ID3DXSprite_OnResetDevice(iface);
488
489 return D3D_OK;
490 }
491
492 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(ID3DXSprite *iface)
493 {
494 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
495 int i;
496
497 TRACE("(%p)->()\n", This);
498
499 for(i=0;i<This->sprite_count;i++)
500 if(This->sprites[i].texture)
501 IDirect3DTexture9_Release(This->sprites[i].texture);
502
503 This->sprite_count=0;
504
505 This->flags=0;
506 This->ready=FALSE;
507
508 /* keep matrices */
509 /* device objects get restored on Begin */
510
511 return D3D_OK;
512 }
513
514 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
515 {
516 /*** IUnknown methods ***/
517 ID3DXSpriteImpl_QueryInterface,
518 ID3DXSpriteImpl_AddRef,
519 ID3DXSpriteImpl_Release,
520 /*** ID3DXSprite methods ***/
521 ID3DXSpriteImpl_GetDevice,
522 ID3DXSpriteImpl_GetTransform,
523 ID3DXSpriteImpl_SetTransform,
524 ID3DXSpriteImpl_SetWorldViewRH,
525 ID3DXSpriteImpl_SetWorldViewLH,
526 ID3DXSpriteImpl_Begin,
527 ID3DXSpriteImpl_Draw,
528 ID3DXSpriteImpl_Flush,
529 ID3DXSpriteImpl_End,
530 ID3DXSpriteImpl_OnLostDevice,
531 ID3DXSpriteImpl_OnResetDevice
532 };
533
534 HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite)
535 {
536 ID3DXSpriteImpl *object;
537 D3DCAPS9 caps;
538
539 TRACE("(%p, %p)\n", device, sprite);
540
541 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
542
543 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
544 if(object==NULL) {
545 *sprite=NULL;
546 return E_OUTOFMEMORY;
547 }
548 object->ID3DXSprite_iface.lpVtbl = &D3DXSprite_Vtbl;
549 object->ref=1;
550 object->device=device;
551 IUnknown_AddRef(device);
552
553 object->vdecl=NULL;
554 object->stateblock=NULL;
555
556 D3DXMatrixIdentity(&object->transform);
557 D3DXMatrixIdentity(&object->view);
558
559 IDirect3DDevice9_GetDeviceCaps(device, &caps);
560 object->texfilter_caps=caps.TextureFilterCaps;
561 object->maxanisotropy=caps.MaxAnisotropy;
562 object->alphacmp_caps=caps.AlphaCmpCaps;
563
564 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
565
566 object->sprites=NULL;
567 object->allocated_sprites=0;
568 *sprite=&object->ID3DXSprite_iface;
569
570 return D3D_OK;
571 }