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 struct sprite *new_sprites; 350 D3DSURFACE_DESC texdesc; 351 352 TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n", 353 iface, texture, wine_dbgstr_rect(rect), center, position, color); 354 355 if(texture==NULL) return D3DERR_INVALIDCALL; 356 if(!This->ready) return D3DERR_INVALIDCALL; 357 358 if (!This->allocated_sprites) 359 { 360 This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites)); 361 This->allocated_sprites = 32; 362 } 363 else if (This->allocated_sprites <= This->sprite_count) 364 { 365 new_sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 366 This->sprites, This->allocated_sprites * 2 * sizeof(*This->sprites)); 367 if (!new_sprites) 368 return E_OUTOFMEMORY; 369 This->sprites = new_sprites; 370 This->allocated_sprites *= 2; 371 } 372 This->sprites[This->sprite_count].texture=texture; 373 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE)) 374 IDirect3DTexture9_AddRef(texture); 375 376 /* Reuse the texture desc if possible */ 377 if(This->sprite_count) { 378 if(This->sprites[This->sprite_count-1].texture!=texture) { 379 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc); 380 } else { 381 texdesc.Width=This->sprites[This->sprite_count-1].texw; 382 texdesc.Height=This->sprites[This->sprite_count-1].texh; 383 } 384 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc); 385 386 This->sprites[This->sprite_count].texw=texdesc.Width; 387 This->sprites[This->sprite_count].texh=texdesc.Height; 388 389 if (rect) 390 This->sprites[This->sprite_count].rect = *rect; 391 else 392 SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height); 393 394 if(center==NULL) { 395 This->sprites[This->sprite_count].center.x=0.0f; 396 This->sprites[This->sprite_count].center.y=0.0f; 397 This->sprites[This->sprite_count].center.z=0.0f; 398 } else This->sprites[This->sprite_count].center=*center; 399 400 if(position==NULL) { 401 This->sprites[This->sprite_count].pos.x=0.0f; 402 This->sprites[This->sprite_count].pos.y=0.0f; 403 This->sprites[This->sprite_count].pos.z=0.0f; 404 } else This->sprites[This->sprite_count].pos=*position; 405 406 This->sprites[This->sprite_count].color=color; 407 This->sprites[This->sprite_count].transform=This->transform; 408 This->sprite_count++; 409 410 return D3D_OK; 411 } 412 413 static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface) 414 { 415 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface); 416 struct sprite_vertex *vertices; 417 int i, count=0, start; 418 419 TRACE("iface %p.\n", iface); 420 421 if(!This->ready) return D3DERR_INVALIDCALL; 422 if(!This->sprite_count) return D3D_OK; 423 424 /* TODO: use of a vertex buffer here */ 425 vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count); 426 427 for(start=0;start<This->sprite_count;start+=count,count=0) { 428 i=start; 429 while(i<This->sprite_count && 430 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) { 431 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left; 432 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top; 433 434 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x; 435 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y; 436 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 437 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x; 438 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y; 439 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 440 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x; 441 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y; 442 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 443 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x; 444 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y; 445 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 446 vertices[6*i ].col = This->sprites[i].color; 447 vertices[6*i+1].col = This->sprites[i].color; 448 vertices[6*i+2].col = This->sprites[i].color; 449 vertices[6*i+3].col = This->sprites[i].color; 450 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw; 451 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh; 452 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw; 453 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh; 454 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw; 455 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh; 456 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw; 457 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh; 458 459 vertices[6*i+4]=vertices[6*i]; 460 vertices[6*i+5]=vertices[6*i+2]; 461 462 D3DXVec3TransformCoordArray(&vertices[6 * i].pos, sizeof(*vertices), 463 &vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6); 464 count++; 465 i++; 466 } 467 468 IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture); 469 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl); 470 471 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 472 2 * count, vertices + 6 * start, sizeof(*vertices)); 473 } 474 HeapFree(GetProcessHeap(), 0, vertices); 475 476 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE)) 477 for(i=0;i<This->sprite_count;i++) 478 IDirect3DTexture9_Release(This->sprites[i].texture); 479 480 This->sprite_count=0; 481 482 /* Flush may be called more than once, so we don't reset This->ready here */ 483 484 return D3D_OK; 485 } 486 487 static HRESULT WINAPI d3dx9_sprite_End(ID3DXSprite *iface) 488 { 489 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 490 491 TRACE("iface %p.\n", iface); 492 493 if (!sprite->ready) 494 return D3DERR_INVALIDCALL; 495 496 ID3DXSprite_Flush(iface); 497 498 if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE)) 499 IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */ 500 501 sprite->ready = FALSE; 502 503 return D3D_OK; 504 } 505 506 static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface) 507 { 508 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 509 510 TRACE("iface %p.\n", iface); 511 512 if (sprite->stateblock) 513 IDirect3DStateBlock9_Release(sprite->stateblock); 514 if (sprite->vdecl) 515 IDirect3DVertexDeclaration9_Release(sprite->vdecl); 516 sprite->vdecl = NULL; 517 sprite->stateblock = NULL; 518 519 /* Reset some variables */ 520 ID3DXSprite_OnResetDevice(iface); 521 522 return D3D_OK; 523 } 524 525 static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface) 526 { 527 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 528 int i; 529 530 TRACE("iface %p.\n", iface); 531 532 if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE)) 533 { 534 for (i = 0; i < sprite->sprite_count; ++i) 535 { 536 if (sprite->sprites[i].texture) 537 IDirect3DTexture9_Release(sprite->sprites[i].texture); 538 } 539 } 540 541 sprite->sprite_count = 0; 542 sprite->flags = 0; 543 sprite->ready = FALSE; 544 545 /* keep matrices */ 546 /* device objects get restored on Begin */ 547 548 return D3D_OK; 549 } 550 551 static const ID3DXSpriteVtbl d3dx9_sprite_vtbl = 552 { 553 d3dx9_sprite_QueryInterface, 554 d3dx9_sprite_AddRef, 555 d3dx9_sprite_Release, 556 d3dx9_sprite_GetDevice, 557 d3dx9_sprite_GetTransform, 558 d3dx9_sprite_SetTransform, 559 d3dx9_sprite_SetWorldViewRH, 560 d3dx9_sprite_SetWorldViewLH, 561 d3dx9_sprite_Begin, 562 d3dx9_sprite_Draw, 563 d3dx9_sprite_Flush, 564 d3dx9_sprite_End, 565 d3dx9_sprite_OnLostDevice, 566 d3dx9_sprite_OnResetDevice, 567 }; 568 569 HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite) 570 { 571 struct d3dx9_sprite *object; 572 D3DCAPS9 caps; 573 574 TRACE("device %p, sprite %p.\n", device, sprite); 575 576 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL; 577 578 if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 579 { 580 *sprite = NULL; 581 return E_OUTOFMEMORY; 582 } 583 object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_vtbl; 584 object->ref=1; 585 object->device=device; 586 IUnknown_AddRef(device); 587 588 object->vdecl=NULL; 589 object->stateblock=NULL; 590 591 D3DXMatrixIdentity(&object->transform); 592 D3DXMatrixIdentity(&object->view); 593 594 IDirect3DDevice9_GetDeviceCaps(device, &caps); 595 object->texfilter_caps=caps.TextureFilterCaps; 596 object->maxanisotropy=caps.MaxAnisotropy; 597 object->alphacmp_caps=caps.AlphaCmpCaps; 598 599 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface); 600 601 object->sprites=NULL; 602 object->allocated_sprites=0; 603 *sprite=&object->ID3DXSprite_iface; 604 605 return D3D_OK; 606 } 607