xref: /reactos/dll/directx/wine/d3dx9_36/sprite.c (revision 1f6645eb)
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 
impl_from_ID3DXSprite(ID3DXSprite * iface)73 static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface)
74 {
75     return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface);
76 }
77 
d3dx9_sprite_QueryInterface(ID3DXSprite * iface,REFIID riid,void ** out)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 
d3dx9_sprite_AddRef(ID3DXSprite * iface)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 
d3dx9_sprite_Release(ID3DXSprite * iface)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 
d3dx9_sprite_GetDevice(struct ID3DXSprite * iface,struct IDirect3DDevice9 ** device)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 
d3dx9_sprite_GetTransform(ID3DXSprite * iface,D3DXMATRIX * transform)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 
d3dx9_sprite_SetTransform(ID3DXSprite * iface,const D3DXMATRIX * transform)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 
d3dx9_sprite_SetWorldViewRH(ID3DXSprite * iface,const D3DXMATRIX * world,const D3DXMATRIX * view)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 
d3dx9_sprite_SetWorldViewLH(ID3DXSprite * iface,const D3DXMATRIX * world,const D3DXMATRIX * view)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 */
set_states(struct d3dx9_sprite * object)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 
d3dx9_sprite_Begin(ID3DXSprite * iface,DWORD flags)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 
d3dx9_sprite_Draw(ID3DXSprite * iface,IDirect3DTexture9 * texture,const RECT * rect,const D3DXVECTOR3 * center,const D3DXVECTOR3 * position,D3DCOLOR color)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 
d3dx9_sprite_Flush(ID3DXSprite * iface)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 
d3dx9_sprite_End(ID3DXSprite * iface)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 
d3dx9_sprite_OnLostDevice(ID3DXSprite * iface)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 
d3dx9_sprite_OnResetDevice(ID3DXSprite * iface)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 
D3DXCreateSprite(struct IDirect3DDevice9 * device,struct ID3DXSprite ** sprite)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