1 /* 2 * Copyright (C) 2008 Tony Wasserka 3 * 4 * This library is free software; you can redistribute it and/or 5 * modify it under the terms of the GNU Lesser General Public 6 * License as published by the Free Software Foundation; either 7 * version 2.1 of the License, or (at your option) any later version. 8 * 9 * This library is distributed in the hope that it will be useful, 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 12 * Lesser General Public License for more details. 13 * 14 * You should have received a copy of the GNU Lesser General Public 15 * License along with this library; if not, write to the Free Software 16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 17 * 18 */ 19 20 #include "config.h" 21 #include "wine/port.h" 22 23 #include "d3dx9_private.h" 24 25 WINE_DEFAULT_DEBUG_CHANNEL(d3dx); 26 27 /* the combination of all possible D3DXSPRITE flags */ 28 #define D3DXSPRITE_FLAGLIMIT 511 29 30 struct sprite_vertex 31 { 32 D3DXVECTOR3 pos; 33 DWORD col; 34 D3DXVECTOR2 tex; 35 }; 36 37 struct sprite 38 { 39 IDirect3DTexture9 *texture; 40 UINT texw, texh; 41 RECT rect; 42 D3DXVECTOR3 center; 43 D3DXVECTOR3 pos; 44 D3DCOLOR color; 45 D3DXMATRIX transform; 46 }; 47 48 struct d3dx9_sprite 49 { 50 ID3DXSprite ID3DXSprite_iface; 51 LONG ref; 52 53 IDirect3DDevice9 *device; 54 IDirect3DVertexDeclaration9 *vdecl; 55 IDirect3DStateBlock9 *stateblock; 56 D3DXMATRIX transform; 57 D3DXMATRIX view; 58 DWORD flags; 59 BOOL ready; 60 61 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */ 62 DWORD texfilter_caps; 63 DWORD maxanisotropy; 64 DWORD alphacmp_caps; 65 66 struct sprite *sprites; 67 int sprite_count; /* number of sprites to be drawn */ 68 int allocated_sprites; /* number of (pre-)allocated sprites */ 69 }; 70 71 static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface) 72 { 73 return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface); 74 } 75 76 static HRESULT WINAPI d3dx9_sprite_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out) 77 { 78 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); 79 80 if (IsEqualGUID(riid, &IID_ID3DXSprite) 81 || IsEqualGUID(riid, &IID_IUnknown)) 82 { 83 IUnknown_AddRef(iface); 84 *out = iface; 85 return S_OK; 86 } 87 88 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); 89 90 *out = NULL; 91 return E_NOINTERFACE; 92 } 93 94 static ULONG WINAPI d3dx9_sprite_AddRef(ID3DXSprite *iface) 95 { 96 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 97 ULONG refcount = InterlockedIncrement(&sprite->ref); 98 99 TRACE("%p increasing refcount to %u.\n", sprite, refcount); 100 101 return refcount; 102 } 103 104 static ULONG WINAPI d3dx9_sprite_Release(ID3DXSprite *iface) 105 { 106 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 107 ULONG refcount = InterlockedDecrement(&sprite->ref); 108 109 TRACE("%p decreasing refcount to %u.\n", sprite, refcount); 110 111 if (!refcount) 112 { 113 if (sprite->sprites) 114 { 115 int i; 116 117 for (i = 0; i < sprite->sprite_count; ++i) 118 { 119 if (sprite->sprites[i].texture) 120 IDirect3DTexture9_Release(sprite->sprites[i].texture); 121 } 122 123 HeapFree(GetProcessHeap(), 0, sprite->sprites); 124 } 125 126 if (sprite->stateblock) 127 IDirect3DStateBlock9_Release(sprite->stateblock); 128 if (sprite->vdecl) 129 IDirect3DVertexDeclaration9_Release(sprite->vdecl); 130 if (sprite->device) 131 IDirect3DDevice9_Release(sprite->device); 132 HeapFree(GetProcessHeap(), 0, sprite); 133 } 134 135 return refcount; 136 } 137 138 static HRESULT WINAPI d3dx9_sprite_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device) 139 { 140 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 141 142 TRACE("iface %p, device %p.\n", iface, device); 143 144 if (!device) 145 return D3DERR_INVALIDCALL; 146 *device = sprite->device; 147 IDirect3DDevice9_AddRef(sprite->device); 148 149 return D3D_OK; 150 } 151 152 static HRESULT WINAPI d3dx9_sprite_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform) 153 { 154 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 155 156 TRACE("iface %p, transform %p.\n", iface, transform); 157 158 if (!transform) 159 return D3DERR_INVALIDCALL; 160 *transform = sprite->transform; 161 162 return D3D_OK; 163 } 164 165 static HRESULT WINAPI d3dx9_sprite_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform) 166 { 167 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 168 169 TRACE("iface %p, transform %p.\n", iface, transform); 170 171 if (!transform) 172 return D3DERR_INVALIDCALL; 173 sprite->transform = *transform; 174 175 return D3D_OK; 176 } 177 178 static HRESULT WINAPI d3dx9_sprite_SetWorldViewRH(ID3DXSprite *iface, 179 const D3DXMATRIX *world, const D3DXMATRIX *view) 180 { 181 FIXME("iface %p, world %p, view %p stub!\n", iface, world, view); 182 183 return E_NOTIMPL; 184 } 185 186 static HRESULT WINAPI d3dx9_sprite_SetWorldViewLH(ID3DXSprite *iface, 187 const D3DXMATRIX *world, const D3DXMATRIX *view) 188 { 189 FIXME("iface %p, world %p, view %p stub!\n", iface, world, view); 190 191 return E_NOTIMPL; 192 } 193 194 /* Helper function */ 195 static void set_states(struct d3dx9_sprite *object) 196 { 197 D3DXMATRIX mat; 198 D3DVIEWPORT9 vp; 199 200 /* Miscellaneous stuff */ 201 IDirect3DDevice9_SetVertexShader(object->device, NULL); 202 IDirect3DDevice9_SetPixelShader(object->device, NULL); 203 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f); 204 205 /* Render states */ 206 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE); 207 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER); 208 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00); 209 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps); 210 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD); 211 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE); 212 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, 0); 213 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | 214 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED); 215 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE); 216 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); 217 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); 218 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE); 219 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID); 220 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE); 221 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); 222 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE); 223 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE); 224 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE); 225 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); 226 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE); 227 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); 228 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE); 229 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE); 230 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE); 231 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0); 232 233 /* Texture stage states */ 234 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); 235 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); 236 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); 237 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); 238 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); 239 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE); 240 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0); 241 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); 242 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); 243 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); 244 245 /* Sampler states */ 246 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); 247 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); 248 249 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC) 250 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC); 251 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 252 253 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0); 254 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy); 255 256 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC) 257 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); 258 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); 259 260 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR) 261 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); 262 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); 263 264 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0); 265 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0); 266 267 /* Matrices */ 268 D3DXMatrixIdentity(&mat); 269 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat); 270 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view); 271 IDirect3DDevice9_GetViewport(object->device, &vp); 272 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); 273 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat); 274 } 275 276 static HRESULT WINAPI d3dx9_sprite_Begin(ID3DXSprite *iface, DWORD flags) 277 { 278 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface); 279 HRESULT hr; 280 281 TRACE("iface %p, flags %#x.\n", iface, flags); 282 283 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL; 284 285 /* TODO: Implement flags: 286 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera 287 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all 288 D3DXSPRITE_OBJECTSPACE: do not change device transforms 289 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position 290 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position 291 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often) 292 */ 293 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */ 294 if(flags & (D3DXSPRITE_BILLBOARD | 295 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE | 296 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT)) 297 FIXME("Flags unsupported: %#x\n", flags); 298 /* These flags should only matter to performance */ 299 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE)) 300 TRACE("Flags unsupported: %#x\n", flags); 301 302 if(This->vdecl==NULL) { 303 static const D3DVERTEXELEMENT9 elements[] = 304 { 305 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, 306 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, 307 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, 308 D3DDECL_END() 309 }; 310 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl); 311 } 312 313 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) { 314 if(This->stateblock==NULL) { 315 /* Tell our state block what it must store */ 316 hr=IDirect3DDevice9_BeginStateBlock(This->device); 317 if(hr!=D3D_OK) return hr; 318 319 set_states(This); 320 321 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl); 322 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(struct sprite_vertex)); 323 IDirect3DDevice9_SetIndices(This->device, NULL); 324 IDirect3DDevice9_SetTexture(This->device, 0, NULL); 325 326 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock); 327 } 328 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */ 329 } 330 331 /* Apply device state */ 332 set_states(This); 333 334 This->flags=flags; 335 This->ready=TRUE; 336 337 return D3D_OK; 338 } 339 340 static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture, 341 const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color) 342 { 343 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface); 344 D3DSURFACE_DESC texdesc; 345 346 TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n", 347 iface, texture, wine_dbgstr_rect(rect), center, position, color); 348 349 if(texture==NULL) return D3DERR_INVALIDCALL; 350 if(!This->ready) return D3DERR_INVALIDCALL; 351 352 if (!This->allocated_sprites) 353 { 354 This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites)); 355 This->allocated_sprites = 32; 356 } 357 else if (This->allocated_sprites <= This->sprite_count) 358 { 359 This->allocated_sprites += This->allocated_sprites / 2; 360 This->sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 361 This->sprites, This->allocated_sprites * sizeof(*This->sprites)); 362 } 363 This->sprites[This->sprite_count].texture=texture; 364 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE)) 365 IDirect3DTexture9_AddRef(texture); 366 367 /* Reuse the texture desc if possible */ 368 if(This->sprite_count) { 369 if(This->sprites[This->sprite_count-1].texture!=texture) { 370 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc); 371 } else { 372 texdesc.Width=This->sprites[This->sprite_count-1].texw; 373 texdesc.Height=This->sprites[This->sprite_count-1].texh; 374 } 375 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc); 376 377 This->sprites[This->sprite_count].texw=texdesc.Width; 378 This->sprites[This->sprite_count].texh=texdesc.Height; 379 380 if (rect) 381 This->sprites[This->sprite_count].rect = *rect; 382 else 383 SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height); 384 385 if(center==NULL) { 386 This->sprites[This->sprite_count].center.x=0.0f; 387 This->sprites[This->sprite_count].center.y=0.0f; 388 This->sprites[This->sprite_count].center.z=0.0f; 389 } else This->sprites[This->sprite_count].center=*center; 390 391 if(position==NULL) { 392 This->sprites[This->sprite_count].pos.x=0.0f; 393 This->sprites[This->sprite_count].pos.y=0.0f; 394 This->sprites[This->sprite_count].pos.z=0.0f; 395 } else This->sprites[This->sprite_count].pos=*position; 396 397 This->sprites[This->sprite_count].color=color; 398 This->sprites[This->sprite_count].transform=This->transform; 399 This->sprite_count++; 400 401 return D3D_OK; 402 } 403 404 static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface) 405 { 406 struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface); 407 struct sprite_vertex *vertices; 408 int i, count=0, start; 409 410 TRACE("iface %p.\n", iface); 411 412 if(!This->ready) return D3DERR_INVALIDCALL; 413 if(!This->sprite_count) return D3D_OK; 414 415 /* TODO: use of a vertex buffer here */ 416 vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count); 417 418 for(start=0;start<This->sprite_count;start+=count,count=0) { 419 i=start; 420 while(i<This->sprite_count && 421 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) { 422 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left; 423 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top; 424 425 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x; 426 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y; 427 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 428 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x; 429 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y; 430 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 431 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x; 432 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y; 433 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 434 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x; 435 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y; 436 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z; 437 vertices[6*i ].col = This->sprites[i].color; 438 vertices[6*i+1].col = This->sprites[i].color; 439 vertices[6*i+2].col = This->sprites[i].color; 440 vertices[6*i+3].col = This->sprites[i].color; 441 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw; 442 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh; 443 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw; 444 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh; 445 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw; 446 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh; 447 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw; 448 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh; 449 450 vertices[6*i+4]=vertices[6*i]; 451 vertices[6*i+5]=vertices[6*i+2]; 452 453 D3DXVec3TransformCoordArray(&vertices[6 * i].pos, sizeof(*vertices), 454 &vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6); 455 count++; 456 i++; 457 } 458 459 IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture); 460 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl); 461 462 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 463 2 * count, vertices + 6 * start, sizeof(*vertices)); 464 } 465 HeapFree(GetProcessHeap(), 0, vertices); 466 467 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE)) 468 for(i=0;i<This->sprite_count;i++) 469 IDirect3DTexture9_Release(This->sprites[i].texture); 470 471 This->sprite_count=0; 472 473 /* Flush may be called more than once, so we don't reset This->ready here */ 474 475 return D3D_OK; 476 } 477 478 static HRESULT WINAPI d3dx9_sprite_End(ID3DXSprite *iface) 479 { 480 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 481 482 TRACE("iface %p.\n", iface); 483 484 if (!sprite->ready) 485 return D3DERR_INVALIDCALL; 486 487 ID3DXSprite_Flush(iface); 488 489 if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE)) 490 IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */ 491 492 sprite->ready = FALSE; 493 494 return D3D_OK; 495 } 496 497 static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface) 498 { 499 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 500 501 TRACE("iface %p.\n", iface); 502 503 if (sprite->stateblock) 504 IDirect3DStateBlock9_Release(sprite->stateblock); 505 if (sprite->vdecl) 506 IDirect3DVertexDeclaration9_Release(sprite->vdecl); 507 sprite->vdecl = NULL; 508 sprite->stateblock = NULL; 509 510 /* Reset some variables */ 511 ID3DXSprite_OnResetDevice(iface); 512 513 return D3D_OK; 514 } 515 516 static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface) 517 { 518 struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface); 519 int i; 520 521 TRACE("iface %p.\n", iface); 522 523 for (i = 0; i < sprite->sprite_count; ++i) 524 { 525 if (sprite->sprites[i].texture) 526 IDirect3DTexture9_Release(sprite->sprites[i].texture); 527 } 528 529 sprite->sprite_count = 0; 530 sprite->flags = 0; 531 sprite->ready = FALSE; 532 533 /* keep matrices */ 534 /* device objects get restored on Begin */ 535 536 return D3D_OK; 537 } 538 539 static const ID3DXSpriteVtbl d3dx9_sprite_vtbl = 540 { 541 d3dx9_sprite_QueryInterface, 542 d3dx9_sprite_AddRef, 543 d3dx9_sprite_Release, 544 d3dx9_sprite_GetDevice, 545 d3dx9_sprite_GetTransform, 546 d3dx9_sprite_SetTransform, 547 d3dx9_sprite_SetWorldViewRH, 548 d3dx9_sprite_SetWorldViewLH, 549 d3dx9_sprite_Begin, 550 d3dx9_sprite_Draw, 551 d3dx9_sprite_Flush, 552 d3dx9_sprite_End, 553 d3dx9_sprite_OnLostDevice, 554 d3dx9_sprite_OnResetDevice, 555 }; 556 557 HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite) 558 { 559 struct d3dx9_sprite *object; 560 D3DCAPS9 caps; 561 562 TRACE("device %p, sprite %p.\n", device, sprite); 563 564 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL; 565 566 if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 567 { 568 *sprite = NULL; 569 return E_OUTOFMEMORY; 570 } 571 object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_vtbl; 572 object->ref=1; 573 object->device=device; 574 IUnknown_AddRef(device); 575 576 object->vdecl=NULL; 577 object->stateblock=NULL; 578 579 D3DXMatrixIdentity(&object->transform); 580 D3DXMatrixIdentity(&object->view); 581 582 IDirect3DDevice9_GetDeviceCaps(device, &caps); 583 object->texfilter_caps=caps.TextureFilterCaps; 584 object->maxanisotropy=caps.MaxAnisotropy; 585 object->alphacmp_caps=caps.AlphaCmpCaps; 586 587 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface); 588 589 object->sprites=NULL; 590 object->allocated_sprites=0; 591 *sprite=&object->ID3DXSprite_iface; 592 593 return D3D_OK; 594 } 595