[AMSTREAM] We don't need to define WIDL_C_INLINE_WRAPPERS here anymore.
[reactos.git] / dll / directx / wine / d3dx9_36 / sprite.c
index f625b81..06b08c1 100644 (file)
  *
  */
 
-#include <wine/debug.h>
 #include "d3dx9_36_private.h"
 
-WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
-
 /* the combination of all possible D3DXSPRITE flags */
 #define D3DXSPRITE_FLAGLIMIT 511
 
-typedef struct _SPRITEVERTEX {
+struct sprite_vertex
+{
     D3DXVECTOR3 pos;
     DWORD col;
     D3DXVECTOR2 tex;
-} SPRITEVERTEX;
+};
+
+struct sprite
+{
+    IDirect3DTexture9 *texture;
+    UINT texw, texh;
+    RECT rect;
+    D3DXVECTOR3 center;
+    D3DXVECTOR3 pos;
+    D3DCOLOR color;
+    D3DXMATRIX transform;
+};
+
+struct d3dx9_sprite
+{
+    ID3DXSprite ID3DXSprite_iface;
+    LONG ref;
+
+    IDirect3DDevice9 *device;
+    IDirect3DVertexDeclaration9 *vdecl;
+    IDirect3DStateBlock9 *stateblock;
+    D3DXMATRIX transform;
+    D3DXMATRIX view;
+    DWORD flags;
+    BOOL ready;
+
+    /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
+    DWORD texfilter_caps;
+    DWORD maxanisotropy;
+    DWORD alphacmp_caps;
+
+    struct sprite *sprites;
+    int sprite_count;      /* number of sprites to be drawn */
+    int allocated_sprites; /* number of (pre-)allocated sprites */
+};
 
-static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface, REFIID riid, LPVOID *object)
+static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
+    return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface);
+}
 
-    TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
-    if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
+static HRESULT WINAPI d3dx9_sprite_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
+{
+    TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
+
+    if (IsEqualGUID(riid, &IID_ID3DXSprite)
+            || IsEqualGUID(riid, &IID_IUnknown))
+    {
         IUnknown_AddRef(iface);
-        *object=This;
+        *out = iface;
         return S_OK;
     }
-    WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
+
+    WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+    *out = NULL;
     return E_NOINTERFACE;
 }
 
-static ULONG WINAPI ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface)
+static ULONG WINAPI d3dx9_sprite_AddRef(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    ULONG ref=InterlockedIncrement(&This->ref);
-    TRACE("(%p): AddRef from %d\n", This, ref-1);
-    return ref;
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
+    ULONG refcount = InterlockedIncrement(&sprite->ref);
+
+    TRACE("%p increasing refcount to %u.\n", sprite, refcount);
+
+    return refcount;
 }
 
-static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
+static ULONG WINAPI d3dx9_sprite_Release(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    ULONG ref=InterlockedDecrement(&This->ref);
-    TRACE("(%p): ReleaseRef to %d\n", This, ref);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
+    ULONG refcount = InterlockedDecrement(&sprite->ref);
+
+    TRACE("%p decreasing refcount to %u.\n", sprite, refcount);
 
-    if(ref==0) {
-        if(This->sprites) {
+    if (!refcount)
+    {
+        if (sprite->sprites)
+        {
             int i;
-            for(i=0;i<This->sprite_count;i++)
-                if(This->sprites[i].texture)
-                    IDirect3DTexture9_Release(This->sprites[i].texture);
 
-            HeapFree(GetProcessHeap(), 0, This->sprites);
+            for (i = 0; i < sprite->sprite_count; ++i)
+            {
+                if (sprite->sprites[i].texture)
+                    IDirect3DTexture9_Release(sprite->sprites[i].texture);
+            }
+
+            HeapFree(GetProcessHeap(), 0, sprite->sprites);
         }
-        if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
-        if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
-        if(This->device) IDirect3DDevice9_Release(This->device);
-        HeapFree(GetProcessHeap(), 0, This);
+
+        if (sprite->stateblock)
+            IDirect3DStateBlock9_Release(sprite->stateblock);
+        if (sprite->vdecl)
+            IDirect3DVertexDeclaration9_Release(sprite->vdecl);
+        if (sprite->device)
+            IDirect3DDevice9_Release(sprite->device);
+        HeapFree(GetProcessHeap(), 0, sprite);
     }
-    return ref;
+
+    return refcount;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
+static HRESULT WINAPI d3dx9_sprite_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    TRACE("(%p): relay\n", This);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
+
+    TRACE("iface %p, device %p.\n", iface, device);
 
-    if(device==NULL) return D3DERR_INVALIDCALL;
-    *device=This->device;
-    IDirect3DDevice9_AddRef(This->device);
+    if (!device)
+        return D3DERR_INVALIDCALL;
+    *device = sprite->device;
+    IDirect3DDevice9_AddRef(sprite->device);
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
+static HRESULT WINAPI d3dx9_sprite_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    TRACE("(%p)\n", This);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
 
-    if(transform==NULL) return D3DERR_INVALIDCALL;
-    *transform=This->transform;
+    TRACE("iface %p, transform %p.\n", iface, transform);
+
+    if (!transform)
+        return D3DERR_INVALIDCALL;
+    *transform = sprite->transform;
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
+static HRESULT WINAPI d3dx9_sprite_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    TRACE("(%p)\n", This);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
+
+    TRACE("iface %p, transform %p.\n", iface, transform);
 
-    if(transform==NULL) return D3DERR_INVALIDCALL;
-    This->transform=*transform;
+    if (!transform)
+        return D3DERR_INVALIDCALL;
+    sprite->transform = *transform;
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
+static HRESULT WINAPI d3dx9_sprite_SetWorldViewRH(ID3DXSprite *iface,
+        const D3DXMATRIX *world, const D3DXMATRIX *view)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    FIXME("(%p): stub\n", This);
+    FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
+
     return E_NOTIMPL;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
+static HRESULT WINAPI d3dx9_sprite_SetWorldViewLH(ID3DXSprite *iface,
+        const D3DXMATRIX *world, const D3DXMATRIX *view)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    FIXME("(%p): stub\n", This);
+    FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
+
     return E_NOTIMPL;
 }
 
 /* Helper function */
-static void set_states(ID3DXSpriteImpl *object)
+static void set_states(struct d3dx9_sprite *object)
 {
     D3DXMATRIX mat;
     D3DVIEWPORT9 vp;
 
-    /* Miscelaneous stuff */
+    /* Miscellaneous stuff */
     IDirect3DDevice9_SetVertexShader(object->device, NULL);
     IDirect3DDevice9_SetPixelShader(object->device, NULL);
     IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
@@ -200,22 +262,22 @@ static void set_states(ID3DXSpriteImpl *object)
     /* Matrices */
     D3DXMatrixIdentity(&mat);
     IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
-    IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
+    IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
     IDirect3DDevice9_GetViewport(object->device, &vp);
     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);
     IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
+static HRESULT WINAPI d3dx9_sprite_Begin(ID3DXSprite *iface, DWORD flags)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
+    struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
     HRESULT hr;
-    TRACE("(%p): relay\n", This);
+
+    TRACE("iface %p, flags %#x.\n", iface, flags);
 
     if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
 
 /* TODO: Implement flags:
-D3DXSPRITE_ALPHABLEND: enables alpha blending
 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
 D3DXSPRITE_OBJECTSPACE: do not change device transforms
@@ -223,6 +285,15 @@ D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
 */
+/* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
+    if(flags & (D3DXSPRITE_BILLBOARD |
+                D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
+                D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
+        FIXME("Flags unsupported: %#x\n", flags);
+    /* These flags should only matter to performance */
+    else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
+        TRACE("Flags unsupported: %#x\n", flags);
+
     if(This->vdecl==NULL) {
         static const D3DVERTEXELEMENT9 elements[] =
         {
@@ -243,7 +314,7 @@ D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
             set_states(This);
 
             IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
-            IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
+            IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(struct sprite_vertex));
             IDirect3DDevice9_SetIndices(This->device, NULL);
             IDirect3DDevice9_SetTexture(This->device, 0, NULL);
 
@@ -255,31 +326,34 @@ D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
     /* Apply device state */
     set_states(This);
 
-    D3DXMatrixIdentity(&This->transform);
-    D3DXMatrixIdentity(&This->view);
-
     This->flags=flags;
     This->ready=TRUE;
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
-                                           CONST D3DXVECTOR3 *position, D3DCOLOR color)
+static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture,
+        const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
+    struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
     D3DSURFACE_DESC texdesc;
-    TRACE("(%p): relay\n", This);
+
+    TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
+            iface, texture, wine_dbgstr_rect(rect), center, position, color);
 
     if(texture==NULL) return D3DERR_INVALIDCALL;
     if(!This->ready) return D3DERR_INVALIDCALL;
 
-    if(This->allocated_sprites==0) {
-        This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
-        This->allocated_sprites=32;
-    } else if(This->allocated_sprites<=This->sprite_count) {
-        This->allocated_sprites=This->allocated_sprites*3/2;
-        This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
+    if (!This->allocated_sprites)
+    {
+        This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites));
+        This->allocated_sprites = 32;
+    }
+    else if (This->allocated_sprites <= This->sprite_count)
+    {
+        This->allocated_sprites += This->allocated_sprites / 2;
+        This->sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+                This->sprites, This->allocated_sprites * sizeof(*This->sprites));
     }
     This->sprites[This->sprite_count].texture=texture;
     if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
@@ -298,12 +372,10 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE
     This->sprites[This->sprite_count].texw=texdesc.Width;
     This->sprites[This->sprite_count].texh=texdesc.Height;
 
-    if(rect==NULL) {
-        This->sprites[This->sprite_count].rect.left=0;
-        This->sprites[This->sprite_count].rect.top=0;
-        This->sprites[This->sprite_count].rect.right=texdesc.Width;
-        This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
-    } else This->sprites[This->sprite_count].rect=*rect;
+    if (rect)
+        This->sprites[This->sprite_count].rect = *rect;
+    else
+        SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height);
 
     if(center==NULL) {
         This->sprites[This->sprite_count].center.x=0.0f;
@@ -318,66 +390,72 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE
     } else This->sprites[This->sprite_count].pos=*position;
 
     This->sprites[This->sprite_count].color=color;
+    This->sprites[This->sprite_count].transform=This->transform;
     This->sprite_count++;
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
+static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    SPRITEVERTEX *vertices;
-    int i;
-    TRACE("(%p): relay\n", This);
+    struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
+    struct sprite_vertex *vertices;
+    int i, count=0, start;
+
+    TRACE("iface %p.\n", iface);
 
     if(!This->ready) return D3DERR_INVALIDCALL;
     if(!This->sprite_count) return D3D_OK;
 
 /* TODO: use of a vertex buffer here */
-    vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
-
-    for(i=0;i<This->sprite_count;i++) {
-        float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
-        float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
-
-        vertices[4*i  ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
-        vertices[4*i  ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
-        vertices[4*i  ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
-        vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
-        vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
-        vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
-        vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
-        vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
-        vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
-        vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
-        vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
-        vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
-        vertices[4*i  ].col   = This->sprites[i].color;
-        vertices[4*i+1].col   = This->sprites[i].color;
-        vertices[4*i+2].col   = This->sprites[i].color;
-        vertices[4*i+3].col   = This->sprites[i].color;
-        vertices[4*i  ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
-        vertices[4*i  ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
-        vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
-        vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
-        vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
-        vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
-        vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
-        vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
-    }
-
-    D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
-    D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view,      4*This->sprite_count);
-
-    IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
+    vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count);
+
+    for(start=0;start<This->sprite_count;start+=count,count=0) {
+        i=start;
+        while(i<This->sprite_count &&
+              (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
+            float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
+            float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
+
+            vertices[6*i  ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
+            vertices[6*i  ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
+            vertices[6*i  ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
+            vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
+            vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
+            vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
+            vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
+            vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
+            vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
+            vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
+            vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
+            vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
+            vertices[6*i  ].col   = This->sprites[i].color;
+            vertices[6*i+1].col   = This->sprites[i].color;
+            vertices[6*i+2].col   = This->sprites[i].color;
+            vertices[6*i+3].col   = This->sprites[i].color;
+            vertices[6*i  ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
+            vertices[6*i  ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
+            vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
+            vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
+            vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
+            vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
+            vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
+            vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
+
+            vertices[6*i+4]=vertices[6*i];
+            vertices[6*i+5]=vertices[6*i+2];
+
+            D3DXVec3TransformCoordArray(&vertices[6 * i].pos, sizeof(*vertices),
+                    &vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6);
+            count++;
+            i++;
+        }
 
-    for(i=0;i<This->sprite_count;i++) {
-        if(!i)
-            IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
-        else if(This->sprites[i].texture!=This->sprites[i-1].texture)
-            IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
+        IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture);
+        IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
 
-        IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
+        IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST,
+                2 * count, vertices + 6 * start, sizeof(*vertices));
     }
     HeapFree(GetProcessHeap(), 0, vertices);
 
@@ -392,32 +470,37 @@ static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
+static HRESULT WINAPI d3dx9_sprite_End(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    TRACE("(%p): relay\n", This);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
 
-    if(!This->ready) return D3DERR_INVALIDCALL;
+    TRACE("iface %p.\n", iface);
+
+    if (!sprite->ready)
+        return D3DERR_INVALIDCALL;
 
     ID3DXSprite_Flush(iface);
 
-    if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
-        if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
+    if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE))
+        IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */
 
-    This->ready=FALSE;
+    sprite->ready = FALSE;
 
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
+static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
-    TRACE("(%p)\n", This);
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
+
+    TRACE("iface %p.\n", iface);
 
-    if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
-    if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
-    This->vdecl=NULL;
-    This->stateblock=NULL;
+    if (sprite->stateblock)
+        IDirect3DStateBlock9_Release(sprite->stateblock);
+    if (sprite->vdecl)
+        IDirect3DVertexDeclaration9_Release(sprite->vdecl);
+    sprite->vdecl = NULL;
+    sprite->stateblock = NULL;
 
     /* Reset some variables */
     ID3DXSprite_OnResetDevice(iface);
@@ -425,21 +508,22 @@ static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
     return D3D_OK;
 }
 
-static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
+static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface)
 {
-    ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
+    struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
     int i;
 
-    TRACE("(%p)\n", This);
+    TRACE("iface %p.\n", iface);
 
-    for(i=0;i<This->sprite_count;i++)
-        if(This->sprites[i].texture)
-            IDirect3DTexture9_Release(This->sprites[i].texture);
-
-    This->sprite_count=0;
+    for (i = 0; i < sprite->sprite_count; ++i)
+    {
+        if (sprite->sprites[i].texture)
+            IDirect3DTexture9_Release(sprite->sprites[i].texture);
+    }
 
-    This->flags=0;
-    This->ready=FALSE;
+    sprite->sprite_count = 0;
+    sprite->flags = 0;
+    sprite->ready = FALSE;
 
     /* keep matrices */
     /* device objects get restored on Begin */
@@ -447,40 +531,39 @@ static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
     return D3D_OK;
 }
 
-static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
+static const ID3DXSpriteVtbl d3dx9_sprite_vtbl =
 {
-    /*** IUnknown methods ***/
-    ID3DXSpriteImpl_QueryInterface,
-    ID3DXSpriteImpl_AddRef,
-    ID3DXSpriteImpl_Release,
-    /*** ID3DXSprite methods ***/
-    ID3DXSpriteImpl_GetDevice,
-    ID3DXSpriteImpl_GetTransform,
-    ID3DXSpriteImpl_SetTransform,
-    ID3DXSpriteImpl_SetWorldViewRH,
-    ID3DXSpriteImpl_SetWorldViewLH,
-    ID3DXSpriteImpl_Begin,
-    ID3DXSpriteImpl_Draw,
-    ID3DXSpriteImpl_Flush,
-    ID3DXSpriteImpl_End,
-    ID3DXSpriteImpl_OnLostDevice,
-    ID3DXSpriteImpl_OnResetDevice
+    d3dx9_sprite_QueryInterface,
+    d3dx9_sprite_AddRef,
+    d3dx9_sprite_Release,
+    d3dx9_sprite_GetDevice,
+    d3dx9_sprite_GetTransform,
+    d3dx9_sprite_SetTransform,
+    d3dx9_sprite_SetWorldViewRH,
+    d3dx9_sprite_SetWorldViewLH,
+    d3dx9_sprite_Begin,
+    d3dx9_sprite_Draw,
+    d3dx9_sprite_Flush,
+    d3dx9_sprite_End,
+    d3dx9_sprite_OnLostDevice,
+    d3dx9_sprite_OnResetDevice,
 };
 
-HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
+HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite)
 {
-    ID3DXSpriteImpl *object;
+    struct d3dx9_sprite *object;
     D3DCAPS9 caps;
-    TRACE("(void): relay\n");
+
+    TRACE("device %p, sprite %p.\n", device, sprite);
 
     if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
 
-    object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
-    if(object==NULL) {
-        *sprite=NULL;
+    if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+    {
+        *sprite = NULL;
         return E_OUTOFMEMORY;
     }
-    object->lpVtbl=&D3DXSprite_Vtbl;
+    object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_vtbl;
     object->ref=1;
     object->device=device;
     IUnknown_AddRef(device);
@@ -496,11 +579,11 @@ HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
     object->maxanisotropy=caps.MaxAnisotropy;
     object->alphacmp_caps=caps.AlphaCmpCaps;
 
-    ID3DXSprite_OnResetDevice((ID3DXSprite*)object);
+    ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
 
     object->sprites=NULL;
     object->allocated_sprites=0;
-    *sprite=(ID3DXSprite*)object;
+    *sprite=&object->ID3DXSprite_iface;
 
     return D3D_OK;
 }