*
*/
-#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);
/* 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
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[] =
{
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);
/* 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))
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;
} 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);
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);
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 */
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);
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;
}