xref: /reactos/dll/directx/wine/d3dx9_36/sprite.c (revision 19b18ce2)
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